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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 "dcgf.h"
#include "AdPath.h"
#include "BPoint.h"
namespace WinterMute {
IMPLEMENT_PERSISTENT(CAdPath, false)
//////////////////////////////////////////////////////////////////////////
CAdPath::CAdPath(CBGame *inGame): CBBase(inGame) {
m_CurrIndex = -1;
m_Ready = false;
}
//////////////////////////////////////////////////////////////////////////
CAdPath::~CAdPath() {
Reset();
}
//////////////////////////////////////////////////////////////////////////
void CAdPath::Reset() {
for (int i = 0; i < m_Points.GetSize(); i++)
delete m_Points[i];
m_Points.RemoveAll();
m_CurrIndex = -1;
m_Ready = false;
}
//////////////////////////////////////////////////////////////////////////
CBPoint *CAdPath::GetFirst() {
if (m_Points.GetSize() > 0) {
m_CurrIndex = 0;
return m_Points[m_CurrIndex];
} else return NULL;
}
//////////////////////////////////////////////////////////////////////////
CBPoint *CAdPath::GetNext() {
m_CurrIndex++;
if (m_CurrIndex < m_Points.GetSize()) return m_Points[m_CurrIndex];
else return NULL;
}
//////////////////////////////////////////////////////////////////////////
CBPoint *CAdPath::GetCurrent() {
if (m_CurrIndex >= 0 && m_CurrIndex < m_Points.GetSize()) return m_Points[m_CurrIndex];
else return NULL;
}
//////////////////////////////////////////////////////////////////////////
void CAdPath::AddPoint(CBPoint *point) {
m_Points.Add(point);
}
//////////////////////////////////////////////////////////////////////////
bool CAdPath::SetReady(bool ready) {
bool orig = m_Ready;
m_Ready = ready;
return orig;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdPath::Persist(CBPersistMgr *PersistMgr) {
PersistMgr->Transfer(TMEMBER(Game));
PersistMgr->Transfer(TMEMBER(m_CurrIndex));
m_Points.Persist(PersistMgr);
PersistMgr->Transfer(TMEMBER(m_Ready));
return S_OK;
}
} // end of namespace WinterMute
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