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author | Willem Jan Palenstijn | 2012-09-04 22:17:23 +0200 |
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committer | Willem Jan Palenstijn | 2012-09-04 22:17:23 +0200 |
commit | b4090ead4d4334e08725323ff72fd355c93b63d5 (patch) | |
tree | 4eb58e5698b1cfd1a89d2b038f929071264ffeb9 /engines/wintermute/ad/ad_scene_state.cpp | |
parent | df80820184c90a87511f0cabdca4addb9fa13a66 (diff) | |
download | scummvm-rg350-b4090ead4d4334e08725323ff72fd355c93b63d5.tar.gz scummvm-rg350-b4090ead4d4334e08725323ff72fd355c93b63d5.tar.bz2 scummvm-rg350-b4090ead4d4334e08725323ff72fd355c93b63d5.zip |
WINTERMUTE: Convert CRLF to LF
Diffstat (limited to 'engines/wintermute/ad/ad_scene_state.cpp')
-rw-r--r-- | engines/wintermute/ad/ad_scene_state.cpp | 190 |
1 files changed, 95 insertions, 95 deletions
diff --git a/engines/wintermute/ad/ad_scene_state.cpp b/engines/wintermute/ad/ad_scene_state.cpp index 04fd52c382..c09e6a259c 100644 --- a/engines/wintermute/ad/ad_scene_state.cpp +++ b/engines/wintermute/ad/ad_scene_state.cpp @@ -1,95 +1,95 @@ -/* 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 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.
- *
- */
-
-/*
- * This file is based on WME Lite.
- * http://dead-code.org/redir.php?target=wmelite
- * Copyright (c) 2011 Jan Nedoma
- */
-
-#include "engines/wintermute/persistent.h"
-#include "engines/wintermute/ad/ad_scene_state.h"
-#include "engines/wintermute/ad/ad_node_state.h"
-#include "engines/wintermute/platform_osystem.h"
-#include "common/str.h"
-
-namespace Wintermute {
-
-IMPLEMENT_PERSISTENT(AdSceneState, false)
-
-//////////////////////////////////////////////////////////////////////////
-AdSceneState::AdSceneState(BaseGame *inGame) : BaseClass(inGame) {
- _filename = NULL;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-AdSceneState::~AdSceneState() {
- delete[] _filename;
- _filename = NULL;
-
- for (uint32 i = 0; i < _nodeStates.size(); i++) {
- delete _nodeStates[i];
- }
- _nodeStates.clear();
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool AdSceneState::persist(BasePersistenceManager *persistMgr) {
- persistMgr->transfer(TMEMBER(_filename));
- _nodeStates.persist(persistMgr);
-
- return STATUS_OK;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-void AdSceneState::setFilename(const char *filename) {
- delete[] _filename;
- _filename = new char [strlen(filename) + 1];
- if (_filename) {
- strcpy(_filename, filename);
- }
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-AdNodeState *AdSceneState::getNodeState(const char *name, bool saving) {
- for (uint32 i = 0; i < _nodeStates.size(); i++) {
- if (scumm_stricmp(_nodeStates[i]->getName(), name) == 0) {
- return _nodeStates[i];
- }
- }
-
- if (saving) {
- AdNodeState *ret = new AdNodeState(_gameRef);
- ret->setName(name);
- _nodeStates.add(ret);
-
- return ret;
- } else {
- return NULL;
- }
-}
-
-} // end of namespace Wintermute
+/* 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 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. + * + */ + +/* + * This file is based on WME Lite. + * http://dead-code.org/redir.php?target=wmelite + * Copyright (c) 2011 Jan Nedoma + */ + +#include "engines/wintermute/persistent.h" +#include "engines/wintermute/ad/ad_scene_state.h" +#include "engines/wintermute/ad/ad_node_state.h" +#include "engines/wintermute/platform_osystem.h" +#include "common/str.h" + +namespace Wintermute { + +IMPLEMENT_PERSISTENT(AdSceneState, false) + +////////////////////////////////////////////////////////////////////////// +AdSceneState::AdSceneState(BaseGame *inGame) : BaseClass(inGame) { + _filename = NULL; +} + + +////////////////////////////////////////////////////////////////////////// +AdSceneState::~AdSceneState() { + delete[] _filename; + _filename = NULL; + + for (uint32 i = 0; i < _nodeStates.size(); i++) { + delete _nodeStates[i]; + } + _nodeStates.clear(); +} + + +////////////////////////////////////////////////////////////////////////// +bool AdSceneState::persist(BasePersistenceManager *persistMgr) { + persistMgr->transfer(TMEMBER(_filename)); + _nodeStates.persist(persistMgr); + + return STATUS_OK; +} + + +////////////////////////////////////////////////////////////////////////// +void AdSceneState::setFilename(const char *filename) { + delete[] _filename; + _filename = new char [strlen(filename) + 1]; + if (_filename) { + strcpy(_filename, filename); + } +} + + +////////////////////////////////////////////////////////////////////////// +AdNodeState *AdSceneState::getNodeState(const char *name, bool saving) { + for (uint32 i = 0; i < _nodeStates.size(); i++) { + if (scumm_stricmp(_nodeStates[i]->getName(), name) == 0) { + return _nodeStates[i]; + } + } + + if (saving) { + AdNodeState *ret = new AdNodeState(_gameRef); + ret->setName(name); + _nodeStates.add(ret); + + return ret; + } else { + return NULL; + } +} + +} // end of namespace Wintermute |