Crusader_Decomp/_tmp_scummvm_combat_dat.h

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2026-04-05 18:27:09 +02:00
/* 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/>.
*
*/
#ifndef WORLD_ACTORS_COMBAT_DAT_H
#define WORLD_ACTORS_COMBAT_DAT_H
#include "common/stream.h"
#include "common/str.h"
namespace Ultima {
namespace Ultima8 {
/**
* A single entry in the Crusader combat.dat flex. The files consist of 3 parts:
* 1. human-readable name (zero-padded 16 bytes)
* 2. offset table (10x2-byte offsets, in practice only the first 2 offsets are ever used)
* 3. tactic blocks starting at the offsets given in the offset (in practice only 2 blocks are used)
*
* The tactic blocks are a sequence of opcodes of things the NPC should
* do - eg, turn towards direction X.
*/
class CombatDat {
public:
CombatDat(Common::SeekableReadStream &rs);
~CombatDat();
const Common::String &getName() const {
return _name;
};
const uint8 *getData() const {
return _data;
}
uint16 getOffset(int block) const {
assert(block < ARRAYSIZE(_offsets));
return _offsets[block];
}
uint16 getDataLen() const {
return _dataLen;
}
private:
Common::String _name;
uint16 _offsets[4];
uint8 *_data;
uint16 _dataLen;
};
} // End of namespace Ultima8
} // End of namespace Ultima
#endif