/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
*/
#include "ultima/ultima8/misc/debugger.h"
#include "ultima/ultima8/kernel/kernel.h"
#include "ultima/ultima8/world/actors/main_actor.h"
#include "ultima/ultima8/world/actors/cru_avatar_mover_process.h"
#include "ultima/ultima8/world/crosshair_process.h"
#include "ultima/ultima8/world/item_factory.h"
#include "ultima/ultima8/world/get_object.h"
#include "ultima/ultima8/ultima8.h"
#include "math/utils.h"
namespace Ultima {
namespace Ultima8 {
DEFINE_RUNTIME_CLASSTYPE_CODE(CrosshairProcess)
static const uint32 CROSSHAIR_SHAPE = 0x4CC;
static const float CROSSHAIR_DIST = 400.0;
CrosshairProcess *CrosshairProcess::_instance = nullptr;
CrosshairProcess::CrosshairProcess() : Process() {
_instance = this;
_type = 1; // persistent
}
CrosshairProcess::~CrosshairProcess() {
if (_instance == this)
_instance = nullptr;
}
void CrosshairProcess::run() {
Actor *actor = getControlledActor();
if (!actor)
return;
if (actor->isInCombat()) {
Kernel *kernel = Kernel::get_instance();
assert(kernel);
Point3 pt = actor->getLocation();
actor->addFireAnimOffsets(pt.x, pt.y, pt.z);
const CruAvatarMoverProcess *mover = dynamic_cast(Ultima8Engine::get_instance()->getAvatarMoverProcess());
if (!mover) {
warning("lost CruAvatarMoverProcess");
return;
}
double angle = mover->getAvatarAngleDegrees() + 90.0;
if (angle < 90.0) {
// -1 is used to record the avatar is not in combat, so shouldn't happen?
return;
}
// Convert angle to 0~2pi
double rads = Math::deg2rad(angle);
float xoff = CROSSHAIR_DIST * cos(rads);
float yoff = CROSSHAIR_DIST * sin(rads);
pt.x -= static_cast(xoff);
pt.y -= static_cast(yoff);
Item *item;
if (_itemNum) {
item = getItem(_itemNum);
} else {
// Create a new sprite
item = ItemFactory::createItem(CROSSHAIR_SHAPE, 0, 0, Item::FLG_DISPOSABLE,
0, 0, Item::EXT_SPRITE, true);
setItemNum(item->getObjId());
}
if (item)
item->move(pt.x, pt.y, pt.z);
else
_itemNum = 0; // sprite gone? can happen during teleport.
} else {
if (_itemNum) {
Item *item = getItem(_itemNum);
if (item)
item->destroy();
_itemNum = 0;
}
}
}
void CrosshairProcess::saveData(Common::WriteStream *ws) {
Process::saveData(ws);
}
bool CrosshairProcess::loadData(Common::ReadStream *rs, uint32 version) {
if (!Process::loadData(rs, version)) return false;
_type = 1; // should be persistent but older savegames may not know that.
return true;
}
} // End of namespace Ultima8
} // End of namespace Ultima