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engines/hpl1/engine/game/SaveGame.cpp
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201
engines/hpl1/engine/game/SaveGame.cpp
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/* 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/game/SaveGame.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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// SAVE GAME DATA
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//////////////////////////////////////////////////////////////////////////
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//------------------------------------------------------------------------
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// Serialize iSaveGame
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kBeginSerializeBaseVirtual(iSaveData)
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kSerializeVar(mlSaveDataId, eSerializeType_Int32)
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kEndSerialize()
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//------------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// SAVE GAME OBJECT
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//////////////////////////////////////////////////////////////////////////
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int iSaveObject::_mlGlobalIdCount = 0;
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//------------------------------------------------------------------------
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iSaveObject::iSaveObject() {
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mlSaveObjectId = _mlGlobalIdCount++;
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if (_mlGlobalIdCount < 0)
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_mlGlobalIdCount = 0;
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mbIsSaved = true;
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}
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iSaveObject::~iSaveObject() {
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}
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//------------------------------------------------------------------------
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void iSaveObject::SaveToSaveData(iSaveData *apSaveData) {
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apSaveData->mlSaveDataId = mlSaveObjectId;
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}
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//------------------------------------------------------------------------
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void iSaveObject::LoadFromSaveData(iSaveData *apSaveData) {
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mlSaveObjectId = apSaveData->mlSaveDataId;
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mpSaveData = apSaveData;
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}
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//------------------------------------------------------------------------
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void iSaveObject::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) {
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}
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//------------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// SAVE GAME CONTAINER
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//////////////////////////////////////////////////////////////////////////
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//------------------------------------------------------------------------
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cSaveObjectHandler::cSaveObjectHandler() {
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}
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cSaveObjectHandler::~cSaveObjectHandler() {
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}
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//------------------------------------------------------------------------
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void cSaveObjectHandler::Add(iSaveObject *pObject) {
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m_mapSaveObjects.insert(tSaveObjectMap::value_type(pObject->GetSaveObjectId(), pObject));
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}
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//------------------------------------------------------------------------
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iSaveObject *cSaveObjectHandler::Get(int alId) {
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tSaveObjectMapIt it = m_mapSaveObjects.find(alId);
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if (it == m_mapSaveObjects.end()) {
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Warning("Couldn't find save object with id %d\n", alId);
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return NULL;
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}
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return it->second;
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}
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//------------------------------------------------------------------------
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cSaveObjectIterator cSaveObjectHandler::GetIterator() {
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return cSaveObjectIterator(&m_mapSaveObjects);
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}
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//------------------------------------------------------------------------
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void cSaveObjectHandler::SetUpAll(cGame *apGame) {
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int lMaxId = 0;
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tSaveObjectMapIt it = m_mapSaveObjects.begin();
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for (; it != m_mapSaveObjects.end(); ++it) {
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iSaveObject *pObject = it->second;
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if (pObject->GetSaveObjectId() > lMaxId)
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lMaxId = pObject->GetSaveObjectId();
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pObject->SaveDataSetup(this, apGame);
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}
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iSaveObject::_mlGlobalIdCount = lMaxId;
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}
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//------------------------------------------------------------------------
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void cSaveObjectHandler::Clear() {
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m_mapSaveObjects.clear();
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}
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//------------------------------------------------------------------------
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size_t cSaveObjectHandler::Size() {
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return m_mapSaveObjects.size();
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}
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//------------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// SAVE DATA CONTAINER
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//////////////////////////////////////////////////////////////////////////
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//------------------------------------------------------------------------
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cSaveDataHandler::cSaveDataHandler() {
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}
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cSaveDataHandler::~cSaveDataHandler() {
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}
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//------------------------------------------------------------------------
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void cSaveDataHandler::Add(iSaveData *pData) {
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m_mapSaveData.insert(tSaveDataMap::value_type(pData->GetSaveCreatePrio(), pData));
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}
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cSaveDataIterator cSaveDataHandler::GetIterator() {
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return cSaveDataIterator(&m_mapSaveData);
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}
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void cSaveDataHandler::Clear() {
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m_mapSaveData.clear();
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}
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size_t cSaveDataHandler::Size() {
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return m_mapSaveData.size();
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}
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//------------------------------------------------------------------------
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void cSaveDataHandler::AddVoidPtr(void **apPtr) {
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iSaveData **pDataPtr = (iSaveData **)apPtr;
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Add(*pDataPtr);
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}
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void cSaveDataHandler::AddVoidClass(void *apClass) {
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iSaveData *pData = (iSaveData *)(apClass);
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Add(pData);
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}
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iContainerIterator *cSaveDataHandler::CreateIteratorPtr() {
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return hplNew(cSaveDataIterator, (&m_mapSaveData));
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}
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//------------------------------------------------------------------------
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} // namespace hpl
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