151 lines
4.3 KiB
C++
151 lines
4.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#include "hpl1/engine/scene/Node.h"
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#include "hpl1/engine/system/low_level_system.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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iNode::~iNode() {
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for (tEntityListIt it = mlstEntity.begin(); it != mlstEntity.end(); it++) {
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iEntity *pEntity = *it;
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pEntity->SetParent(NULL);
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}
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mlstEntity.clear();
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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int iNode::SetVisible(bool abX, bool abCascade) {
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int lNum = 0;
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for (tEntityListIt it = mlstEntity.begin(); it != mlstEntity.end(); it++) {
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(*it)->SetVisible(abX);
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lNum++;
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}
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if (abCascade) {
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for (tNodeListIt NIt = mlstNode.begin(); NIt != mlstNode.end(); NIt++) {
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(*NIt)->SetVisible(abX, abCascade);
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}
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}
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return lNum;
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}
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//-----------------------------------------------------------------------
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bool iNode::AddEntity(iEntity *apEntity) {
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if (apEntity->HasParent())
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return false;
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mlstEntity.push_back(apEntity);
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apEntity->SetParent(this);
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return true;
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}
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//-----------------------------------------------------------------------
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bool iNode::RemoveEntity(iEntity *apEntity) {
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for (tEntityListIt it = mlstEntity.begin(); it != mlstEntity.end(); it++) {
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if (*it == apEntity) {
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apEntity->SetParent(NULL);
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mlstEntity.erase(it);
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return true;
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}
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}
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return false;
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}
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//-----------------------------------------------------------------------
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void iNode::ClearEntities() {
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mlstEntity.clear();
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}
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//-----------------------------------------------------------------------
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cNodeIterator iNode::GetChildIterator() {
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return cNodeIterator(&mlstNode);
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}
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cEntityIterator iNode::GetEntityIterator() {
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return cEntityIterator(&mlstEntity);
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// SAVE OBJECT STUFF
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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kBeginSerializeVirtual(cSaveData_iNode, iSaveData)
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kSerializeVarContainer(mlstEntities, eSerializeType_Int32)
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kSerializeVarContainer(mlstNodes, eSerializeType_Int32)
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kEndSerialize()
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//-----------------------------------------------------------------------
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void iNode::SaveToSaveData(iSaveData *apSaveData) {
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kSaveData_SaveToBegin(iNode);
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kSaveData_SaveIdList(mlstEntity, tEntityListIt, mlstEntities);
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kSaveData_SaveIdList(mlstNode, tNodeListIt, mlstNodes);
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}
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//-----------------------------------------------------------------------
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void iNode::LoadFromSaveData(iSaveData *apSaveData) {
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kSaveData_LoadFromBegin(iNode);
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}
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//-----------------------------------------------------------------------
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void iNode::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) {
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kSaveData_SetupBegin(iNode);
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kSaveData_LoadIdList(mlstEntity, mlstEntities, iEntity *);
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kSaveData_LoadIdList(mlstNode, mlstNodes, iNode *);
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}
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//-----------------------------------------------------------------------
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} // namespace hpl
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