/* 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 . * */ /* * This file is based on WME. * http://dead-code.org/redir.php?target=wme * Copyright (c) 2003-2013 Jan Nedoma and contributors */ #include "engines/wintermute/ad/ad_path3d.h" #include "engines/wintermute/base/base_persistence_manager.h" namespace Wintermute { IMPLEMENT_PERSISTENT(AdPath3D, false) ////////////////////////////////////////////////////////////////////////// AdPath3D::AdPath3D(BaseGame *inGame) : BaseClass(inGame) { _currIndex = -1; _ready = false; } ////////////////////////////////////////////////////////////////////////// AdPath3D::~AdPath3D() { reset(); } ////////////////////////////////////////////////////////////////////////// void AdPath3D::reset() { for (int32 i = 0; i < _points.getSize(); i++) { delete _points[i]; } _points.removeAll(); _currIndex = -1; _ready = false; } ////////////////////////////////////////////////////////////////////////// void AdPath3D::addPoint(DXVector3 point) { _points.add(new DXVector3(point)); } ////////////////////////////////////////////////////////////////////////// void AdPath3D::addPoint(float x, float y, float z) { _points.add(new DXVector3(x, y, z)); } ////////////////////////////////////////////////////////////////////////// bool AdPath3D::setReady(bool ready) { bool orig = _ready; _ready = ready; return orig; } ////////////////////////////////////////////////////////////////////////// DXVector3 *AdPath3D::getFirst() { if (_points.getSize() > 0) { _currIndex = 0; return _points[_currIndex]; } else { return nullptr; } } ////////////////////////////////////////////////////////////////////////// DXVector3 *AdPath3D::getNext() { _currIndex++; if (_currIndex < _points.getSize()) { return _points[_currIndex]; } else { return nullptr; } } ////////////////////////////////////////////////////////////////////////// DXVector3 *AdPath3D::getCurrent() { if (_currIndex >= 0 && _currIndex < _points.getSize()) { return _points[_currIndex]; } else { return nullptr; } } ////////////////////////////////////////////////////////////////////////// bool AdPath3D::persist(BasePersistenceManager *persistMgr) { persistMgr->transferPtr(TMEMBER(_game)); persistMgr->transferSint32(TMEMBER(_currIndex)); persistMgr->transferBool(TMEMBER(_ready)); if (persistMgr->getIsSaving()) { int32 j = _points.getSize(); persistMgr->transferSint32("ArraySize", &j); for (int32 i = 0; i < j; i++) { persistMgr->transferFloat("x", &_points[i]->_x); persistMgr->transferFloat("y", &_points[i]->_y); persistMgr->transferFloat("z", &_points[i]->_z); } } else { int32 j = 0; persistMgr->transferSint32("ArraySize", &j); for (int32 i = 0; i < j; i++) { float x, y, z; persistMgr->transferFloat("x", &x); persistMgr->transferFloat("y", &y); persistMgr->transferFloat("z", &z); addPoint(x, y, z); } } return true; } } // namespace Wintermute