/* 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