/* 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 . * */ #include "ags/engine/ac/dynobj/script_camera.h" #include "ags/engine/ac/dynobj/dynobj_manager.h" #include "ags/engine/ac/game_state.h" #include "ags/shared/util/bbop.h" #include "ags/shared/util/stream.h" #include "ags/globals.h" namespace AGS3 { using namespace AGS::Shared; ScriptCamera::ScriptCamera(int id) : _id(id) { } const char *ScriptCamera::GetType() { return "Camera2"; } int ScriptCamera::Dispose(void *address, bool force) { // Note that ScriptCamera is a reference to actual Camera object, // and this deletes the reference, while camera may remain in GameState. delete this; return 1; } size_t ScriptCamera::CalcSerializeSize(const void * /*address*/) { return sizeof(int32_t); } void ScriptCamera::Serialize(const void *address, Stream *out) { out->WriteInt32(_id); } void ScriptCamera::Unserialize(int index, Stream *in, size_t data_sz) { _id = in->ReadInt32(); ccRegisterUnserializedObject(index, this, this); } ScriptCamera *Camera_Unserialize(int handle, Stream *in, size_t data_sz) { // The way it works now, we must not create a new script object, // but acquire one from the GameState, which keeps the first reference. // This is essential because GameState should be able to invalidate any // script references when Camera gets removed. const int id = in->ReadInt32(); if (id >= 0) { auto scam = _GP(play).RegisterRoomCamera(id, handle); if (scam) return scam; } return new ScriptCamera(-1); // make invalid reference } } // namespace AGS3