/* 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/persistent.h" #include "engines/wintermute/base/particles/part_force.h" #include "engines/wintermute/base/base_persistence_manager.h" namespace Wintermute { ////////////////////////////////////////////////////////////////////////// PartForce::PartForce(BaseGame *inGame) : BaseNamedObject(inGame) { _pos = Vector2(0.0f, 0.0f); _direction = Vector2(0.0f, 0.0f); _type = FORCE_POINT; } ////////////////////////////////////////////////////////////////////////// PartForce::~PartForce(void) { } ////////////////////////////////////////////////////////////////////////// bool PartForce::persist(BasePersistenceManager *persistMgr) { if (persistMgr->getIsSaving()) { const char *name = getName(); persistMgr->transferConstChar(TMEMBER(name)); } else { const char *name; persistMgr->transferConstChar(TMEMBER(name)); setName(name); } persistMgr->transferVector2(TMEMBER(_pos)); persistMgr->transferVector2(TMEMBER(_direction)); persistMgr->transferSint32(TMEMBER_INT(_type)); return STATUS_OK; } } // End of namespace Wintermute