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scummvm-cursorfix/engines/ultima/ultima8/gumps/cru_weapon_gump.cpp
2026-02-02 04:50:13 +01:00

121 lines
3.4 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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