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344
engines/wintermute/system/sys_class_registry.cpp
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344
engines/wintermute/system/sys_class_registry.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/base/base_game.h"
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#include "engines/wintermute/platform_osystem.h"
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#include "engines/wintermute/base/base_engine.h"
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#include "engines/wintermute/base/gfx/base_renderer.h"
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#include "engines/wintermute/system/sys_instance.h"
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#include "engines/wintermute/system/sys_class_registry.h"
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#include "engines/wintermute/system/sys_class.h"
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#include "engines/wintermute/wintermute.h"
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#include "common/stream.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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SystemClassRegistry::SystemClassRegistry() {
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_count = 0;
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_disabled = false;
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}
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//////////////////////////////////////////////////////////////////////////
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SystemClassRegistry::~SystemClassRegistry() {
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unregisterClasses();
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}
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//////////////////////////////////////////////////////////////////////////
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SystemClassRegistry *SystemClassRegistry::getInstance() {
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return BaseEngine::instance().getClassRegistry();
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}
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void SystemClassRegistry::unregisterClasses() {
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// SystemClass calls UnregisterClass upon destruction.
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while (_classes.size() > 0) {
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delete _classes.begin()->_value;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool SystemClassRegistry::registerClass(SystemClass *classObj) {
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classObj->setId(_count++);
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//_classes.insert(classObj);
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_classes[classObj] = classObj;
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_nameMap[classObj->getName()] = classObj;
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_idMap[classObj->getId()] = classObj;
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool SystemClassRegistry::unregisterClass(SystemClass *classObj) {
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Classes::iterator it = _classes.find(classObj);
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if (it == _classes.end()) {
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return false;
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}
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if (classObj->getNumInstances() != 0) {
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debugC(Wintermute::kWintermuteDebugSaveGame, "Memory leak@class %-20s: %d instance(s) left\n", classObj->getName().c_str(), classObj->getNumInstances());
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}
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_classes.erase(it);
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NameMap::iterator mapIt = _nameMap.find(classObj->getName());
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if (mapIt != _nameMap.end()) {
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_nameMap.erase(mapIt);
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}
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IdMap::iterator idIt = _idMap.find(classObj->getId());
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if (idIt != _idMap.end()) {
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_idMap.erase(idIt);
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool SystemClassRegistry::registerInstance(const char *className, void *instance) {
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if (_disabled) {
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return true;
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}
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NameMap::iterator mapIt = _nameMap.find(className);
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if (mapIt == _nameMap.end()) {
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return false;
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}
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SystemInstance *inst = (*mapIt)._value->addInstance(instance, _count++);
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return (inst != nullptr);
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}
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//////////////////////////////////////////////////////////////////////////
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void SystemClassRegistry::addInstanceToTable(SystemInstance *instance, void *pointer) {
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_instanceMap[pointer] = instance;
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if (instance->getSavedId() >= 0) {
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_savedInstanceMap[instance->getSavedId()] = instance;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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int SystemClassRegistry::getNextId() {
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return _count++;
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}
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//////////////////////////////////////////////////////////////////////////
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bool SystemClassRegistry::unregisterInstance(const char *className, void *instance) {
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NameMap::iterator mapIt = _nameMap.find(className);
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if (mapIt == _nameMap.end()) {
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return false;
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}
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(*mapIt)._value->removeInstance(instance);
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InstanceMap::iterator instIt = _instanceMap.find(instance);
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if (instIt != _instanceMap.end()) {
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_instanceMap.erase(instIt);
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return true;
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} else {
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return false;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool SystemClassRegistry::getPointerID(void *pointer, int *classID, int *instanceID) {
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if (pointer == nullptr) {
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return true;
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}
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InstanceMap::iterator it = _instanceMap.find(pointer);
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if (it == _instanceMap.end()) {
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return false;
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}
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SystemInstance *inst = (*it)._value;
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*instanceID = inst->getId();
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*classID = inst->getClass()->getId();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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void *SystemClassRegistry::idToPointer(int classID, int instanceID) {
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SavedInstanceMap::iterator it = _savedInstanceMap.find(instanceID);
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if (it == _savedInstanceMap.end()) {
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return nullptr;
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} else {
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return (*it)._value->getInstance();
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}
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}
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bool checkHeader(const char *tag, BasePersistenceManager *pm) {
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char *test = pm->getString();
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Common::String verify = test;
