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engines/stark/services/stateprovider.h
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160
engines/stark/services/stateprovider.h
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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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#ifndef STARK_SERVICES_STATE_PROVIDER_H
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#define STARK_SERVICES_STATE_PROVIDER_H
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#include "common/hashmap.h"
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#include "common/serializer.h"
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#include "common/hash-str.h"
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#include "common/stream.h"
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#include "common/substream.h"
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#include "math/mathfwd.h"
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#include "engines/stark/resourcereference.h"
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namespace Stark {
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namespace Resources {
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class Object;
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class Level;
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class Location;
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}
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class StateReadStream : public Common::SeekableSubReadStream {
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public:
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explicit StateReadStream(Common::SeekableReadStream *parentStream, DisposeAfterUse::Flag disposeParentStream = DisposeAfterUse::YES);
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virtual ~StateReadStream();
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Common::String readString();
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};
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class ResourceSerializer : public Common::Serializer {
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public:
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ResourceSerializer(Common::SeekableReadStream *in, Common::WriteStream *out, uint32 version);
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void syncAsFloat(float &value);
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void syncAsVector3d(Math::Vector3d &value);
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void syncAsResourceReference(ResourceReference &reference);
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void syncAsString32(Common::String &string);
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template<typename T>
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void syncAsResourceReference(T **object, Version minVersion = 0, Version maxVersion = kLastVersion);
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template<typename T>
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void syncArraySize(Common::Array<T> &array, Version minVersion = 0, Version maxVersion = kLastVersion);
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};
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template<typename T>
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void ResourceSerializer::syncAsResourceReference(T **object, Version minVersion, Version maxVersion) {
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assert(object);
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if (_version < minVersion || _version > maxVersion)
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return; // Ignore anything which is not supposed to be present in this save game version
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if (isLoading()) {
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ResourceReference reference;
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reference.loadFromStream(_loadStream);
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*object = reference.resolve<T>();
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} else {
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ResourceReference reference;
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reference.buildFromResource(*object);
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reference.saveToStream(_saveStream);
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}
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}
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template<typename T>
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void ResourceSerializer::syncArraySize(Common::Array<T> &array, Version minVersion, Version maxVersion) {
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if (_version < minVersion || _version > maxVersion)
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return; // Ignore anything which is not supposed to be present in this save game version
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uint32 size = array.size();
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syncAsUint32LE(size);
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if (isLoading()) {
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array.resize(size);
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}
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}
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/**
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* Resource state provider.
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*
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* Maintains a serialized version of the state of the resource trees.
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*/
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class StateProvider {
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public:
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~StateProvider();
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void restoreLevelState(Resources::Level *level);
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void restoreCurrentLevelState(Resources::Level *level);
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void restoreLocationState(Resources::Level *level, Resources::Location *location);
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void restoreCurrentLocationState(Resources::Level *level, Resources::Location *location);
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void restoreGlobalState(Resources::Level *level);
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void saveLevelState(Resources::Level *level);
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void saveCurrentLevelState(Resources::Level *level);
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void saveLocationState(Resources::Level *level, Resources::Location *location);
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void saveCurrentLocationState(Resources::Level *level, Resources::Location *location);
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void saveGlobalState(Resources::Level *level);
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/** Replace the current states by those read from the stream */
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void readStateFromStream(StateReadStream *stream, uint saveVersion);
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/** Write the states in the store to a stream */
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void writeStateToStream(Common::WriteStream *stream);
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/** Clear all the state, effectively preparing to start a new game */
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void clear();
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static const uint kMinSaveVersion = 6;
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static const uint kSaveVersion = 13;
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private:
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class ResourceTreeState {
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public:
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ResourceTreeState(uint32 size, byte *data, uint32 version);
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~ResourceTreeState();
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uint32 getVersion() const { return _version; }
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uint32 getSize() const { return _size; }
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byte *getData() const { return _data; }
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private:
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uint32 _version;
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uint32 _size;
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byte *_data;
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};
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typedef Common::HashMap<Common::String, ResourceTreeState *> ResourceTreeStateMap;
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void restoreResourceTreeState(const Common::String &storeKey, Resources::Object *root, bool current);
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void saveResourceTreeState(const Common::String &storeKey, Resources::Object *root, bool current);
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void readResourceTree(Resources::Object *resource, Common::SeekableReadStream *stream, bool current, uint32 version);
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void writeResourceTree(Resources::Object *resource, Common::WriteStream *stream, bool current);
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ResourceTreeStateMap _stateStore;
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};
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} // End of namespace Stark
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#endif // STARK_SERVICES_STATE_PROVIDER_H
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