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https://github.com/libretro/scummvm.git
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99 lines
2.8 KiB
C++
99 lines
2.8 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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*
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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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*
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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_scene_state.h"
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#include "engines/wintermute/ad/ad_node_state.h"
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#include "engines/wintermute/persistent.h"
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#include "engines/wintermute/platform_osystem.h"
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#include "common/str.h"
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namespace Wintermute {
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IMPLEMENT_PERSISTENT(AdSceneState, false)
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//////////////////////////////////////////////////////////////////////////
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AdSceneState::AdSceneState(BaseGame *inGame) : BaseClass(inGame) {
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_filename = nullptr;
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}
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//////////////////////////////////////////////////////////////////////////
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AdSceneState::~AdSceneState() {
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delete[] _filename;
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_filename = nullptr;
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for (uint32 i = 0; i < _nodeStates.size(); i++) {
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delete _nodeStates[i];
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}
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_nodeStates.clear();
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdSceneState::persist(BasePersistenceManager *persistMgr) {
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persistMgr->transferCharPtr(TMEMBER(_filename));
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_nodeStates.persist(persistMgr);
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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void AdSceneState::setFilename(const char *filename) {
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delete[] _filename;
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_filename = new char [strlen(filename) + 1];
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if (_filename) {
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strcpy(_filename, filename);
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}
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}
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const char *AdSceneState::getFilename() const {
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return _filename;
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}
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//////////////////////////////////////////////////////////////////////////
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AdNodeState *AdSceneState::getNodeState(const char *name, bool saving) {
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for (uint32 i = 0; i < _nodeStates.size(); i++) {
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if (scumm_stricmp(_nodeStates[i]->getName(), name) == 0) {
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return _nodeStates[i];
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}
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}
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if (saving) {
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AdNodeState *ret = new AdNodeState(_gameRef);
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ret->setName(name);
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_nodeStates.add(ret);
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return ret;
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} else {
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return nullptr;
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}
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}
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} // End of namespace Wintermute
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