scummvm/engines/wintermute/system/sys_class.cpp
2013-01-26 18:07:07 +01:00

221 lines
6.8 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 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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/persistent.h"
#include "engines/wintermute/system/sys_instance.h"
#include "engines/wintermute/system/sys_class.h"
#include "engines/wintermute/system/sys_class_registry.h"
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/base/base_persistence_manager.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
SystemClass::SystemClass(const AnsiString &name, PERSISTBUILD build, PERSISTLOAD load, bool persistentClass) {
_name = name;
_build = build;
_load = load;
_next = nullptr;
_savedID = -1;
_persistent = persistentClass;
_numInst = 0;
SystemClassRegistry::getInstance()->registerClass(this);
}
//////////////////////////////////////////////////////////////////////////
SystemClass::~SystemClass() {
SystemClassRegistry::getInstance()->unregisterClass(this);
removeAllInstances();
}
//////////////////////////////////////////////////////////////////////////
bool SystemClass::removeAllInstances() {
Instances::iterator it;
for (it = _instances.begin(); it != _instances.end(); ++it) {
delete(it->_value);
}
_instances.clear();
_instanceMap.clear();
return true;
}
//////////////////////////////////////////////////////////////////////////
SystemInstance *SystemClass::addInstance(void *instance, int id, int savedId) {
SystemInstance *inst = new SystemInstance(instance, id, this);
inst->setSavedID(savedId);
_instances[inst] = (inst);
_instanceMap[instance] = inst;
SystemClassRegistry::getInstance()->addInstanceToTable(inst, instance);
return inst;
}
//////////////////////////////////////////////////////////////////////////
bool SystemClass::removeInstance(void *instance) {
InstanceMap::iterator mapIt = _instanceMap.find(instance);
if (mapIt == _instanceMap.end()) {
return false;
}
Instances::iterator it = _instances.find((mapIt->_value));
if (it != _instances.end()) {
delete(it->_value);
_instances.erase(it);
}
_instanceMap.erase(mapIt);
return false;
}
//////////////////////////////////////////////////////////////////////////
int SystemClass::getInstanceID(void *pointer) {
InstanceMap::iterator mapIt = _instanceMap.find(pointer);
if (mapIt == _instanceMap.end()) {
return -1;
} else {
return (mapIt->_value)->getID();
}
}
//////////////////////////////////////////////////////////////////////////
void *SystemClass::idToPointer(int savedID) {
//slow
Instances::iterator it;
for (it = _instances.begin(); it != _instances.end(); ++it) {
if ((it->_value)->getSavedID() == savedID) {
return (it->_value)->getInstance();
}
}
return nullptr;
}
//////////////////////////////////////////////////////////////////////////
int SystemClass::getNumInstances() {
return _instances.size();
}
//////////////////////////////////////////////////////////////////////////
void SystemClass::dump(Common::WriteStream *stream) {
Common::String str;
str = Common::String::format("%03d %c %-20s instances: %d\n", _iD, _persistent ? 'p' : ' ', _name.c_str(), getNumInstances());
stream->write(str.c_str(), str.size());
}
//////////////////////////////////////////////////////////////////////////
void SystemClass::saveTable(BaseGame *gameRef, BasePersistenceManager *persistMgr) {
persistMgr->putString(_name.c_str());
persistMgr->putDWORD(_iD);
persistMgr->putDWORD(_instances.size());
Instances::iterator it;
for (it = _instances.begin(); it != _instances.end(); ++it) {
persistMgr->putDWORD((it->_value)->getID());
}
}
//////////////////////////////////////////////////////////////////////////
void SystemClass::loadTable(BaseGame *gameRef, BasePersistenceManager *persistMgr) {
_savedID = persistMgr->getDWORD();
int numInstances = persistMgr->getDWORD();
for (int i = 0; i < numInstances; i++) {
int instID = persistMgr->getDWORD();
if (_persistent) {
if (i > 0) {
gameRef->LOG(0, "Warning: attempting to load multiple instances of persistent class %s (%d)", _name.c_str(), numInstances);
continue;
}
Instances::iterator it = _instances.begin();
if (it != _instances.end()) {
(it->_value)->setSavedID(instID);
SystemClassRegistry::getInstance()->addInstanceToTable((it->_value), (it->_value)->getInstance());
} else {
gameRef->LOG(0, "Warning: instance %d of persistent class %s not found", i, _name.c_str());
}
}
// normal instances, create empty objects
else {
void *emptyObject = _build();
if (!emptyObject) {
warning("HALT");
}
addInstance(emptyObject, SystemClassRegistry::getInstance()->getNextID(), instID);
}
}
}
//////////////////////////////////////////////////////////////////////////
void SystemClass::saveInstances(BaseGame *Game, BasePersistenceManager *persistMgr) {
Instances::iterator it;
for (it = _instances.begin(); it != _instances.end(); ++it) {
// write instace header
persistMgr->putString("<INSTANCE_HEAD>");
persistMgr->putDWORD(_iD);
persistMgr->putDWORD((it->_value)->getID());
persistMgr->putString("</INSTANCE_HEAD>");
_load((it->_value)->getInstance(), persistMgr);
persistMgr->putString("</INSTANCE>");
}
}
//////////////////////////////////////////////////////////////////////////
void SystemClass::loadInstance(void *instance, BasePersistenceManager *persistMgr) {
_load(instance, persistMgr);
}
//////////////////////////////////////////////////////////////////////////
void SystemClass::resetSavedIDs() {
Instances::iterator it;
for (it = _instances.begin(); it != _instances.end(); ++it) {
(it->_value)->setSavedID(-1);
}
}
//////////////////////////////////////////////////////////////////////////
void SystemClass::instanceCallback(SYS_INSTANCE_CALLBACK lpCallback, void *lpData) {
Instances::iterator it;
for (it = _instances.begin(); it != _instances.end(); ++it) {
lpCallback((it->_value)->getInstance(), lpData);
}
}
} // end of namespace Wintermute