/* 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_scene_node.h" #include "engines/wintermute/base/base_game.h" namespace Wintermute { IMPLEMENT_PERSISTENT(AdSceneNode, false) ////////////////////////////////////////////////////////////////////////// AdSceneNode::AdSceneNode(BaseGame *inGame) : BaseObject(inGame) { _type = OBJECT_NONE; _region = NULL; _entity = NULL; } ////////////////////////////////////////////////////////////////////////// AdSceneNode::~AdSceneNode() { _gameRef->unregisterObject(_region); _region = NULL; _gameRef->unregisterObject(_entity); _entity = NULL; } ////////////////////////////////////////////////////////////////////////// bool AdSceneNode::setEntity(AdEntity *entity) { _type = OBJECT_ENTITY; _entity = entity; return _gameRef->registerObject(entity); } ////////////////////////////////////////////////////////////////////////// bool AdSceneNode::setRegion(AdRegion *region) { _type = OBJECT_REGION; _region = region; return _gameRef->registerObject(region); } ////////////////////////////////////////////////////////////////////////// bool AdSceneNode::persist(BasePersistenceManager *persistMgr) { BaseObject::persist(persistMgr); persistMgr->transfer(TMEMBER(_entity)); persistMgr->transfer(TMEMBER(_region)); persistMgr->transfer(TMEMBER_INT(_type)); return STATUS_OK; } } // end of namespace Wintermute