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https://github.com/libretro/scummvm.git
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697230709b
This matches the casing of the original engine name.
228 lines
6.6 KiB
C++
228 lines
6.6 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef TSAGE_SAVELOAD_H
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#define TSAGE_SAVELOAD_H
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#include "common/scummsys.h"
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#include "common/list.h"
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#include "common/memstream.h"
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#include "common/savefile.h"
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#include "common/serializer.h"
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namespace TsAGE {
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typedef void (*SaveNotifierFn)(bool postFlag);
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#define TSAGE_SAVEGAME_VERSION 6
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class SavedObject;
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struct tSageSavegameHeader {
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uint8 version;
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Common::String saveName;
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Graphics::Surface *thumbnail;
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int saveYear, saveMonth, saveDay;
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int saveHour, saveMinutes;
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int totalFrames;
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};
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/*--------------------------------------------------------------------------*/
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// FIXME: workaround to supress spurious strict-alias warnings on older GCC
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// versions. this should be resolved with the savegame rewrite
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#define SYNC_POINTER(x) do { \
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SavedObject **y = (SavedObject **)((void *)&x); \
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s.syncPointer(y); \
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} while (false)
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#define SYNC_ENUM(FIELD, TYPE) int v_##FIELD = (int)FIELD; s.syncAsUint16LE(v_##FIELD); \
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if (s.isLoading()) FIELD = (TYPE)v_##FIELD;
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/**
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* Derived serializer class with extra synchronisation types
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*/
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class Serializer : public Common::Serializer {
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public:
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Serializer(Common::SeekableReadStream *in, Common::WriteStream *out) : Common::Serializer(in, out) {}
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// HACK: TSAGE saved games contain a single byte for the savegame version,
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// thus the normal syncVersion() Serializer member won't work here. In order
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// to maintain compatibility with older game saves, this method is provided
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// in order to set the savegame version from a byte
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void setSaveVersion(byte version) { _version = version; }
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void syncPointer(SavedObject **ptr, Common::Serializer::Version minVersion = 0,
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Common::Serializer::Version maxVersion = kLastVersion);
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void validate(const Common::String &s, Common::Serializer::Version minVersion = 0,
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Common::Serializer::Version maxVersion = kLastVersion);
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void validate(int v, Common::Serializer::Version minVersion = 0,
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Common::Serializer::Version maxVersion = kLastVersion);
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void syncAsDouble(double &v);
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};
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/*--------------------------------------------------------------------------*/
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class Serialisable {
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public:
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virtual ~Serialisable() {}
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virtual void synchronize(Serializer &s) = 0;
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};
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class SaveListener {
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public:
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virtual ~SaveListener() {}
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virtual void listenerSynchronize(Serializer &s) = 0;
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};
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/*--------------------------------------------------------------------------*/
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class SavedObject : public Serialisable {
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public:
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SavedObject();
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virtual ~SavedObject();
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virtual Common::String getClassName() { return "SavedObject"; }
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virtual void synchronize(Serializer &s) {}
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static SavedObject *createInstance(const Common::String &className);
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};
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/*--------------------------------------------------------------------------*/
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/**
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* Derived list class with extra functionality
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*/
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template<typename T>
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class SynchronizedList : public Common::List<T> {
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public:
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void synchronize(Serializer &s) {
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int entryCount = 0;
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if (s.isLoading()) {
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this->clear();
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s.syncAsUint32LE(entryCount);
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for (int idx = 0; idx < entryCount; ++idx) {
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this->push_back(static_cast<T>((T)NULL));
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T &obj = Common::List<T>::back();
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s.syncPointer((SavedObject **)&obj);
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}
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} else {
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// Get the list size
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entryCount = this->size();
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// Write out list
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s.syncAsUint32LE(entryCount);
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for (typename Common::List<T>::iterator i = this->begin(); i != this->end(); ++i) {
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s.syncPointer((SavedObject **)&*i);
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}
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}
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}
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};
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/**
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* Search whether an element is contained in a list.
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*
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* @param l List to search.
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* @param v Element to search for.
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* @return True in case the element is contained, false otherwise.
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*/
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template<typename T>
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inline bool contains(const Common::List<T> &l, const T &v) {
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return (Common::find(l.begin(), l.end(), v) != l.end());
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}
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/**
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* Derived list class for holding function pointers
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*/
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template<typename T>
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class FunctionList : public Common::List<void (*)(T)> {
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public:
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void notify(T v) {
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for (typename Common::List<void (*)(T)>::iterator i = this->begin(); i != this->end(); ++i) {
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(*i)(v);
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}
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}
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};
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/*--------------------------------------------------------------------------*/
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class SavedObjectRef {
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public:
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SavedObject **_savedObject;
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int _objIndex;
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SavedObjectRef() : _savedObject(NULL), _objIndex(-1) {}
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SavedObjectRef(SavedObject **so, int objIndex) : _savedObject(so), _objIndex(objIndex) {}
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};
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typedef SavedObject *(*SavedObjectFactory)(const Common::String &className);
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class Saver {
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private:
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Common::List<SavedObject *> _objList;
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FunctionList<bool> _saveNotifiers;
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FunctionList<bool> _loadNotifiers;
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Common::List<SaveListener *> _listeners;
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Common::List<SavedObjectRef> _unresolvedPtrs;
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SavedObjectFactory _factoryPtr;
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bool _macroSaveFlag;
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bool _macroRestoreFlag;
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int _saveSlot;
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void resolveLoadPointers();
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public:
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Saver();
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~Saver();
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Common::Error save(int slot, const Common::String &saveName);
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Common::Error restore(int slot);
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static bool readSavegameHeader(Common::InSaveFile *in, tSageSavegameHeader &header);
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static void writeSavegameHeader(Common::OutSaveFile *out, tSageSavegameHeader &header);
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void addListener(SaveListener *obj);
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void addSaveNotifier(SaveNotifierFn fn);
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void addLoadNotifier(SaveNotifierFn fn);
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void addObject(SavedObject *obj);
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void removeObject(SavedObject *obj);
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void addFactory(SavedObjectFactory fn) { _factoryPtr = fn; }
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void addSavedObjectPtr(SavedObject **ptr, int objIndex) {
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_unresolvedPtrs.push_back(SavedObjectRef(ptr, objIndex));
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}
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bool savegamesExist() const;
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bool getMacroSaveFlag() const { return _macroSaveFlag; }
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bool getMacroRestoreFlag() const { return _macroRestoreFlag; }
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int blockIndexOf(SavedObject *p);
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int getObjectCount() const;
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void listObjects();
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};
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extern Saver *_saver;
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} // End of namespace TsAGE
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#endif
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