72 lines
2.4 KiB
C++
72 lines
2.4 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "ac/dynobj/scriptcamera.h"
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#include "ac/gamestate.h"
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#include "util/bbop.h"
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using namespace AGS::Common;
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ScriptCamera::ScriptCamera(int id) : _id(id) {}
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const char *ScriptCamera::GetType()
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{
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return "Camera2";
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}
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int ScriptCamera::Dispose(const char *address, bool force)
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{
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// Note that ScriptCamera is a reference to actual Camera object,
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// and this deletes the reference, while camera may remain in GameState.
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delete this;
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return 1;
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}
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int ScriptCamera::Serialize(const char *address, char *buffer, int bufsize)
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{
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StartSerialize(buffer);
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SerializeInt(_id);
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return EndSerialize();
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}
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void ScriptCamera::Unserialize(int index, const char *serializedData, int dataSize)
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{
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StartUnserialize(serializedData, dataSize);
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_id = UnserializeInt();
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ccRegisterUnserializedObject(index, this, this);
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}
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ScriptCamera *Camera_Unserialize(int handle, const char *serializedData, int dataSize)
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{
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// The way it works now, we must not create a new script object,
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// but acquire one from the GameState, which keeps the first reference.
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// This is essential because GameState should be able to invalidate any
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// script references when Camera gets removed.
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const int id = BBOp::Int32FromLE(*((int*)serializedData));
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if (id >= 0)
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{
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auto scam = play.RegisterRoomCamera(id, handle);
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if (scam)
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return scam;
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}
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return new ScriptCamera(-1); // make invalid reference
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}
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