1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 /*
24  * This file is based on WME Lite.
25  * http://dead-code.org/redir.php?target=wmelite
26  * Copyright (c) 2011 Jan Nedoma
27  */
28 
29 #include "engines/wintermute/persistent.h"
30 #include "engines/wintermute/base/particles/part_force.h"
31 #include "engines/wintermute/base/base_persistence_manager.h"
32 
33 namespace Wintermute {
34 
35 //////////////////////////////////////////////////////////////////////////
PartForce(BaseGame * inGame)36 PartForce::PartForce(BaseGame *inGame) : BaseNamedObject(inGame) {
37 	_pos = Vector2(0.0f, 0.0f);
38 	_direction = Vector2(0.0f, 0.0f);
39 	_type = FORCE_POINT;
40 }
41 
42 
43 //////////////////////////////////////////////////////////////////////////
~PartForce(void)44 PartForce::~PartForce(void) {
45 }
46 
47 
48 //////////////////////////////////////////////////////////////////////////
persist(BasePersistenceManager * persistMgr)49 bool PartForce::persist(BasePersistenceManager *persistMgr) {
50 	if (persistMgr->getIsSaving()) {
51 		const char *name = getName();
52 		persistMgr->transferConstChar(TMEMBER(name));
53 	} else {
54 		const char *name;
55 		persistMgr->transferConstChar(TMEMBER(name));
56 		setName(name);
57 	}
58 	persistMgr->transferVector2(TMEMBER(_pos));
59 	persistMgr->transferVector2(TMEMBER(_direction));
60 	persistMgr->transferSint32(TMEMBER_INT(_type));
61 
62 	return STATUS_OK;
63 }
64 
65 } // End of namespace Wintermute
66