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delete[] test;
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bool retVal = (verify == tag);
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if (!retVal) {
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error("Expected %s in Save-file not found", tag);
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}
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return retVal;
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}
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//////////////////////////////////////////////////////////////////////////
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bool SystemClassRegistry::saveTable(BaseGame *game, BasePersistenceManager *persistMgr, bool quickSave) {
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persistMgr->putString("<CLASS_REGISTRY_TABLE>");
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persistMgr->putDWORD(_classes.size());
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int counter = 0;
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Classes::iterator it;
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for (it = _classes.begin(); it != _classes.end(); ++it) {
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counter++;
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if (!quickSave) {
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game->setIndicatorVal((int)(50.0f / (float)((float)_classes.size() / (float)counter)));
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}
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(it->_value)->saveTable(game, persistMgr);
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}
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persistMgr->putString("</CLASS_REGISTRY_TABLE>");
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool SystemClassRegistry::loadTable(BaseGame *game, BasePersistenceManager *persistMgr) {
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checkHeader("<CLASS_REGISTRY_TABLE>", persistMgr);
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// reset SavedID of current instances
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Classes::iterator it;
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for (it = _classes.begin(); it != _classes.end(); ++it) {
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(it->_value)->resetSavedIDs();
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}
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for (it = _classes.begin(); it != _classes.end(); ++it) {
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if ((it->_value)->isPersistent()) {
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continue;
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}
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(it->_value)->removeAllInstances();
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}
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_instanceMap.clear();
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uint32 numClasses = persistMgr->getDWORD();
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for (uint32 i = 0; i < numClasses; i++) {
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game->setIndicatorVal((int)(50.0f / (float)((float)numClasses / (float)(i + 1))));
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Common::String className = persistMgr->getStringObj();
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// WA to be removed later
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// This allow load save games where SXVlink class reference is stored
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if (className == "SXVlink" && !game->_targetName.contains("sunrise")) {
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persistMgr->getDWORD(); // saveId
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persistMgr->getDWORD(); // numInstances
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continue;
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}
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NameMap::iterator mapIt = _nameMap.find(className);
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if (mapIt != _nameMap.end()) {
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(*mapIt)._value->loadTable(game, persistMgr);
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}
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}
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checkHeader("</CLASS_REGISTRY_TABLE>", persistMgr);
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool SystemClassRegistry::saveInstances(BaseGame *game, BasePersistenceManager *persistMgr, bool quickSave) {
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Classes::iterator it;
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// count total instances
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int numInstances = 0;
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for (it = _classes.begin(); it != _classes.end(); ++it) {
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numInstances += (it->_value)->getNumInstances();
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}
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persistMgr->putDWORD(numInstances);
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int counter = 0;
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for (it = _classes.begin(); it != _classes.end(); ++it) {
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counter++;
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if (!quickSave) {
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if (counter % 20 == 0) {
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game->setIndicatorVal((int)(50.0f + 50.0f / (float)((float)_classes.size() / (float)counter)));
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}
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}
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game->miniUpdate();
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(it->_value)->saveInstances(game, persistMgr);
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool SystemClassRegistry::loadInstances(BaseGame *game, BasePersistenceManager *persistMgr) {
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// get total instances
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int numInstances = persistMgr->getDWORD();
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for (int i = 0; i < numInstances; i++) {
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if (i % 20 == 0) {
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game->setIndicatorVal((int)(50.0f + 50.0f / (float)((float)numInstances / (float)(i + 1))));
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}
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checkHeader("<INSTANCE_HEAD>", persistMgr);
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int classID = persistMgr->getDWORD();
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int instanceID = persistMgr->getDWORD();
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void *instance = idToPointer(classID, instanceID);
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checkHeader("</INSTANCE_HEAD>", persistMgr);
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Classes::iterator it;
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for (it = _classes.begin(); it != _classes.end(); ++it) {
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if ((it->_value)->getSavedId() == classID) {
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(it->_value)->loadInstance(instance, persistMgr);
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break;
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}
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}
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checkHeader("</INSTANCE>", persistMgr);
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}
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_savedInstanceMap.clear();
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool SystemClassRegistry::enumInstances(SYS_INSTANCE_CALLBACK lpCallback, const char *className, void *lpData) {
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NameMap::iterator mapIt = _nameMap.find(className);
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if (mapIt == _nameMap.end()) {
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return STATUS_FAILED;
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}
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(*mapIt)._value->instanceCallback(lpCallback, lpData);
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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void SystemClassRegistry::dumpClasses(Common::WriteStream *stream) {
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Classes::iterator it;
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for (it = _classes.begin(); it != _classes.end(); ++it) {
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(it->_value)->dump(stream);
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}
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}
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} // End of namespace Wintermute
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