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-rw-r--r--engines/wintermute/ad/ad_scene_state.cpp88
1 files changed, 88 insertions, 0 deletions
diff --git a/engines/wintermute/ad/ad_scene_state.cpp b/engines/wintermute/ad/ad_scene_state.cpp
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+++ b/engines/wintermute/ad/ad_scene_state.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/dcgf.h"
+#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(CAdSceneState, false)
+
+//////////////////////////////////////////////////////////////////////////
+CAdSceneState::CAdSceneState(CBGame *inGame): CBBase(inGame) {
+ _filename = NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CAdSceneState::~CAdSceneState() {
+ delete[] _filename;
+ _filename = NULL;
+
+ for (int i = 0; i < _nodeStates.getSize(); i++) delete _nodeStates[i];
+ _nodeStates.removeAll();
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CAdSceneState::persist(CBPersistMgr *persistMgr) {
+ persistMgr->transfer(TMEMBER(_filename));
+ _nodeStates.persist(persistMgr);
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdSceneState::setFilename(const char *filename) {
+ delete[] _filename;
+ _filename = new char [strlen(filename) + 1];
+ if (_filename) strcpy(_filename, filename);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CAdNodeState *CAdSceneState::getNodeState(char *name, bool saving) {
+ for (int i = 0; i < _nodeStates.getSize(); i++) {
+ if (scumm_stricmp(_nodeStates[i]->_name, name) == 0) return _nodeStates[i];
+ }
+
+ if (saving) {
+ CAdNodeState *ret = new CAdNodeState(_gameRef);
+ ret->setName(name);
+ _nodeStates.add(ret);
+
+ return ret;
+ } else return NULL;
+}
+
+} // end of namespace WinterMute