scummvm/engines/tsage/saveload.h

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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef TSAGE_SAVELOAD_H
#define TSAGE_SAVELOAD_H
#include "common/scummsys.h"
#include "common/list.h"
#include "common/memstream.h"
#include "common/savefile.h"
#include "common/serializer.h"
namespace TsAGE {
typedef void (*SaveNotifierFn)(bool postFlag);
#define TSAGE_SAVEGAME_VERSION 10
class SavedObject;
struct tSageSavegameHeader {
uint8 version;
Common::String saveName;
Graphics::Surface *thumbnail;
int saveYear, saveMonth, saveDay;
int saveHour, saveMinutes;
int totalFrames;
};
/*--------------------------------------------------------------------------*/
// FIXME: workaround to supress spurious strict-alias warnings on older GCC
// versions. this should be resolved with the savegame rewrite
#define SYNC_POINTER(x) do { \
SavedObject **y = (SavedObject **)((void *)&x); \
s.syncPointer(y); \
} while (false)
#define SYNC_ENUM(FIELD, TYPE) int v_##FIELD = (int)FIELD; s.syncAsUint16LE(v_##FIELD); \
if (s.isLoading()) FIELD = (TYPE)v_##FIELD;
/**
* Derived serializer class with extra synchronisation types
*/
class Serializer : public Common::Serializer {
public:
Serializer(Common::SeekableReadStream *in, Common::WriteStream *out) : Common::Serializer(in, out) {}
// HACK: TSAGE saved games contain a single byte for the savegame version,
// thus the normal syncVersion() Serializer member won't work here. In order
// to maintain compatibility with older game saves, this method is provided
// in order to set the savegame version from a byte
void setSaveVersion(byte version) { _version = version; }
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void syncPointer(SavedObject **ptr, Common::Serializer::Version minVersion = 0,
Common::Serializer::Version maxVersion = kLastVersion);
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void validate(const Common::String &s, Common::Serializer::Version minVersion = 0,
Common::Serializer::Version maxVersion = kLastVersion);
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void validate(int v, Common::Serializer::Version minVersion = 0,
Common::Serializer::Version maxVersion = kLastVersion);
void syncAsDouble(double &v);
};
/*--------------------------------------------------------------------------*/
class Serialisable {
public:
virtual ~Serialisable() {}
virtual void synchronize(Serializer &s) = 0;
};
class SaveListener {
public:
virtual ~SaveListener() {}
virtual void listenerSynchronize(Serializer &s) = 0;
};
/*--------------------------------------------------------------------------*/
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class SavedObject : public Serialisable {
public:
SavedObject();
virtual ~SavedObject();
virtual Common::String getClassName() { return "SavedObject"; }
virtual void synchronize(Serializer &s) {}
static SavedObject *createInstance(const Common::String &className);
};
/*--------------------------------------------------------------------------*/
/**
* Derived list class with extra functionality
*/
template<typename T>
class SynchronizedList : public Common::List<T> {
public:
void synchronize(Serializer &s) {
int entryCount = 0;
if (s.isLoading()) {
this->clear();
s.syncAsUint32LE(entryCount);
for (int idx = 0; idx < entryCount; ++idx) {
this->push_back(static_cast<T>((T)NULL));
T &obj = Common::List<T>::back();
s.syncPointer((SavedObject **)&obj);
}
} else {
// Get the list size
entryCount = this->size();
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// Write out list
s.syncAsUint32LE(entryCount);
for (typename Common::List<T>::iterator i = this->begin(); i != this->end(); ++i) {
s.syncPointer((SavedObject **)&*i);
}
}
}
void addBefore(T existingItem, T newItem) {
typename SynchronizedList<T>::iterator i = this->begin();
while ((i != this->end()) && (*i != existingItem)) ++i;
this->insert(i, newItem);
}
void addAfter(T existingItem, T newItem) {
typename SynchronizedList<T>::iterator i = this->begin();
while ((i != this->end()) && (*i != existingItem)) ++i;
if (i != this->end()) ++i;
this->insert(i, newItem);
}
};
/**
* Search whether an element is contained in a list.
*
* @param l List to search.
* @param v Element to search for.
* @return True in case the element is contained, false otherwise.
*/
template<typename T>
inline bool contains(const Common::List<T> &l, const T &v) {
return (Common::find(l.begin(), l.end(), v) != l.end());
}
/**
* Derived list class for holding function pointers
*/
template<typename T>
class FunctionList : public Common::List<void (*)(T)> {
public:
void notify(T v) {
for (typename Common::List<void (*)(T)>::iterator i = this->begin(); i != this->end(); ++i) {
(*i)(v);
}
}
};
/*--------------------------------------------------------------------------*/
class SavedObjectRef {
public:
SavedObject **_savedObject;
int _objIndex;
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SavedObjectRef() : _savedObject(NULL), _objIndex(-1) {}
SavedObjectRef(SavedObject **so, int objIndex) : _savedObject(so), _objIndex(objIndex) {}
};
typedef SavedObject *(*SavedObjectFactory)(const Common::String &className);
class Saver {
private:
Common::List<SavedObject *> _objList;
FunctionList<bool> _saveNotifiers;
FunctionList<bool> _loadNotifiers;
Common::List<SaveListener *> _listeners;
Common::List<SavedObjectRef> _unresolvedPtrs;
SavedObjectFactory _factoryPtr;
bool _macroSaveFlag;
bool _macroRestoreFlag;
int _saveSlot;
void resolveLoadPointers();
public:
Saver();
~Saver();
Common::Error save(int slot, const Common::String &saveName);
Common::Error restore(int slot);
static bool readSavegameHeader(Common::InSaveFile *in, tSageSavegameHeader &header);
static void writeSavegameHeader(Common::OutSaveFile *out, tSageSavegameHeader &header);
void addListener(SaveListener *obj);
void addSaveNotifier(SaveNotifierFn fn);
void addLoadNotifier(SaveNotifierFn fn);
void addObject(SavedObject *obj);
void removeObject(SavedObject *obj);
void addFactory(SavedObjectFactory fn) { _factoryPtr = fn; }
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void addSavedObjectPtr(SavedObject **ptr, int objIndex) {
_unresolvedPtrs.push_back(SavedObjectRef(ptr, objIndex));
}
bool savegamesExist() const;
bool getMacroSaveFlag() const { return _macroSaveFlag; }
bool getMacroRestoreFlag() const { return _macroRestoreFlag; }
int blockIndexOf(SavedObject *p);
int getObjectCount() const;
void listObjects();
};
extern Saver *g_saver;
} // End of namespace TsAGE
#endif