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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/persistent.h"
#include "engines/wintermute/system/sys_instance.h"
#include "engines/wintermute/system/sys_class.h"
#include "engines/wintermute/system/sys_class_registry.h"
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/base/base_persistence_manager.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
SystemClass::SystemClass(const AnsiString &name, PERSISTBUILD build, PERSISTLOAD load, bool persistentClass) {
_name = name;
_build = build;
_load = load;
_next = nullptr;
_savedId = -1;
_persistent = persistentClass;
_numInst = 0;
SystemClassRegistry::getInstance()->registerClass(this);
}
//////////////////////////////////////////////////////////////////////////
SystemClass::~SystemClass() {
SystemClassRegistry::getInstance()->unregisterClass(this);
removeAllInstances();
}
//////////////////////////////////////////////////////////////////////////
bool SystemClass::removeAllInstances() {
Instances::iterator it;
for (it = _instances.begin(); it != _instances.end(); ++it) {
delete(it->_value);
}
_instances.clear();
_instanceMap.clear();
return true;
}
//////////////////////////////////////////////////////////////////////////
SystemInstance *SystemClass::addInstance(void *instance, int id, int savedId) {
SystemInstance *inst = new SystemInstance(instance, id, this);
inst->setSavedId(savedId);
_instances[inst] = (inst);
_instanceMap[instance] = inst;
SystemClassRegistry::getInstance()->addInstanceToTable(inst, instance);
return inst;
}
//////////////////////////////////////////////////////////////////////////
bool SystemClass::removeInstance(void *instance) {
InstanceMap::iterator mapIt = _instanceMap.find(instance);
if (mapIt == _instanceMap.end()) {
return false;
}
Instances::iterator it = _instances.find((mapIt->_value));
if (it != _instances.end()) {
delete(it->_value);
_instances.erase(it);
}
_instanceMap.erase(mapIt);
return false;
}
//////////////////////////////////////////////////////////////////////////
int SystemClass::getInstanceId(void *pointer) {
InstanceMap::iterator mapIt = _instanceMap.find(pointer);
if (mapIt == _instanceMap.end()) {
return -1;
} else {
return (mapIt->_value)->getId();
}
}
//////////////////////////////////////////////////////////////////////////
void *SystemClass::idToPointer(int savedID) {
//slow
Instances::iterator it;
for (it = _instances.begin(); it != _instances.end(); ++it) {
if ((it->_value)->getSavedId() == savedID) {
return (it->_value)->getInstance();
}
}
return nullptr;
}
//////////////////////////////////////////////////////////////////////////
int SystemClass::getNumInstances() {
return _instances.size();
}
//////////////////////////////////////////////////////////////////////////
void SystemClass::dump(Common::WriteStream *stream) {
Common::String str;
str = Common::String::format("%03d %c %-20s instances: %d\n", _id, _persistent ? 'p' : ' ', _name.c_str(), getNumInstances());
stream->write(str.c_str(), str.size());
}
//////////////////////////////////////////////////////////////////////////
void SystemClass::saveTable(BaseGame *game, BasePersistenceManager *persistMgr) {
persistMgr->putString(_name.c_str());
persistMgr->putDWORD(_id);
persistMgr->putDWORD(_instances.size());
Instances::iterator it;
for (it = _instances.begin(); it != _instances.end(); ++it) {
persistMgr->putDWORD((it->_value)->getId());
}
}
//////////////////////////////////////////////////////////////////////////
void SystemClass::loadTable(BaseGame *game, BasePersistenceManager *persistMgr) {
_savedId = persistMgr->getDWORD();
int numInstances = persistMgr->getDWORD();
for (int i = 0; i < numInstances; i++) {
int instId = persistMgr->getDWORD();
if (_persistent) {
if (i > 0) {
game->LOG(0, "Warning: attempting to load multiple instances of persistent class %s (%d)", _name.c_str(), numInstances);
continue;
}
Instances::iterator it = _instances.begin();
if (it != _instances.end()) {
(it->_value)->setSavedId(instId);
SystemClassRegistry::getInstance()->addInstanceToTable((it->_value), (it->_value)->getInstance());
} else {
game->LOG(0, "Warning: instance %d of persistent class %s not found", i, _name.c_str());
}
}
// normal instances, create empty objects
else {
void *emptyObject = _build();
addInstance(emptyObject, SystemClassRegistry::getInstance()->getNextId(), instId);
}
}
}
//////////////////////////////////////////////////////////////////////////
