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