/* Residual - A 3D game interpreter * * Residual 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 library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * This library 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 * Lesser General Public License for more details. * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA * * $URL$ * $Id$ * */ #include "engines/grim/objectstate.h" #include "engines/grim/savegame.h" #include "engines/grim/lua.h" #include "engines/grim/grim.h" #include "engines/grim/colormap.h" namespace Grim { int ObjectState::s_id = 0; ObjectState::ObjectState(int setup, ObjectState::Position position, const char *bitmap, const char *zbitmap, bool transparency) : Object(), _setupID(setup), _pos(position), _visibility(false) { _bitmap = g_resourceloader->getBitmap(bitmap); if (zbitmap) { _zbitmap = g_resourceloader->getBitmap(zbitmap); } else _zbitmap = NULL; ++s_id; _id = s_id; } ObjectState::ObjectState() : Object(), _bitmap(NULL), _zbitmap(NULL) { } ObjectState::~ObjectState() { g_grim->killObjectState(this); // g_resourceloader->uncache(_bitmap->getFilename()); // if (_zbitmap) // g_resourceloader->uncache(_zbitmap->getFilename()); } void ObjectState::saveState(SaveGame *savedState) const { savedState->writeLESint32(_visibility); savedState->writeLEUint32(_setupID); savedState->writeLEUint32(_pos); //_bitmap if (_bitmap) { savedState->writeLEUint32(1); savedState->writeCharString(_bitmap->filename()); } else { savedState->writeLEUint32(0); } //_zbitmap if (_zbitmap) { savedState->writeLEUint32(1); savedState->writeCharString(_zbitmap->filename()); } else { savedState->writeLEUint32(0); } } bool ObjectState::restoreState(SaveGame *savedState) { _visibility = savedState->readLEUint32(); _setupID = savedState->readLEUint32(); _pos = (Position) savedState->readLEUint32(); if (savedState->readLEUint32()) { const char *name = savedState->readCharString(); _bitmap = g_resourceloader->getBitmap(name); delete[] name; } else { _bitmap = 0; } if (savedState->readLEUint32()) { const char *name = savedState->readCharString(); _zbitmap = g_resourceloader->getBitmap(name); delete[] name; } else { _zbitmap = 0; } return true; } } // end of namespace Grim