void SystemClass::saveInstances(BaseGame *game, BasePersistenceManager *persistMgr) {
Instances::iterator it;
for (it = _instances.begin(); it != _instances.end(); ++it) {
// write instace header
persistMgr->putString("<INSTANCE_HEAD>");
persistMgr->putDWORD(_id);
persistMgr->putDWORD((it->_value)->getId());
persistMgr->putString("</INSTANCE_HEAD>");
_load((it->_value)->getInstance(), persistMgr);
persistMgr->putString("</INSTANCE>");
}
}
//////////////////////////////////////////////////////////////////////////
void SystemClass::loadInstance(void *instance, BasePersistenceManager *persistMgr) {
_load(instance, persistMgr);
}
//////////////////////////////////////////////////////////////////////////
void SystemClass::resetSavedIDs() {
Instances::iterator it;
for (it = _instances.begin(); it != _instances.end(); ++it) {
(it->_value)->setSavedId(-1);
}
}
//////////////////////////////////////////////////////////////////////////
void SystemClass::instanceCallback(SYS_INSTANCE_CALLBACK lpCallback, void *lpData) {
Instances::iterator it;
for (it = _instances.begin(); it != _instances.end(); ++it) {
lpCallback((it->_value)->getInstance(), lpData);
}
}
} // End of namespace Wintermute

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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_SYSCLASS_H
#define WINTERMUTE_SYSCLASS_H
#include "engines/wintermute/persistent.h"
#include "engines/wintermute/dctypes.h"
#include "common/hashmap.h"
#include "common/func.h"
#include "common/stream.h"
namespace Wintermute {
class SystemInstance;
class BaseGame;
class BasePersistenceManager;
class SystemClass;
}
namespace Common {
template<typename T> struct Hash;
template<> struct Hash<void *> : public UnaryFunction<void *, uint> {
uint operator()(void *val) const {
return (uint)((size_t)val);
}
};
template<> struct Hash<Wintermute::SystemInstance *> : public UnaryFunction<Wintermute::SystemInstance *, uint> {
uint operator()(Wintermute::SystemInstance *val) const {
return (uint)((size_t)val);
}
};
}
namespace Wintermute {
class SystemClass {
public:
SystemClass(const AnsiString &name, PERSISTBUILD build, PERSISTLOAD load, bool persistentClass);
~SystemClass();
int getNumInstances();
bool removeInstance(void *instance);
SystemInstance *addInstance(void *instance, int id, int savedId = -1);
bool removeAllInstances();
int getInstanceId(void *pointer);
void *idToPointer(int savedId);
void setId(int id) {
_id = id;
}
int getId() const {
return _id;
}
int getSavedId() const {
return _savedId;
}
bool isPersistent() const {
return _persistent;
}
AnsiString getName() const {
return _name;
}
void saveTable(BaseGame *game, BasePersistenceManager *persistMgr);
void loadTable(BaseGame *game, BasePersistenceManager *persistMgr);
void saveInstances(BaseGame *game, BasePersistenceManager *persistMgr);
void loadInstance(void *instance, BasePersistenceManager *persistMgr);
void instanceCallback(SYS_INSTANCE_CALLBACK lpCallback, void *lpData);
void resetSavedIDs();
void dump(Common::WriteStream *stream);
private:
int _numInst;
bool _persistent;
SystemClass *_next;
int _id{};
int _savedId;
AnsiString _name;
PERSISTBUILD _build;
PERSISTLOAD _load;
//typedef std::set<SystemInstance *> Instances;
typedef Common::HashMap<SystemInstance *, SystemInstance *> Instances;
Instances _instances;
typedef Common::HashMap<void *, SystemInstance *> InstanceMap;
InstanceMap _instanceMap;
};
} // End of namespace Wintermute
#endif

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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/platform_osystem.h"
#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/base/gfx/base_renderer.h"
#include "engines/wintermute/system/sys_instance.h"
#include "engines/wintermute/system/sys_class_registry.h"
#include "engines/wintermute/system/sys_class.h"
#include "engines/wintermute/wintermute.h"
#include "common/stream.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
SystemClassRegistry::SystemClassRegistry() {
_count = 0;
_disabled = false;
}
//////////////////////////////////////////////////////////////////////////
SystemClassRegistry::~SystemClassRegistry() {
unregisterClasses();
}
//////////////////////////////////////////////////////////////////////////
SystemClassRegistry *SystemClassRegistry::getInstance() {
return BaseEngine::instance().getClassRegistry();
}
void SystemClassRegistry::unregisterClasses() {
// SystemClass calls UnregisterClass upon destruction.
