/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #include "hpl1/engine/game/SaveGame.h" #include "hpl1/engine/system/low_level_system.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // SAVE GAME DATA ////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------ // Serialize iSaveGame kBeginSerializeBaseVirtual(iSaveData) kSerializeVar(mlSaveDataId, eSerializeType_Int32) kEndSerialize() //------------------------------------------------------------------------ ////////////////////////////////////////////////////////////////////////// // SAVE GAME OBJECT ////////////////////////////////////////////////////////////////////////// int iSaveObject::_mlGlobalIdCount = 0; //------------------------------------------------------------------------ iSaveObject::iSaveObject() { mlSaveObjectId = _mlGlobalIdCount++; if (_mlGlobalIdCount < 0) _mlGlobalIdCount = 0; mbIsSaved = true; } iSaveObject::~iSaveObject() { } //------------------------------------------------------------------------ void iSaveObject::SaveToSaveData(iSaveData *apSaveData) { apSaveData->mlSaveDataId = mlSaveObjectId; } //------------------------------------------------------------------------ void iSaveObject::LoadFromSaveData(iSaveData *apSaveData) { mlSaveObjectId = apSaveData->mlSaveDataId; mpSaveData = apSaveData; } //------------------------------------------------------------------------ void iSaveObject::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { } //------------------------------------------------------------------------ ////////////////////////////////////////////////////////////////////////// // SAVE GAME CONTAINER ////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------ cSaveObjectHandler::cSaveObjectHandler() { } cSaveObjectHandler::~cSaveObjectHandler() { } //------------------------------------------------------------------------ void cSaveObjectHandler::Add(iSaveObject *pObject) { m_mapSaveObjects.insert(tSaveObjectMap::value_type(pObject->GetSaveObjectId(), pObject)); } //------------------------------------------------------------------------ iSaveObject *cSaveObjectHandler::Get(int alId) { tSaveObjectMapIt it = m_mapSaveObjects.find(alId); if (it == m_mapSaveObjects.end()) { Warning("Couldn't find save object with id %d\n", alId); return NULL; } return it->second; } //------------------------------------------------------------------------ cSaveObjectIterator cSaveObjectHandler::GetIterator() { return cSaveObjectIterator(&m_mapSaveObjects); } //------------------------------------------------------------------------ void cSaveObjectHandler::SetUpAll(cGame *apGame) { int lMaxId = 0; tSaveObjectMapIt it = m_mapSaveObjects.begin(); for (; it != m_mapSaveObjects.end(); ++it) { iSaveObject *pObject = it->second; if (pObject->GetSaveObjectId() > lMaxId) lMaxId = pObject->GetSaveObjectId(); pObject->SaveDataSetup(this, apGame); } iSaveObject::_mlGlobalIdCount = lMaxId; } //------------------------------------------------------------------------ void cSaveObjectHandler::Clear() { m_mapSaveObjects.clear(); } //------------------------------------------------------------------------ size_t cSaveObjectHandler::Size() { return m_mapSaveObjects.size(); } //------------------------------------------------------------------------ ////////////////////////////////////////////////////////////////////////// // SAVE DATA CONTAINER ////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------ cSaveDataHandler::cSaveDataHandler() { } cSaveDataHandler::~cSaveDataHandler() { } //------------------------------------------------------------------------ void cSaveDataHandler::Add(iSaveData *pData) { m_mapSaveData.insert(tSaveDataMap::value_type(pData->GetSaveCreatePrio(), pData)); } cSaveDataIterator cSaveDataHandler::GetIterator() { return cSaveDataIterator(&m_mapSaveData); } void cSaveDataHandler::Clear() { m_mapSaveData.clear(); } size_t cSaveDataHandler::Size() { return m_mapSaveData.size(); } //------------------------------------------------------------------------ void cSaveDataHandler::AddVoidPtr(void **apPtr) { iSaveData **pDataPtr = (iSaveData **)apPtr; Add(*pDataPtr); } void cSaveDataHandler::AddVoidClass(void *apClass) { iSaveData *pData = (iSaveData *)(apClass); Add(pData); } iContainerIterator *cSaveDataHandler::CreateIteratorPtr() { return hplNew(cSaveDataIterator, (&m_mapSaveData)); } //------------------------------------------------------------------------ } // namespace hpl