/* 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 . * */ /* * 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 struct Hash; template<> struct Hash : public UnaryFunction { uint operator()(void *val) const { return (uint)((size_t)val); } }; template<> struct Hash : public UnaryFunction { 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 Instances; typedef Common::HashMap Instances; Instances _instances; typedef Common::HashMap InstanceMap; InstanceMap _instanceMap; }; } // End of namespace Wintermute #endif