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/* 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/dcgf.h"
#include "engines/wintermute/persistent.h"
#include "engines/wintermute/Ad/AdSceneState.h"
#include "engines/wintermute/Ad/AdNodeState.h"
#include "engines/wintermute/PlatformSDL.h"
#include "common/str.h"
namespace WinterMute {
IMPLEMENT_PERSISTENT(CAdSceneState, false)
//////////////////////////////////////////////////////////////////////////
CAdSceneState::CAdSceneState(CBGame *inGame): CBBase(inGame) {
_filename = NULL;
}
//////////////////////////////////////////////////////////////////////////
CAdSceneState::~CAdSceneState() {
delete[] _filename;
_filename = NULL;
for (int i = 0; i < _nodeStates.GetSize(); i++) delete _nodeStates[i];
_nodeStates.RemoveAll();
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdSceneState::persist(CBPersistMgr *persistMgr) {
persistMgr->transfer(TMEMBER(_filename));
_nodeStates.persist(persistMgr);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
void CAdSceneState::SetFilename(const char *Filename) {
delete[] _filename;
_filename = new char [strlen(Filename) + 1];
if (_filename) strcpy(_filename, Filename);
}
//////////////////////////////////////////////////////////////////////////
CAdNodeState *CAdSceneState::GetNodeState(char *Name, bool Saving) {
for (int i = 0; i < _nodeStates.GetSize(); i++) {
if (scumm_stricmp(_nodeStates[i]->_name, Name) == 0) return _nodeStates[i];
}
if (Saving) {
CAdNodeState *ret = new CAdNodeState(Game);
ret->SetName(Name);
_nodeStates.Add(ret);
return ret;
} else return NULL;
}
} // end of namespace WinterMute
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