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engines/grim/costume/mesh_component.cpp
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92
engines/grim/costume/mesh_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/debug.h"
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#include "engines/grim/model.h"
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#include "engines/grim/savegame.h"
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#include "engines/grim/costume/mesh_component.h"
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#include "engines/grim/costume/model_component.h"
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namespace Grim {
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MeshComponent::MeshComponent(Component *p, int parentID, const char *name, tag32 t) :
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Component(p, parentID, name, t), _node(nullptr) {
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if (sscanf(name, "mesh %d", &_num) < 1)
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error("Couldn't parse mesh name %s", name);
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}
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void MeshComponent::init() {
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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 *mc = static_cast<ModelComponent *>(_parent);
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_node = mc->getHierarchy() + _num;
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_model = mc->getModel();
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} else {
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Debug::warning(Debug::Costumes, "Parent of mesh %d was not a model", _num);
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_node = nullptr;
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_model = nullptr;
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}
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}
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CMap *MeshComponent::cmap() {
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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 *mc = static_cast<ModelComponent *>(_parent);
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return mc->getCMap();
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}
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return nullptr;
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}
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void MeshComponent::setKey(int val) {
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_node->_meshVisible = (val != 0);
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}
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void MeshComponent::reset() {
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// NOTE: Setting the visibility to true here causes a bug with the thunderboy costume:
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// closing the inventory causes the hat to appear, while it shouldn't.
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// This could however introduce regressions somewhere else, so if there is something
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// disappearing or not behaving properly in a costume the cause might be here.
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//_node->_meshVisible = true;
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}
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int MeshComponent::update(uint /*time*/) {
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_node->setMatrix(_matrix);
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return 0;
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}
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void MeshComponent::saveState(SaveGame *state) {
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state->writeBool(_node->_meshVisible);
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state->writeVector3d(_matrix.getPosition());
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}
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void MeshComponent::restoreState(SaveGame *state) {
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_node->_meshVisible = state->readBool();
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if (state->saveMinorVersion() >= 14) {
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_matrix.setPosition(state->readVector3d());
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_node->setMatrix(_matrix);
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}
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}
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} // end of namespace Grim
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