/* 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_state.h" #include "engines/wintermute/ad/ad_node_state.h" #include "engines/wintermute/persistent.h" #include "engines/wintermute/platform_osystem.h" #include "common/str.h" namespace Wintermute { IMPLEMENT_PERSISTENT(AdSceneState, false) ////////////////////////////////////////////////////////////////////////// AdSceneState::AdSceneState(BaseGame *inGame) : BaseClass(inGame) { _filename = NULL; } ////////////////////////////////////////////////////////////////////////// AdSceneState::~AdSceneState() { delete[] _filename; _filename = NULL; for (uint32 i = 0; i < _nodeStates.size(); i++) { delete _nodeStates[i]; } _nodeStates.clear(); } ////////////////////////////////////////////////////////////////////////// bool AdSceneState::persist(BasePersistenceManager *persistMgr) { persistMgr->transfer(TMEMBER(_filename)); _nodeStates.persist(persistMgr); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// void AdSceneState::setFilename(const char *filename) { delete[] _filename; _filename = new char [strlen(filename) + 1]; if (_filename) { strcpy(_filename, filename); } } const char *AdSceneState::getFilename() const { return _filename; } ////////////////////////////////////////////////////////////////////////// AdNodeState *AdSceneState::getNodeState(const char *name, bool saving) { for (uint32 i = 0; i < _nodeStates.size(); i++) { if (scumm_stricmp(_nodeStates[i]->getName(), name) == 0) { return _nodeStates[i]; } } if (saving) { AdNodeState *ret = new AdNodeState(_gameRef); ret->setName(name); _nodeStates.add(ret); return ret; } else { return NULL; } } } // end of namespace Wintermute