blob: 5b36ed647181c60115e85cb63be8607816fd9665 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
|
/* 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_path.h"
#include "engines/wintermute/base/base_point.h"
namespace Wintermute {
IMPLEMENT_PERSISTENT(AdPath, false)
//////////////////////////////////////////////////////////////////////////
AdPath::AdPath(BaseGame *inGame) : BaseClass(inGame) {
_currIndex = -1;
_ready = false;
}
//////////////////////////////////////////////////////////////////////////
AdPath::~AdPath() {
reset();
}
//////////////////////////////////////////////////////////////////////////
void AdPath::reset() {
for (uint32 i = 0; i < _points.size(); i++) {
delete _points[i];
}
_points.clear();
_currIndex = -1;
_ready = false;
}
//////////////////////////////////////////////////////////////////////////
BasePoint *AdPath::getFirst() {
if (_points.size() > 0) {
_currIndex = 0;
return _points[_currIndex];
} else {
return nullptr;
}
}
//////////////////////////////////////////////////////////////////////////
BasePoint *AdPath::getNext() {
_currIndex++;
if (_currIndex < (int32)_points.size()) {
return _points[_currIndex];
} else {
return nullptr;
}
}
//////////////////////////////////////////////////////////////////////////
BasePoint *AdPath::getCurrent() {
if (_currIndex >= 0 && _currIndex < (int32)_points.size()) {
return _points[_currIndex];
} else {
return nullptr;
}
}
//////////////////////////////////////////////////////////////////////////
void AdPath::addPoint(BasePoint *point) {
_points.add(point);
}
//////////////////////////////////////////////////////////////////////////
bool AdPath::setReady(bool ready) {
bool orig = _ready;
_ready = ready;
return orig;
}
//////////////////////////////////////////////////////////////////////////
bool AdPath::persist(BasePersistenceManager *persistMgr) {
persistMgr->transferPtr(TMEMBER_PTR(_gameRef));
persistMgr->transfer(TMEMBER(_currIndex));
_points.persist(persistMgr);
persistMgr->transfer(TMEMBER(_ready));
return STATUS_OK;
}
} // end of namespace Wintermute
|