scummvm/engines/grim/costume/bitmap_component.cpp
2014-04-05 18:18:42 +02:00

65 lines
2.4 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/grim/objectstate.h"
#include "engines/grim/grim.h"
#include "engines/grim/debug.h"
#include "engines/grim/set.h"
#include "engines/grim/costume/bitmap_component.h"
namespace Grim {
BitmapComponent::BitmapComponent(Component *p, int parentID, const char *filename, tag32 t) :
Component(p, parentID, filename, t) {
}
void BitmapComponent::setKey(int val) {
ObjectState *state = g_grim->getCurrSet()->findState(_name);
if (state) {
state->setActiveImage(val);
return;
}
// Complain that we couldn't find the bitmap. This means we probably
// didn't handle something correctly. Example: Before the tube-switcher
// bitmaps were not loading with the scene. This was because they were requested
// as a different case then they were stored (tu_0_dorcu_door_open versus
// TU_0_DORCU_door_open), which was causing problems in the string comparison.
Debug::warning(Debug::Bitmaps | Debug::Costumes, "Missing scene bitmap: %s", _name.c_str());
/* In case you feel like drawing the missing bitmap anyway...
// Assume that all objects the scene file forgot about are OBJSTATE_STATE class
state = new ObjectState(0, ObjectState::OBJSTATE_STATE, bitmap, NULL, true);
if (!state) {
if (gDebugLevel == DEBUG_BITMAPS || gDebugLevel == DEBUG_WARN || gDebugLevel == DEBUG_ALL)
warning("Couldn't find bitmap %s in current scene", _filename.c_str());
return;
}
g_grim->getCurrSet()->addObjectState(state);
state->setNumber(val);
*/
}
} // end of namespace Grim