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2026-02-02 04:50:13 +01:00

202 lines
5.7 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* 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