130 lines
3.2 KiB
C++
130 lines
3.2 KiB
C++
/* 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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#ifndef WINTERMUTE_SYSCLASS_H
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#define WINTERMUTE_SYSCLASS_H
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#include "engines/wintermute/persistent.h"
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#include "engines/wintermute/dctypes.h"
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#include "common/hashmap.h"
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#include "common/func.h"
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#include "common/stream.h"
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namespace Wintermute {
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class SystemInstance;
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class BaseGame;
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class BasePersistenceManager;
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class SystemClass;
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}
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namespace Common {
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template<typename T> struct Hash;
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template<> struct Hash<void *> : public UnaryFunction<void *, uint> {
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uint operator()(void *val) const {
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return (uint)((size_t)val);
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}
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};
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template<> struct Hash<Wintermute::SystemInstance *> : public UnaryFunction<Wintermute::SystemInstance *, uint> {
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uint operator()(Wintermute::SystemInstance *val) const {
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return (uint)((size_t)val);
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}
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};
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}
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namespace Wintermute {
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class SystemClass {
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public:
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SystemClass(const AnsiString &name, PERSISTBUILD build, PERSISTLOAD load, bool persistentClass);
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~SystemClass();
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int getNumInstances();
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bool removeInstance(void *instance);
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SystemInstance *addInstance(void *instance, int id, int savedId = -1);
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bool removeAllInstances();
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int getInstanceId(void *pointer);
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void *idToPointer(int savedId);
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void setId(int id) {
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_id = id;
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}
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int getId() const {
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return _id;
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}
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int getSavedId() const {
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return _savedId;
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}
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bool isPersistent() const {
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return _persistent;
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}
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AnsiString getName() const {
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return _name;
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}
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void saveTable(BaseGame *game, BasePersistenceManager *persistMgr);
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void loadTable(BaseGame *game, BasePersistenceManager *persistMgr);
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void saveInstances(BaseGame *game, BasePersistenceManager *persistMgr);
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void loadInstance(void *instance, BasePersistenceManager *persistMgr);
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void instanceCallback(SYS_INSTANCE_CALLBACK lpCallback, void *lpData);
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void resetSavedIDs();
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void dump(Common::WriteStream *stream);
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private:
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int _numInst;
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bool _persistent;
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SystemClass *_next;
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int _id{};
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int _savedId;
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AnsiString _name;
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PERSISTBUILD _build;
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PERSISTLOAD _load;
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//typedef std::set<SystemInstance *> Instances;
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typedef Common::HashMap<SystemInstance *, SystemInstance *> Instances;
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Instances _instances;
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typedef Common::HashMap<void *, SystemInstance *> InstanceMap;
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InstanceMap _instanceMap;
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};
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} // End of namespace Wintermute
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#endif
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