scummvm/engines/wintermute/ad/ad_scene_node.cpp
2013-11-05 13:48:11 +01:00

83 lines
2.4 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/ad/ad_scene_node.h"
#include "engines/wintermute/base/base_game.h"
namespace Wintermute {
IMPLEMENT_PERSISTENT(AdSceneNode, false)
//////////////////////////////////////////////////////////////////////////
AdSceneNode::AdSceneNode(BaseGame *inGame) : BaseObject(inGame) {
_type = OBJECT_NONE;
_region = nullptr;
_entity = nullptr;
}
//////////////////////////////////////////////////////////////////////////
AdSceneNode::~AdSceneNode() {
_gameRef->unregisterObject(_region);
_region = nullptr;
_gameRef->unregisterObject(_entity);
_entity = nullptr;
}
//////////////////////////////////////////////////////////////////////////
bool AdSceneNode::setEntity(AdEntity *entity) {
_type = OBJECT_ENTITY;
_entity = entity;
return _gameRef->registerObject(entity);
}
//////////////////////////////////////////////////////////////////////////
bool AdSceneNode::setRegion(AdRegion *region) {
_type = OBJECT_REGION;
_region = region;
return _gameRef->registerObject(region);
}
//////////////////////////////////////////////////////////////////////////
bool AdSceneNode::persist(BasePersistenceManager *persistMgr) {
BaseObject::persist(persistMgr);
persistMgr->transferPtr(TMEMBER_PTR(_entity));
persistMgr->transferPtr(TMEMBER_PTR(_region));
persistMgr->transferSint32(TMEMBER_INT(_type));
return STATUS_OK;
}
} // End of namespace Wintermute