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104
engines/ultima/ultima8/gfx/wpn_ovlay_dat.cpp
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104
engines/ultima/ultima8/gfx/wpn_ovlay_dat.cpp
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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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#include "ultima/ultima8/misc/debugger.h"
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#include "ultima/ultima8/gfx/wpn_ovlay_dat.h"
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#include "ultima/ultima8/world/actors/weapon_overlay.h"
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#include "ultima/ultima8/filesys/raw_archive.h"
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#include "ultima/ultima8/games/game_data.h"
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#include "ultima/ultima8/gfx/main_shape_archive.h"
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#include "ultima/ultima8/world/actors/anim_action.h"
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namespace Ultima {
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namespace Ultima8 {
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WpnOvlayDat::WpnOvlayDat() {
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}
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WpnOvlayDat::~WpnOvlayDat() {
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for (unsigned int i = 0; i < _overlay.size(); i++)
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delete _overlay[i];
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}
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const WeaponOverlayFrame *WpnOvlayDat::getOverlayFrame(uint32 action, int type,
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Direction direction,
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int frame) const {
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if (action >= _overlay.size())
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return nullptr;
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if (!_overlay[action])
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return nullptr;
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return _overlay[action]->getFrame(type, direction, frame);
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}
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void WpnOvlayDat::load(RawArchive *overlaydat) {
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MainShapeArchive *msf = GameData::get_instance()->getMainShapes();
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assert(msf);
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_overlay.resize(overlaydat->getCount());
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for (unsigned int action = 0; action < _overlay.size(); action++) {
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Common::SeekableReadStream *rs = overlaydat->get_datasource(action);
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_overlay[action] = nullptr;
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if (rs && rs->size()) {
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// get Avatar's animation
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const AnimAction *anim = msf->getAnim(1, action);
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if (!anim) {
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warning("Skipping wpnovlay action %u because avatar animation doesn't exist.", action);
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continue;
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}
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AnimWeaponOverlay *awo = new AnimWeaponOverlay;
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_overlay[action] = awo;
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unsigned int animlength = anim->getSize();
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unsigned int dircount = anim->getDirCount();
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unsigned int typecount = rs->size() / (4 * dircount * animlength);
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awo->_overlay.resize(typecount);
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for (unsigned int type = 0; type < typecount; type++) {
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awo->_overlay[type]._dirCount = dircount;
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awo->_overlay[type]._frames =
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new Std::vector<WeaponOverlayFrame>[dircount];
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for (unsigned int dir = 0; dir < dircount; dir++) {
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awo->_overlay[type]._frames[dir].resize(animlength);
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for (unsigned int frame = 0; frame < animlength; frame++) {
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WeaponOverlayFrame f;
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f._xOff = rs->readSByte();
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f._yOff = rs->readSByte();
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f._frame = rs->readUint16LE();
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awo->_overlay[type]._frames[dir][frame] = f;
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}
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}
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}
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}
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delete rs;
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}
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}
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} // End of namespace Ultima8
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} // End of namespace Ultima
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