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engines/grim/costume/material_component.cpp
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78
engines/grim/costume/material_component.cpp
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/* 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 "common/textconsole.h"
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#include "engines/grim/costume.h"
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#include "engines/grim/debug.h"
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#include "engines/grim/model.h"
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#include "engines/grim/material.h"
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#include "engines/grim/savegame.h"
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#include "engines/grim/costume/material_component.h"
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#include "engines/grim/costume/model_component.h"
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namespace Grim {
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MaterialComponent::MaterialComponent(Component *p, int parentID, const char *filename, tag32 t) :
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Component(p, parentID, filename, t) {
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Debug::debug(Debug::Costumes, "Constructing MaterialComponent %s", filename);
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}
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void MaterialComponent::init() {
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_mat = nullptr;
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if (_parent->isComponentType('M','M','D','L') ||
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_parent->isComponentType('M','O','D','L')) {
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ModelComponent *p = static_cast<ModelComponent *>(_parent);
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Model *model = p->getModel();
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if (model) {
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for (int i = 0; i < model->_numMaterials; ++i) {
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if (_name.compareToIgnoreCase(model->_materials[i]->getFilename()) == 0) {
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_mat = model->_materials[i];
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return;
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}
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}
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}
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} else {
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warning("Parent of a MaterialComponent not a ModelComponent. %s %s", _name.c_str(), _cost->getFilename().c_str());
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}
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}
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void MaterialComponent::setKey(int val) {
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_mat->setActiveTexture(val);
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}
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void MaterialComponent::reset() {
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_mat->setActiveTexture(0);
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}
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void MaterialComponent::resetColormap() {
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init();
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}
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void MaterialComponent::saveState(SaveGame *state) {
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state->writeLESint32(_mat->getActiveTexture());
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}
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void MaterialComponent::restoreState(SaveGame *state) {
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_mat->setActiveTexture(state->readLESint32());
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}
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} // end of namespace Grim
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