while (_classes.size() > 0) {
delete _classes.begin()->_value;
}
}
//////////////////////////////////////////////////////////////////////////
bool SystemClassRegistry::registerClass(SystemClass *classObj) {
classObj->setId(_count++);
//_classes.insert(classObj);
_classes[classObj] = classObj;
_nameMap[classObj->getName()] = classObj;
_idMap[classObj->getId()] = classObj;
return true;
}
//////////////////////////////////////////////////////////////////////////
bool SystemClassRegistry::unregisterClass(SystemClass *classObj) {
Classes::iterator it = _classes.find(classObj);
if (it == _classes.end()) {
return false;
}
if (classObj->getNumInstances() != 0) {
debugC(Wintermute::kWintermuteDebugSaveGame, "Memory leak@class %-20s: %d instance(s) left\n", classObj->getName().c_str(), classObj->getNumInstances());
}
_classes.erase(it);
NameMap::iterator mapIt = _nameMap.find(classObj->getName());
if (mapIt != _nameMap.end()) {
_nameMap.erase(mapIt);
}
IdMap::iterator idIt = _idMap.find(classObj->getId());
if (idIt != _idMap.end()) {
_idMap.erase(idIt);
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool SystemClassRegistry::registerInstance(const char *className, void *instance) {
if (_disabled) {
return true;
}
NameMap::iterator mapIt = _nameMap.find(className);
if (mapIt == _nameMap.end()) {
return false;
}
SystemInstance *inst = (*mapIt)._value->addInstance(instance, _count++);
return (inst != nullptr);
}
//////////////////////////////////////////////////////////////////////////
void SystemClassRegistry::addInstanceToTable(SystemInstance *instance, void *pointer) {
_instanceMap[pointer] = instance;
if (instance->getSavedId() >= 0) {
_savedInstanceMap[instance->getSavedId()] = instance;
}
}
//////////////////////////////////////////////////////////////////////////
int SystemClassRegistry::getNextId() {
return _count++;
}
//////////////////////////////////////////////////////////////////////////
bool SystemClassRegistry::unregisterInstance(const char *className, void *instance) {
NameMap::iterator mapIt = _nameMap.find(className);
if (mapIt == _nameMap.end()) {
return false;
}
(*mapIt)._value->removeInstance(instance);
InstanceMap::iterator instIt = _instanceMap.find(instance);
if (instIt != _instanceMap.end()) {
_instanceMap.erase(instIt);
return true;
} else {
return false;
}
}
//////////////////////////////////////////////////////////////////////////
bool SystemClassRegistry::getPointerID(void *pointer, int *classID, int *instanceID) {
if (pointer == nullptr) {
return true;
}
InstanceMap::iterator it = _instanceMap.find(pointer);
if (it == _instanceMap.end()) {
return false;
}
SystemInstance *inst = (*it)._value;
*instanceID = inst->getId();
*classID = inst->getClass()->getId();
return true;
}
//////////////////////////////////////////////////////////////////////////
void *SystemClassRegistry::idToPointer(int classID, int instanceID) {
SavedInstanceMap::iterator it = _savedInstanceMap.find(instanceID);
if (it == _savedInstanceMap.end()) {
return nullptr;
} else {
return (*it)._value->getInstance();
}
}
bool checkHeader(const char *tag, BasePersistenceManager *pm) {
char *test = pm->getString();
Common::String verify = test;
delete[] test;
bool retVal = (verify == tag);
if (!retVal) {
error("Expected %s in Save-file not found", tag);
}
return retVal;
}
//////////////////////////////////////////////////////////////////////////
bool SystemClassRegistry::saveTable(BaseGame *game, BasePersistenceManager *persistMgr, bool quickSave) {
persistMgr->putString("<CLASS_REGISTRY_TABLE>");
persistMgr->putDWORD(_classes.size());
int counter = 0;
Classes::iterator it;
