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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 TITANIC_PROJECT_ITEM_H
#define TITANIC_PROJECT_ITEM_H
#include "common/scummsys.h"
#include "common/str.h"
#include "engines/savestate.h"
#include "graphics/surface.h"
#include "titanic/support/simple_file.h"
#include "titanic/core/dont_save_file_item.h"
#include "titanic/core/file_item.h"
#include "titanic/core/list.h"
#include "titanic/core/room_item.h"
namespace Titanic {
struct TitanicSavegameHeader {
uint8 _version;
CString _saveName;
Graphics::Surface *_thumbnail;
int _year, _month, _day;
int _hour, _minute;
int _totalFrames;
TitanicSavegameHeader() { clear(); }
/**
* Clear the header
*/
void clear();
};
class CGameManager;
class CPetControl;
class CViewItem;
/**
* File list item
*/
class CFileListItem : public ListItem {
public:
CString _name;
public:
CLASSDEF;
/**
* Save the data for the class to file
*/
virtual void save(SimpleFile *file, int indent);
/**
* Load the data for the class from file
*/
virtual void load(SimpleFile *file);
};
/**
* Filename list
*/
class CFileList: public List<CFileListItem> {
};
class CProjectItem : public CFileItem {
DECLARE_MESSAGE_MAP;
private:
CString _filename;
CFileList _files;
int _nextRoomNumber;
int _nextMessageNumber;
int _nextObjectNumber;
CGameManager *_gameManager;
/**
* Called during save, iterates through the children to do some stuff
*/
void buildFilesList();
/**
* Called at the beginning of loading a game
*/
void preLoad();
/**
* Does post-loading processing
*/
void postLoad();
/**
* Called when a game is about to be saved
*/
void preSave();
/**
* Called when a game has finished being saved
*/
void postSave();
/**
* Finds the first child instance of a given class type
*/
CTreeItem *findChildInstance(ClassDef *classDef) const;
/**
* Finds the next sibling occurance of a given class type
*/
CTreeItem *findSiblingChildInstanceOf(ClassDef *classDef, CTreeItem *startItem) const;
private:
/**
* Load project data from the passed file
*/
CProjectItem *loadData(SimpleFile *file);
/**
* Save project data to the passed file
*/
void saveData(SimpleFile *file, CTreeItem *item) const;
/**
* Creates a thumbnail for the current on-screen contents
*/
static Graphics::Surface *createThumbnail();
public:
/**
* Load a list of savegames
*/
static SaveStateList getSavegameList(const Common::String &target);
/**
* Write out the header information for a savegame
*/
static void writeSavegameHeader(SimpleFile *file, TitanicSavegameHeader &header);
/**
* Read in the header information for a savegame
*/
static bool readSavegameHeader(SimpleFile *file, TitanicSavegameHeader &header);
public:
CLASSDEF;
CProjectItem();
virtual ~CProjectItem() { destroyChildren(); }
/**
* Save the data for the class to file
*/
virtual void save(SimpleFile *file, int indent);
/**
* Load the data for the class from file
*/
virtual void load(SimpleFile *file);
/**
* Get the game manager for the project
*/
virtual CGameManager *getGameManager() const;
/**
* Sets the game manager for the project, if not already set
*/
void setGameManager(CGameManager *gameManager);
/**
* Get a reference to the PET control
*/
CPetControl *getPetControl() const;
/**
* Resets the game manager field
*/
void resetGameManager();
/**
* Load the entire project data for a given slot Id
*/
void loadGame(int slotId);
/**
* Save the entire project data to a given savegame slot
*/
void saveGame(int slotId, const CString &desc);
/**
* Clear any currently loaded project
*/
void clear();
/**
* Set the proejct's name
*/
void setFilename(const CString &name) { _filename = name; }
/**
* Returns a reference to the first room item in the project
*/
CRoomItem *findFirstRoom() const;
/**
* Returns a reference to the next room following the specified room
*/
CRoomItem *findNextRoom(CRoomItem *priorRoom) const;
/**
* Returns the don't save file item, if it exists in the project
*/
CDontSaveFileItem *getDontSaveFileItem() const;
/**
* Finds the hidden room node of the project
*/
CRoomItem *findHiddenRoom();
/**
* Finds a view
*/
CViewItem *findView(int roomNumber, int nodeNumber, int viewNumber);
/**
* Parses a view into it's components of room, node, and view,
* and locates the designated view
*/
CViewItem *parseView(const CString &viewString);
/**
* Change the view
*/
bool changeView(const CString &viewName, const CString &clipName);
/**
* Change the view
*/
bool changeView(const CString &viewName);
};
} // End of namespace Titanic
#endif /* TITANIC_PROJECT_ITEM_H */
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