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