for (it = _classes.begin(); it != _classes.end(); ++it) {
counter++;
if (!quickSave) {
game->setIndicatorVal((int)(50.0f / (float)((float)_classes.size() / (float)counter)));
}
(it->_value)->saveTable(game, persistMgr);
}
persistMgr->putString("</CLASS_REGISTRY_TABLE>");
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool SystemClassRegistry::loadTable(BaseGame *game, BasePersistenceManager *persistMgr) {
checkHeader("<CLASS_REGISTRY_TABLE>", persistMgr);
// reset SavedID of current instances
Classes::iterator it;
for (it = _classes.begin(); it != _classes.end(); ++it) {
(it->_value)->resetSavedIDs();
}
for (it = _classes.begin(); it != _classes.end(); ++it) {
if ((it->_value)->isPersistent()) {
continue;
}
(it->_value)->removeAllInstances();
}
_instanceMap.clear();
uint32 numClasses = persistMgr->getDWORD();
for (uint32 i = 0; i < numClasses; i++) {
game->setIndicatorVal((int)(50.0f / (float)((float)numClasses / (float)(i + 1))));
Common::String className = persistMgr->getStringObj();
// WA to be removed later
// This allow load save games where SXVlink class reference is stored
if (className == "SXVlink" && !game->_targetName.contains("sunrise")) {
persistMgr->getDWORD(); // saveId
persistMgr->getDWORD(); // numInstances
continue;
}
NameMap::iterator mapIt = _nameMap.find(className);
if (mapIt != _nameMap.end()) {
(*mapIt)._value->loadTable(game, persistMgr);
}
}
checkHeader("</CLASS_REGISTRY_TABLE>", persistMgr);
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool SystemClassRegistry::saveInstances(BaseGame *game, BasePersistenceManager *persistMgr, bool quickSave) {
Classes::iterator it;
// count total instances
int numInstances = 0;
for (it = _classes.begin(); it != _classes.end(); ++it) {
numInstances += (it->_value)->getNumInstances();
}
persistMgr->putDWORD(numInstances);
int counter = 0;
for (it = _classes.begin(); it != _classes.end(); ++it) {
counter++;
if (!quickSave) {
if (counter % 20 == 0) {
game->setIndicatorVal((int)(50.0f + 50.0f / (float)((float)_classes.size() / (float)counter)));
}
}
game->miniUpdate();
(it->_value)->saveInstances(game, persistMgr);
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool SystemClassRegistry::loadInstances(BaseGame *game, BasePersistenceManager *persistMgr) {
// get total instances
int numInstances = persistMgr->getDWORD();
for (int i = 0; i < numInstances; i++) {
if (i % 20 == 0) {
game->setIndicatorVal((int)(50.0f + 50.0f / (float)((float)numInstances / (float)(i + 1))));
}
checkHeader("<INSTANCE_HEAD>", persistMgr);
int classID = persistMgr->getDWORD();
int instanceID = persistMgr->getDWORD();
void *instance = idToPointer(classID, instanceID);
checkHeader("</INSTANCE_HEAD>", persistMgr);
Classes::iterator it;
for (it = _classes.begin(); it != _classes.end(); ++it) {
if ((it->_value)->getSavedId() == classID) {
(it->_value)->loadInstance(instance, persistMgr);
break;
}
}
checkHeader("</INSTANCE>", persistMgr);
}
_savedInstanceMap.clear();
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool SystemClassRegistry::enumInstances(SYS_INSTANCE_CALLBACK lpCallback, const char *className, void *lpData) {
NameMap::iterator mapIt = _nameMap.find(className);
if (mapIt == _nameMap.end()) {
return STATUS_FAILED;
}
(*mapIt)._value->instanceCallback(lpCallback, lpData);
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
void SystemClassRegistry::dumpClasses(Common::WriteStream *stream) {
Classes::iterator it;
for (it = _classes.begin(); it != _classes.end(); ++it) {
(it->_value)->dump(stream);
}
}
} // End of namespace Wintermute

