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