/* 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) { _currIndex = -1; _ready = false; } ////////////////////////////////////////////////////////////////////////// CAdPath::~CAdPath() { Reset(); } ////////////////////////////////////////////////////////////////////////// void CAdPath::Reset() { for (int i = 0; i < _points.GetSize(); i++) delete _points[i]; _points.RemoveAll(); _currIndex = -1; _ready = false; } ////////////////////////////////////////////////////////////////////////// CBPoint *CAdPath::GetFirst() { if (_points.GetSize() > 0) { _currIndex = 0; return _points[_currIndex]; } else return NULL; } ////////////////////////////////////////////////////////////////////////// CBPoint *CAdPath::GetNext() { _currIndex++; if (_currIndex < _points.GetSize()) return _points[_currIndex]; else return NULL; } ////////////////////////////////////////////////////////////////////////// CBPoint *CAdPath::GetCurrent() { if (_currIndex >= 0 && _currIndex < _points.GetSize()) return _points[_currIndex]; else return NULL; } ////////////////////////////////////////////////////////////////////////// void CAdPath::AddPoint(CBPoint *point) { _points.Add(point); } ////////////////////////////////////////////////////////////////////////// bool CAdPath::SetReady(bool ready) { bool orig = _ready; _ready = ready; return orig; } ////////////////////////////////////////////////////////////////////////// HRESULT CAdPath::Persist(CBPersistMgr *PersistMgr) { PersistMgr->Transfer(TMEMBER(Game)); PersistMgr->Transfer(TMEMBER(_currIndex)); _points.Persist(PersistMgr); PersistMgr->Transfer(TMEMBER(_ready)); return S_OK; } } // end of namespace WinterMute