/* 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 "dcgf.h" #include "AdPath.h" #include "BPoint.h" namespace WinterMute { IMPLEMENT_PERSISTENT(CAdPath, false) ////////////////////////////////////////////////////////////////////////// CAdPath::CAdPath(CBGame *inGame): CBBase(inGame) { m_CurrIndex = -1; m_Ready = false; } ////////////////////////////////////////////////////////////////////////// CAdPath::~CAdPath() { Reset(); } ////////////////////////////////////////////////////////////////////////// void CAdPath::Reset() { for (int i = 0; i < m_Points.GetSize(); i++) delete m_Points[i]; m_Points.RemoveAll(); m_CurrIndex = -1; m_Ready = false; } ////////////////////////////////////////////////////////////////////////// CBPoint *CAdPath::GetFirst() { if (m_Points.GetSize() > 0) { m_CurrIndex = 0; return m_Points[m_CurrIndex]; } else return NULL; } ////////////////////////////////////////////////////////////////////////// CBPoint *CAdPath::GetNext() { m_CurrIndex++; if (m_CurrIndex < m_Points.GetSize()) return m_Points[m_CurrIndex]; else return NULL; } ////////////////////////////////////////////////////////////////////////// CBPoint *CAdPath::GetCurrent() { if (m_CurrIndex >= 0 && m_CurrIndex < m_Points.GetSize()) return m_Points[m_CurrIndex]; else return NULL; } ////////////////////////////////////////////////////////////////////////// void CAdPath::AddPoint(CBPoint *point) { m_Points.Add(point); } ////////////////////////////////////////////////////////////////////////// bool CAdPath::SetReady(bool ready) { bool orig = m_Ready; m_Ready = ready; return orig; } ////////////////////////////////////////////////////////////////////////// HRESULT CAdPath::Persist(CBPersistMgr *PersistMgr) { PersistMgr->Transfer(TMEMBER(Game)); PersistMgr->Transfer(TMEMBER(m_CurrIndex)); m_Points.Persist(PersistMgr); PersistMgr->Transfer(TMEMBER(m_Ready)); return S_OK; } } // end of namespace WinterMute