/* 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/gumps/cru_weapon_gump.h" #include "ultima/ultima8/games/game_data.h" #include "ultima/ultima8/gfx/gump_shape_archive.h" #include "ultima/ultima8/gfx/shape.h" #include "ultima/ultima8/world/actors/main_actor.h" #include "ultima/ultima8/world/get_object.h" namespace Ultima { namespace Ultima8 { static const int WEAPON_GUMP_SHAPE = 3; DEFINE_RUNTIME_CLASSTYPE_CODE(CruWeaponGump) CruWeaponGump::CruWeaponGump() : CruStatGump(), _weaponShape(nullptr) { } CruWeaponGump::CruWeaponGump(Shape *shape, int x) : CruStatGump(shape, x), _weaponShape(nullptr) { _frameNum = 0; GumpShapeArchive *gumpshapes = GameData::get_instance()->getGumps(); if (!gumpshapes) { warning("failed to init stat gump: no gump shape archive"); return; } _weaponShape = gumpshapes->getShape(WEAPON_GUMP_SHAPE); if (!_weaponShape || !_weaponShape->getFrame(0)) { warning("failed to init stat gump: no weapon shape"); return; } } CruWeaponGump::~CruWeaponGump() { } void CruWeaponGump::InitGump(Gump *newparent, bool take_focus) { CruStatGump::InitGump(newparent, take_focus); // We will fill out the shape to paint for this later. Gump *weaponGump = new Gump(); weaponGump->InitGump(this, false); weaponGump->SetIndex(1); } void CruWeaponGump::PaintThis(RenderSurface *surf, int32 lerp_factor, bool scaled) { const MainActor *a = getMainActor(); if (!a) { // avatar gone?? return; } Gump *weaponGump = _children.front(); if (a != getControlledActor()) { // Only paint when controlling avatar weaponGump->HideGump(); return; } else { weaponGump->UnhideGump(); } assert(weaponGump); uint16 active = a->getActiveWeapon(); if (!active) { weaponGump->SetShape(0, 0); } else { Item *item = getItem(active); if (!item) { weaponGump->SetShape(0, 0); } else { const WeaponInfo *weaponinfo = item->getShapeInfo()->_weaponInfo; uint16 frameno = 0; if (weaponinfo) { // this should be a weapon, otherwise why are we here? assert(WEAPON_GUMP_SHAPE == weaponinfo->_displayGumpShape); frameno = weaponinfo->_displayGumpFrame; } weaponGump->SetShape(_weaponShape, frameno); weaponGump->UpdateDimsFromShape(); weaponGump->setRelativePosition(CENTER); } } CruStatGump::PaintThis(surf, lerp_factor, scaled); } void CruWeaponGump::saveData(Common::WriteStream *ws) { CruStatGump::saveData(ws); } bool CruWeaponGump::loadData(Common::ReadStream *rs, uint32 version) { return CruStatGump::loadData(rs, version); } } // End of namespace Ultima8 } // End of namespace Ultima