scummvm/engines/wintermute/ad/ad_scene_state.cpp
2014-02-18 02:39:40 +01:00

99 lines
2.8 KiB
C++

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