/* 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 3 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, see . * */ /* * 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_response_context.h" #include "engines/wintermute/base/base_persistence_manager.h" namespace Wintermute { IMPLEMENT_PERSISTENT(AdResponseContext, false) ////////////////////////////////////////////////////////////////////////// AdResponseContext::AdResponseContext(BaseGame *inGame) : BaseClass(inGame) { _id = 0; _context = nullptr; } ////////////////////////////////////////////////////////////////////////// AdResponseContext::~AdResponseContext() { delete[] _context; _context = nullptr; } ////////////////////////////////////////////////////////////////////////// bool AdResponseContext::persist(BasePersistenceManager *persistMgr) { persistMgr->transferPtr(TMEMBER_PTR(_gameRef)); persistMgr->transferCharPtr(TMEMBER(_context)); persistMgr->transferSint32(TMEMBER(_id)); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// void AdResponseContext::setContext(const char *context) { delete[] _context; _context = nullptr; if (context) { size_t contextSize = strlen(context) + 1; _context = new char [contextSize]; Common::strcpy_s(_context, contextSize, context); } } } // End of namespace Wintermute