scummvm/engines/ags/engine/ac/dynobj/scriptcamera.cpp
2021-02-06 16:37:31 -08:00

72 lines
2.4 KiB
C++

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