scummvm/engines/wintermute/AdResponseContext.cpp
2012-06-02 12:42:08 +02:00

71 lines
2.2 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 "dcgf.h"
#include "AdResponseContext.h"
#include "BPersistMgr.h"
namespace WinterMute {
IMPLEMENT_PERSISTENT(CAdResponseContext, false)
//////////////////////////////////////////////////////////////////////////
CAdResponseContext::CAdResponseContext(CBGame *inGame): CBBase(inGame) {
_iD = 0;
_context = NULL;
}
//////////////////////////////////////////////////////////////////////////
CAdResponseContext::~CAdResponseContext() {
delete[] _context;
_context = NULL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdResponseContext::Persist(CBPersistMgr *PersistMgr) {
PersistMgr->Transfer(TMEMBER(Game));
PersistMgr->Transfer(TMEMBER(_context));
PersistMgr->Transfer(TMEMBER(_iD));
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
void CAdResponseContext::SetContext(char *Context) {
delete[] _context;
_context = NULL;
if (Context) {
_context = new char [strlen(Context) + 1];
if (_context) strcpy(_context, Context);
}
}
} // end of namespace WinterMute