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121 lines
3.0 KiB
C++
121 lines
3.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/ad/ad_path.h"
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#include "engines/wintermute/base/base_point.h"
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namespace Wintermute {
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IMPLEMENT_PERSISTENT(AdPath, false)
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//////////////////////////////////////////////////////////////////////////
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AdPath::AdPath(BaseGame *inGame) : BaseClass(inGame) {
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_currIndex = -1;
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_ready = false;
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}
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//////////////////////////////////////////////////////////////////////////
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AdPath::~AdPath() {
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reset();
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}
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//////////////////////////////////////////////////////////////////////////
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void AdPath::reset() {
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for (uint32 i = 0; i < _points.size(); i++) {
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delete _points[i];
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}
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_points.clear();
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_currIndex = -1;
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_ready = false;
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}
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//////////////////////////////////////////////////////////////////////////
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BasePoint *AdPath::getFirst() {
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if (_points.size() > 0) {
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_currIndex = 0;
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return _points[_currIndex];
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} else {
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return nullptr;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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BasePoint *AdPath::getNext() {
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_currIndex++;
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if (_currIndex < (int32)_points.size()) {
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return _points[_currIndex];
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} else {
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return nullptr;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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BasePoint *AdPath::getCurrent() {
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if (_currIndex >= 0 && _currIndex < (int32)_points.size()) {
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return _points[_currIndex];
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} else {
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return nullptr;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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void AdPath::addPoint(BasePoint *point) {
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_points.add(point);
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdPath::setReady(bool ready) {
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bool orig = _ready;
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_ready = ready;
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return orig;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdPath::persist(BasePersistenceManager *persistMgr) {
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persistMgr->transferPtr(TMEMBER_PTR(_gameRef));
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persistMgr->transfer(TMEMBER(_currIndex));
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_points.persist(persistMgr);
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persistMgr->transfer(TMEMBER(_ready));
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return STATUS_OK;
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}
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} // End of namespace Wintermute
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