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path: root/engines/wintermute/ad/ad_scene_state.cpp
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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/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 = nullptr;
}


//////////////////////////////////////////////////////////////////////////
AdSceneState::~AdSceneState() {
	delete[] _filename;
	_filename = nullptr;

	for (uint32 i = 0; i < _nodeStates.size(); i++) {
		delete _nodeStates[i];
	}
	_nodeStates.clear();
}


//////////////////////////////////////////////////////////////////////////
bool AdSceneState::persist(BasePersistenceManager *persistMgr) {
	persistMgr->transferCharPtr(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 nullptr;
	}
}

} // End of namespace Wintermute