/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #include "hpl1/engine/scene/Entity.h" #include "hpl1/engine/scene/Node.h" #include "hpl1/engine/system/low_level_system.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- iEntity::~iEntity() { if (mpParentNode) { mpParentNode->RemoveEntity(this); } } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // SAVE OBJECT STUFF ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- kBeginSerializeVirtual(cSaveData_iEntity, iSaveData) kSerializeVar(mlParentNodeId, eSerializeType_Int32) kSerializeVar(msName, eSerializeType_String) kSerializeVar(mbIsVisible, eSerializeType_Bool) kSerializeVar(mbIsActive, eSerializeType_Bool) kEndSerialize() //----------------------------------------------------------------------- iSaveData *iEntity::CreateSaveData() { return NULL; } //----------------------------------------------------------------------- void iEntity::SaveToSaveData(iSaveData *apSaveData) { kSaveData_SaveToBegin(iEntity); kSaveData_SaveTo(mbIsActive); kSaveData_SaveTo(mbIsVisible); kSaveData_SaveTo(msName); kSaveData_SaveObject(mpParentNode, mlParentNodeId); } //----------------------------------------------------------------------- void iEntity::LoadFromSaveData(iSaveData *apSaveData) { kSaveData_LoadFromBegin(iEntity); kSaveData_LoadFrom(mbIsActive); kSaveData_LoadFrom(mbIsVisible); kSaveData_LoadFrom(msName); } //----------------------------------------------------------------------- void iEntity::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { kSaveData_SetupBegin(iEntity); // kSaveData_LoadObject(mpParentNode,mlParentNodeId,iNode*); } //----------------------------------------------------------------------- } // namespace hpl