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-rw-r--r--engines/wintermute/ad/ad_path.cpp120
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diff --git a/engines/wintermute/ad/ad_path.cpp b/engines/wintermute/ad/ad_path.cpp
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+/* 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/ad/ad_path.h"
+#include "engines/wintermute/base/base_point.h"
+
+namespace Wintermute {
+
+IMPLEMENT_PERSISTENT(AdPath, false)
+
+//////////////////////////////////////////////////////////////////////////
+AdPath::AdPath(BaseGame *inGame) : BaseClass(inGame) {
+ _currIndex = -1;
+ _ready = false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+AdPath::~AdPath() {
+ reset();
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void AdPath::reset() {
+ for (uint32 i = 0; i < _points.size(); i++) {
+ delete _points[i];
+ }
+
+ _points.clear();
+ _currIndex = -1;
+ _ready = false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+BasePoint *AdPath::getFirst() {
+ if (_points.size() > 0) {
+ _currIndex = 0;
+ return _points[_currIndex];
+ } else {
+ return NULL;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+BasePoint *AdPath::getNext() {
+ _currIndex++;
+ if (_currIndex < (int32)_points.size()) {
+ return _points[_currIndex];
+ } else {
+ return NULL;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+BasePoint *AdPath::getCurrent() {
+ if (_currIndex >= 0 && _currIndex < (int32)_points.size()) {
+ return _points[_currIndex];
+ } else {
+ return NULL;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void AdPath::addPoint(BasePoint *point) {
+ _points.add(point);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool AdPath::setReady(bool ready) {
+ bool orig = _ready;
+ _ready = ready;
+
+ return orig;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool AdPath::persist(BasePersistenceManager *persistMgr) {
+
+ persistMgr->transfer(TMEMBER(_gameRef));
+
+ persistMgr->transfer(TMEMBER(_currIndex));
+ _points.persist(persistMgr);
+ persistMgr->transfer(TMEMBER(_ready));
+
+ return STATUS_OK;
+}
+
+} // end of namespace Wintermute