/* 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 "persistent.h" #include "AdSceneState.h" #include "AdNodeState.h" #include "PlatformSDL.h" #include "common/str.h" namespace WinterMute { IMPLEMENT_PERSISTENT(CAdSceneState, false) ////////////////////////////////////////////////////////////////////////// CAdSceneState::CAdSceneState(CBGame *inGame): CBBase(inGame) { m_Filename = NULL; } ////////////////////////////////////////////////////////////////////////// CAdSceneState::~CAdSceneState() { SAFE_DELETE_ARRAY(m_Filename); for (int i = 0; i < m_NodeStates.GetSize(); i++) delete m_NodeStates[i]; m_NodeStates.RemoveAll(); } ////////////////////////////////////////////////////////////////////////// HRESULT CAdSceneState::Persist(CBPersistMgr *PersistMgr) { PersistMgr->Transfer(TMEMBER(m_Filename)); m_NodeStates.Persist(PersistMgr); return S_OK; } ////////////////////////////////////////////////////////////////////////// void CAdSceneState::SetFilename(char *Filename) { SAFE_DELETE_ARRAY(m_Filename); m_Filename = new char [strlen(Filename) + 1]; if (m_Filename) strcpy(m_Filename, Filename); } ////////////////////////////////////////////////////////////////////////// CAdNodeState *CAdSceneState::GetNodeState(char *Name, bool Saving) { for (int i = 0; i < m_NodeStates.GetSize(); i++) { if (scumm_stricmp(m_NodeStates[i]->m_Name, Name) == 0) return m_NodeStates[i]; } if (Saving) { CAdNodeState *ret = new CAdNodeState(Game); ret->SetName(Name); m_NodeStates.Add(ret); return ret; } else return NULL; } } // end of namespace WinterMute