scummvm/engines/wintermute/ad/ad_path.cpp
2021-12-26 18:48:43 +01:00

119 lines
2.9 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* 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_path.h"
#include "engines/wintermute/base/base_point.h"
namespace Wintermute {
IMPLEMENT_PERSISTENT(AdPath, false)
//////////////////////////////////////////////////////////////////////////
AdPath::AdPath(BaseGame *inGame) : BaseClass(inGame) {
_currIndex = -1;
_ready = false;
}
//////////////////////////////////////////////////////////////////////////
AdPath::~AdPath() {
reset();
}
//////////////////////////////////////////////////////////////////////////
void AdPath::reset() {
for (uint32 i = 0; i < _points.size(); i++) {
delete _points[i];
}
_points.clear();
_currIndex = -1;
_ready = false;
}
//////////////////////////////////////////////////////////////////////////
BasePoint *AdPath::getFirst() {
if (_points.size() > 0) {
_currIndex = 0;
return _points[_currIndex];
} else {
return nullptr;
}
}
//////////////////////////////////////////////////////////////////////////
BasePoint *AdPath::getNext() {
_currIndex++;
if (_currIndex < (int32)_points.size()) {
return _points[_currIndex];
} else {
return nullptr;
}
}
//////////////////////////////////////////////////////////////////////////
BasePoint *AdPath::getCurrent() {
if (_currIndex >= 0 && _currIndex < (int32)_points.size()) {
return _points[_currIndex];
} else {
return nullptr;
}
}
//////////////////////////////////////////////////////////////////////////
void AdPath::addPoint(BasePoint *point) {
_points.add(point);
}
//////////////////////////////////////////////////////////////////////////
bool AdPath::setReady(bool ready) {
bool orig = _ready;
_ready = ready;
return orig;
}
//////////////////////////////////////////////////////////////////////////
bool AdPath::persist(BasePersistenceManager *persistMgr) {
persistMgr->transferPtr(TMEMBER_PTR(_gameRef));
persistMgr->transferSint32(TMEMBER(_currIndex));
_points.persist(persistMgr);
persistMgr->transferBool(TMEMBER(_ready));
return STATUS_OK;
}
} // End of namespace Wintermute