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