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82 lines
2.3 KiB
C++
82 lines
2.3 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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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_node.h"
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#include "engines/wintermute/base/base_game.h"
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namespace Wintermute {
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IMPLEMENT_PERSISTENT(AdSceneNode, false)
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//////////////////////////////////////////////////////////////////////////
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AdSceneNode::AdSceneNode(BaseGame *inGame) : BaseObject(inGame) {
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_type = OBJECT_NONE;
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_region = nullptr;
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_entity = nullptr;
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}
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//////////////////////////////////////////////////////////////////////////
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AdSceneNode::~AdSceneNode() {
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_gameRef->unregisterObject(_region);
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_region = nullptr;
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_gameRef->unregisterObject(_entity);
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_entity = nullptr;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdSceneNode::setEntity(AdEntity *entity) {
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_type = OBJECT_ENTITY;
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_entity = entity;
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return _gameRef->registerObject(entity);
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdSceneNode::setRegion(AdRegion *region) {
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_type = OBJECT_REGION;
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_region = region;
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return _gameRef->registerObject(region);
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdSceneNode::persist(BasePersistenceManager *persistMgr) {
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BaseObject::persist(persistMgr);
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persistMgr->transferPtr(TMEMBER_PTR(_entity));
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persistMgr->transferPtr(TMEMBER_PTR(_region));
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persistMgr->transferSint32(TMEMBER_INT(_type));
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return STATUS_OK;
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}
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} // End of namespace Wintermute
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