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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_SYSCLASSREGISTRY_H
#define WINTERMUTE_SYSCLASSREGISTRY_H
#include "engines/wintermute/wintypes.h"
#include "engines/wintermute/dctypes.h"
#include "engines/wintermute/system/sys_class.h"
#include "common/hashmap.h"
#include "common/hash-str.h"
#include "common/func.h"
#include "common/stream.h"
namespace Wintermute {
class SystemClass;
}
namespace Common {
template<typename T> struct Hash;
template<> struct Hash<Wintermute::SystemClass *> : public UnaryFunction<Wintermute::SystemClass *, uint> {
uint operator()(Wintermute::SystemClass *val) const {
return (uint)((size_t)val);
}
};
}
namespace Wintermute {
class BaseGame;
class BasePersistenceManager;
class SystemInstance;
class SystemClassRegistry {
void unregisterClasses();
public:
void registerClasses(); // persistent.cpp
#ifdef ENABLE_WME3D
void register3DClasses(); // persistent.cpp
#endif
static SystemClassRegistry *getInstance();
bool enumInstances(SYS_INSTANCE_CALLBACK lpCallback, const char *className, void *lpData);
bool loadTable(BaseGame *game, BasePersistenceManager *persistMgr);
bool saveTable(BaseGame *game, BasePersistenceManager *persistMgr, bool quickSave);
bool loadInstances(BaseGame *game, BasePersistenceManager *persistMgr);
bool saveInstances(BaseGame *game, BasePersistenceManager *persistMgr, bool quickSave);
void *idToPointer(int classID, int instanceId);
bool getPointerID(void *pointer, int *classId, int *instanceId);
bool registerClass(SystemClass *classObj);
bool unregisterClass(SystemClass *classObj);
bool registerInstance(const char *className, void *instance);
bool unregisterInstance(const char *className, void *instance);
void dumpClasses(Common::WriteStream *stream);
int getNextId();
void addInstanceToTable(SystemInstance *instance, void *pointer);
SystemClassRegistry();
virtual ~SystemClassRegistry();
bool _disabled;
int _count;
typedef Common::HashMap<SystemClass *, SystemClass *> Classes;
Classes _classes;
typedef Common::HashMap<AnsiString, SystemClass *> NameMap;
NameMap _nameMap;
typedef Common::HashMap<int, SystemClass *> IdMap;
IdMap _idMap;
typedef Common::HashMap<void *, SystemInstance *> InstanceMap;
InstanceMap _instanceMap;
typedef Common::HashMap<int, SystemInstance *> SavedInstanceMap;
SavedInstanceMap _savedInstanceMap;
};
} // End of namespace Wintermute
#endif

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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/system/sys_instance.h"
#include "engines/wintermute/system/sys_class_registry.h"
#include "engines/wintermute/system/sys_class.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
SystemInstance::SystemInstance(void *instance, int id, SystemClass *sysClass) {
_instance = instance;
_id = id;
_savedId = -1;
_class = sysClass;
_used = false;
}
//////////////////////////////////////////////////////////////////////////
SystemInstance::~SystemInstance() {
}
} // End of namespace Wintermute

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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_SYSINSTANCE_H
#define WINTERMUTE_SYSINSTANCE_H
namespace Wintermute {
class SystemClass;
class SystemInstance {
public:
SystemInstance(void *instance, int id, SystemClass *sysClass);
virtual ~SystemInstance();
int getId() const {
return _id;
}
int getSavedId() const {
return _savedId;
}
void *getInstance() const {
return _instance;
}
SystemClass *getClass() const {
return _class;
}
void setSavedId(int id) {
_savedId = id;
}
private:
bool _used;
int _id;
int _savedId;
void *_instance;
SystemClass *_class;
};
} // End of namespace Wintermute
#endif