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engines/ultima/ultima8/world/target_reticle_process.h
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engines/ultima/ultima8/world/target_reticle_process.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ULTIMA8_WORLD_TARGETRETICLEPROCESS_H
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#define ULTIMA8_WORLD_TARGETRETICLEPROCESS_H
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#include "ultima/ultima8/kernel/process.h"
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#include "ultima/ultima8/misc/classtype.h"
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namespace Ultima {
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namespace Ultima8 {
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class Item;
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/**
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* A process to update the targeting reticle location. This is called the
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* DumbTimer process in the game.
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*/
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class TargetReticleProcess : public Process {
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public:
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TargetReticleProcess();
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~TargetReticleProcess();
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ENABLE_RUNTIME_CLASSTYPE()
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void run() override;
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//!< Notify this process that the item we're targeting has moved
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void itemMoved(Item *item);
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//!< Avatar direction changed - force update of finding a new item next frame.
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void avatarMoved();
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bool loadData(Common::ReadStream *rs, uint32 version);
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void saveData(Common::WriteStream *ws) override;
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void setEnabled(bool val) {
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_reticleEnabled = val;
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}
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bool getEnabled() const {
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return _reticleEnabled;
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}
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void toggle();
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static TargetReticleProcess *get_instance() {
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return _instance;
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}
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void toggleReticleStyle();
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private:
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bool findTargetItem();
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void putTargetReticleOnItem(Item *, bool last_frame);
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void clearSprite();
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bool _reticleEnabled;
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int32 _lastUpdate;
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uint16 _reticleSpriteProcess;
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Direction _lastTargetDir;
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uint16 _lastTargetItem;
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// Only used in No Regret.
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uint16 _reticleStyle;
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static TargetReticleProcess *_instance;
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};
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} // End of namespace Ultima8
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} // End of namespace Ultima
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#endif
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