/* 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