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

105 lines
3.1 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/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<WeaponOverlayFrame>[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