/* 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 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() { _game->unregisterObject(_region); _region = nullptr; _game->unregisterObject(_entity); _entity = nullptr; } ////////////////////////////////////////////////////////////////////////// bool AdSceneNode::setEntity(AdEntity *entity) { _type = OBJECT_ENTITY; _entity = entity; return _game->registerObject(entity); } ////////////////////////////////////////////////////////////////////////// bool AdSceneNode::setRegion(AdRegion *region) { _type = OBJECT_REGION; _region = region; return _game->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