/* 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