scummvm/engines/wintermute/Ad/AdNodeState.cpp
2012-06-02 13:09:41 +02:00

170 lines
5.2 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 "engines/wintermute/dcgf.h"
#include "engines/wintermute/Base/BGame.h"
#include "engines/wintermute/Ad/AdNodeState.h"
#include "engines/wintermute/Ad/AdEntity.h"
#include "engines/wintermute/Base/BStringTable.h"
#include "engines/wintermute/Base/BSprite.h"
#include "engines/wintermute/utils/utils.h"
#include "engines/wintermute/PlatformSDL.h"
#include "common/str.h"
namespace WinterMute {
IMPLEMENT_PERSISTENT(CAdNodeState, false)
//////////////////////////////////////////////////////////////////////////
CAdNodeState::CAdNodeState(CBGame *inGame): CBBase(inGame) {
_name = NULL;
_active = false;
for (int i = 0; i < 7; i++) _caption[i] = NULL;
_alphaColor = 0;
_filename = NULL;
_cursor = NULL;
}
//////////////////////////////////////////////////////////////////////////
CAdNodeState::~CAdNodeState() {
delete[] _name;
delete[] _filename;
delete[] _cursor;
_name = NULL;
_filename = NULL;
_cursor = NULL;
for (int i = 0; i < 7; i++) {
delete[] _caption[i];
_caption[i] = NULL;
}
}
//////////////////////////////////////////////////////////////////////////
void CAdNodeState::SetName(const char *Name) {
delete[] _name;
_name = NULL;
CBUtils::SetString(&_name, Name);
}
//////////////////////////////////////////////////////////////////////////
void CAdNodeState::SetFilename(const char *Filename) {
delete[] _filename;
_filename = NULL;
CBUtils::SetString(&_filename, Filename);
}
//////////////////////////////////////////////////////////////////////////
void CAdNodeState::SetCursor(const char *Filename) {
delete[] _cursor;
_cursor = NULL;
CBUtils::SetString(&_cursor, Filename);
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdNodeState::Persist(CBPersistMgr *PersistMgr) {
PersistMgr->Transfer(TMEMBER(Game));
PersistMgr->Transfer(TMEMBER(_active));
PersistMgr->Transfer(TMEMBER(_name));
PersistMgr->Transfer(TMEMBER(_filename));
PersistMgr->Transfer(TMEMBER(_cursor));
PersistMgr->Transfer(TMEMBER(_alphaColor));
for (int i = 0; i < 7; i++) PersistMgr->Transfer(TMEMBER(_caption[i]));
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
void CAdNodeState::SetCaption(const char *Caption, int Case) {
if (Case == 0) Case = 1;
if (Case < 1 || Case > 7) return;
delete[] _caption[Case - 1];
_caption[Case - 1] = new char[strlen(Caption) + 1];
if (_caption[Case - 1]) {
strcpy(_caption[Case - 1], Caption);
Game->_stringTable->Expand(&_caption[Case - 1]);
}
}
//////////////////////////////////////////////////////////////////////////
char *CAdNodeState::GetCaption(int Case) {
if (Case == 0) Case = 1;
if (Case < 1 || Case > 7 || _caption[Case - 1] == NULL) return "";
else return _caption[Case - 1];
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdNodeState::TransferEntity(CAdEntity *Entity, bool IncludingSprites, bool Saving) {
if (!Entity) return E_FAIL;
// hack!
if (this->Game != Entity->Game) this->Game = Entity->Game;
if (Saving) {
for (int i = 0; i < 7; i++) {
if (Entity->_caption[i]) SetCaption(Entity->_caption[i], i);
}
if (!Entity->_region && Entity->_sprite && Entity->_sprite->_filename) {
if (IncludingSprites) SetFilename(Entity->_sprite->_filename);
else SetFilename("");
}
if (Entity->_cursor && Entity->_cursor->_filename) SetCursor(Entity->_cursor->_filename);
_alphaColor = Entity->_alphaColor;
_active = Entity->_active;
} else {
for (int i = 0; i < 7; i++) {
if (_caption[i]) Entity->SetCaption(_caption[i], i);
}
if (_filename && !Entity->_region && IncludingSprites && strcmp(_filename, "") != 0) {
if (!Entity->_sprite || !Entity->_sprite->_filename || scumm_stricmp(Entity->_sprite->_filename, _filename) != 0)
Entity->SetSprite(_filename);
}
if (_cursor) {
if (!Entity->_cursor || !Entity->_cursor->_filename || scumm_stricmp(Entity->_cursor->_filename, _cursor) != 0)
Entity->SetCursor(_cursor);
}
Entity->_active = _active;
Entity->_alphaColor = _alphaColor;
}
return S_OK;
}
} // end of namespace WinterMute