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https://github.com/libretro/scummvm.git
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e13929b7f1
Mostly SAFE_DELETE-macro removal
89 lines
2.7 KiB
C++
89 lines
2.7 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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 "dcgf.h"
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#include "persistent.h"
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#include "AdSceneState.h"
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#include "AdNodeState.h"
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#include "PlatformSDL.h"
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#include "common/str.h"
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namespace WinterMute {
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IMPLEMENT_PERSISTENT(CAdSceneState, false)
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//////////////////////////////////////////////////////////////////////////
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CAdSceneState::CAdSceneState(CBGame *inGame): CBBase(inGame) {
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_filename = NULL;
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}
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//////////////////////////////////////////////////////////////////////////
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CAdSceneState::~CAdSceneState() {
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delete[] _filename;
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_filename = NULL;
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for (int i = 0; i < _nodeStates.GetSize(); i++) delete _nodeStates[i];
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_nodeStates.RemoveAll();
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CAdSceneState::Persist(CBPersistMgr *PersistMgr) {
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PersistMgr->Transfer(TMEMBER(_filename));
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_nodeStates.Persist(PersistMgr);
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return S_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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void CAdSceneState::SetFilename(const char *Filename) {
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delete[] _filename;
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_filename = new char [strlen(Filename) + 1];
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if (_filename) strcpy(_filename, Filename);
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}
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//////////////////////////////////////////////////////////////////////////
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CAdNodeState *CAdSceneState::GetNodeState(char *Name, bool Saving) {
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for (int i = 0; i < _nodeStates.GetSize(); i++) {
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if (scumm_stricmp(_nodeStates[i]->_name, Name) == 0) return _nodeStates[i];
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}
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if (Saving) {
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CAdNodeState *ret = new CAdNodeState(Game);
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ret->SetName(Name);
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_nodeStates.Add(ret);
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return ret;
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} else return NULL;
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}
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} // end of namespace WinterMute
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