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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/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->transfer(TMEMBER(name));
	} else {
		const char *name;
		persistMgr->transfer(TMEMBER(name));
		setName(name);
	}
	persistMgr->transfer(TMEMBER(_pos));
	persistMgr->transfer(TMEMBER(_direction));
	persistMgr->transfer(TMEMBER_INT(_type));

	return STATUS_OK;
}

} // end of namespace Wintermute