scummvm/engines/grim/objectstate.cpp
2011-04-10 11:24:03 +02:00

107 lines
2.9 KiB
C++

/* Residual - A 3D game interpreter
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* This library 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
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* $URL$
* $Id$
*
*/
#include "engines/grim/objectstate.h"
#include "engines/grim/savegame.h"
#include "engines/grim/lua.h"
#include "engines/grim/grim.h"
#include "engines/grim/colormap.h"
namespace Grim {
int ObjectState::s_id = 0;
ObjectState::ObjectState(int setup, ObjectState::Position position, const char *bitmap, const char *zbitmap, bool transparency) :
Object(), _setupID(setup), _pos(position), _visibility(false) {
_bitmap = g_resourceloader->getBitmap(bitmap);
if (zbitmap) {
_zbitmap = g_resourceloader->getBitmap(zbitmap);
} else
_zbitmap = NULL;
++s_id;
_id = s_id;
}
ObjectState::ObjectState() :
Object(), _bitmap(NULL), _zbitmap(NULL) {
}
ObjectState::~ObjectState() {
g_grim->killObjectState(this);
// g_resourceloader->uncache(_bitmap->getFilename());
// if (_zbitmap)
// g_resourceloader->uncache(_zbitmap->getFilename());
}
void ObjectState::saveState(SaveGame *savedState) const {
savedState->writeLESint32(_visibility);
savedState->writeLEUint32(_setupID);
savedState->writeLEUint32(_pos);
//_bitmap
if (_bitmap) {
savedState->writeLEUint32(1);
savedState->writeCharString(_bitmap->filename());
} else {
savedState->writeLEUint32(0);
}
//_zbitmap
if (_zbitmap) {
savedState->writeLEUint32(1);
savedState->writeCharString(_zbitmap->filename());
} else {
savedState->writeLEUint32(0);
}
}
bool ObjectState::restoreState(SaveGame *savedState) {
_visibility = savedState->readLEUint32();
_setupID = savedState->readLEUint32();
_pos = (Position) savedState->readLEUint32();
if (savedState->readLEUint32()) {
const char *name = savedState->readCharString();
_bitmap = g_resourceloader->getBitmap(name);
delete[] name;
} else {
_bitmap = 0;
}
if (savedState->readLEUint32()) {
const char *name = savedState->readCharString();
_zbitmap = g_resourceloader->getBitmap(name);
delete[] name;
} else {
_zbitmap = 0;
}
return true;
}
} // end of namespace Grim