/* 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 "AdResponseContext.h" #include "BPersistMgr.h" namespace WinterMute { IMPLEMENT_PERSISTENT(CAdResponseContext, false) ////////////////////////////////////////////////////////////////////////// CAdResponseContext::CAdResponseContext(CBGame *inGame): CBBase(inGame) { _iD = 0; _context = NULL; } ////////////////////////////////////////////////////////////////////////// CAdResponseContext::~CAdResponseContext() { delete[] _context; _context = NULL; } ////////////////////////////////////////////////////////////////////////// HRESULT CAdResponseContext::Persist(CBPersistMgr *PersistMgr) { PersistMgr->Transfer(TMEMBER(Game)); PersistMgr->Transfer(TMEMBER(_context)); PersistMgr->Transfer(TMEMBER(_iD)); return S_OK; } ////////////////////////////////////////////////////////////////////////// void CAdResponseContext::SetContext(char *Context) { delete[] _context; _context = NULL; if (Context) { _context = new char [strlen(Context) + 1]; if (_context) strcpy(_context, Context); } } } // end of namespace WinterMute