/* 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 nullptr; } } ////////////////////////////////////////////////////////////////////////// BasePoint *AdPath::getNext() { _currIndex++; if (_currIndex < (int32)_points.size()) { return _points[_currIndex]; } else { return nullptr; } } ////////////////////////////////////////////////////////////////////////// BasePoint *AdPath::getCurrent() { if (_currIndex >= 0 && _currIndex < (int32)_points.size()) { return _points[_currIndex]; } else { return nullptr; } } ////////////////////////////////////////////////////////////////////////// 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->transferPtr(TMEMBER_PTR(_gameRef)); persistMgr->transferSint32(TMEMBER(_currIndex)); _points.persist(persistMgr); persistMgr->transferBool(TMEMBER(_ready)); return STATUS_OK; } } // End of namespace Wintermute