scummvm/engines/grim/objectstate.cpp

110 lines
2.9 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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 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
*
*/
#include "engines/grim/objectstate.h"
#include "engines/grim/savegame.h"
#include "engines/grim/grim.h"
#include "engines/grim/colormap.h"
#include "engines/grim/resource.h"
#include "engines/grim/bitmap.h"
namespace Grim {
ObjectState::ObjectState(int setup, ObjectState::Position position, const char *bitmap, const char *zbitmap, bool transparency) :
PoolObject<ObjectState, MKTAG('S', 'T', 'A', 'T')>(), _setupID(setup), _pos(position), _visibility(false) {
_bitmap = g_resourceloader->loadBitmap(bitmap);
if (zbitmap) {
_zbitmap = g_resourceloader->loadBitmap(zbitmap);
} else
_zbitmap = NULL;
}
ObjectState::ObjectState() :
PoolObject<ObjectState, MKTAG('S', 'T', 'A', 'T')>(), _bitmap(NULL), _zbitmap(NULL) {
}
ObjectState::~ObjectState() {
delete _bitmap;
delete _zbitmap;
}
const Common::String &ObjectState::getBitmapFilename() const {
return _bitmap->getFilename();
}
void ObjectState::setActiveImage(int val) {
if (val) {
assert(_bitmap);
_bitmap->setActiveImage(val);
if (_zbitmap && val <= _zbitmap->getNumImages()) {
_zbitmap->setActiveImage(val);
}
}
_visibility = val != 0;
}
void ObjectState::draw() {
if (!_visibility)
return;
assert(_bitmap);
_bitmap->draw();
if (_zbitmap)
_zbitmap->draw();
}
void ObjectState::saveState(SaveGame *savedState) const {
savedState->writeBool(_visibility);
savedState->writeLESint32(_setupID);
savedState->writeLESint32(_pos);
//_bitmap
if (_bitmap) {
savedState->writeLESint32(_bitmap->getId());
} else {
savedState->writeLESint32(0);
}
//_zbitmap
if (_zbitmap) {
savedState->writeLESint32(_zbitmap->getId());
} else {
savedState->writeLESint32(0);
}
}
bool ObjectState::restoreState(SaveGame *savedState) {
_visibility = savedState->readBool();
_setupID = savedState->readLESint32();
_pos = (Position) savedState->readLESint32();
_bitmap = Bitmap::getPool().getObject(savedState->readLESint32());
_zbitmap = Bitmap::getPool().getObject(savedState->readLESint32());
return true;
}
} // end of namespace Grim