File: SaveGame.cpp

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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 3 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, see <http://www.gnu.org/licenses/>.
 *
 */

/*
 * Copyright (C) 2006-2010 - Frictional Games
 *
 * This file is part of HPL1 Engine.
 */

#include "hpl1/engine/game/SaveGame.h"

#include "hpl1/engine/system/low_level_system.h"

namespace hpl {

//////////////////////////////////////////////////////////////////////////
// SAVE GAME DATA
//////////////////////////////////////////////////////////////////////////

//------------------------------------------------------------------------

// Serialize iSaveGame
kBeginSerializeBaseVirtual(iSaveData)
	kSerializeVar(mlSaveDataId, eSerializeType_Int32)
		kEndSerialize()

	//------------------------------------------------------------------------

	//////////////////////////////////////////////////////////////////////////
	// SAVE GAME OBJECT
	//////////////////////////////////////////////////////////////////////////

	int iSaveObject::_mlGlobalIdCount = 0;

//------------------------------------------------------------------------

iSaveObject::iSaveObject() {
	mlSaveObjectId = _mlGlobalIdCount++;
	if (_mlGlobalIdCount < 0)
		_mlGlobalIdCount = 0;

	mbIsSaved = true;
}

iSaveObject::~iSaveObject() {
}

//------------------------------------------------------------------------

void iSaveObject::SaveToSaveData(iSaveData *apSaveData) {
	apSaveData->mlSaveDataId = mlSaveObjectId;
}

//------------------------------------------------------------------------

void iSaveObject::LoadFromSaveData(iSaveData *apSaveData) {
	mlSaveObjectId = apSaveData->mlSaveDataId;
	mpSaveData = apSaveData;
}

//------------------------------------------------------------------------

void iSaveObject::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) {
}

//------------------------------------------------------------------------

//////////////////////////////////////////////////////////////////////////
// SAVE GAME CONTAINER
//////////////////////////////////////////////////////////////////////////

//------------------------------------------------------------------------

cSaveObjectHandler::cSaveObjectHandler() {
}

cSaveObjectHandler::~cSaveObjectHandler() {
}

//------------------------------------------------------------------------

void cSaveObjectHandler::Add(iSaveObject *pObject) {
	m_mapSaveObjects.insert(tSaveObjectMap::value_type(pObject->GetSaveObjectId(), pObject));
}

//------------------------------------------------------------------------

iSaveObject *cSaveObjectHandler::Get(int alId) {
	tSaveObjectMapIt it = m_mapSaveObjects.find(alId);
	if (it == m_mapSaveObjects.end()) {
		Warning("Couldn't find save object with id %d\n", alId);
		return NULL;
	}

	return it->second;
}

//------------------------------------------------------------------------

cSaveObjectIterator cSaveObjectHandler::GetIterator() {
	return cSaveObjectIterator(&m_mapSaveObjects);
}

//------------------------------------------------------------------------

void cSaveObjectHandler::SetUpAll(cGame *apGame) {
	int lMaxId = 0;

	tSaveObjectMapIt it = m_mapSaveObjects.begin();
	for (; it != m_mapSaveObjects.end(); ++it) {
		iSaveObject *pObject = it->second;

		if (pObject->GetSaveObjectId() > lMaxId)
			lMaxId = pObject->GetSaveObjectId();

		pObject->SaveDataSetup(this, apGame);
	}

	iSaveObject::_mlGlobalIdCount = lMaxId;
}

//------------------------------------------------------------------------

void cSaveObjectHandler::Clear() {
	m_mapSaveObjects.clear();
}

//------------------------------------------------------------------------

size_t cSaveObjectHandler::Size() {
	return m_mapSaveObjects.size();
}

//------------------------------------------------------------------------

//////////////////////////////////////////////////////////////////////////
// SAVE DATA CONTAINER
//////////////////////////////////////////////////////////////////////////

//------------------------------------------------------------------------

cSaveDataHandler::cSaveDataHandler() {
}

cSaveDataHandler::~cSaveDataHandler() {
}

//------------------------------------------------------------------------

void cSaveDataHandler::Add(iSaveData *pData) {
	m_mapSaveData.insert(tSaveDataMap::value_type(pData->GetSaveCreatePrio(), pData));
}

cSaveDataIterator cSaveDataHandler::GetIterator() {
	return cSaveDataIterator(&m_mapSaveData);
}

void cSaveDataHandler::Clear() {
	m_mapSaveData.clear();
}

size_t cSaveDataHandler::Size() {
	return m_mapSaveData.size();
}

//------------------------------------------------------------------------

void cSaveDataHandler::AddVoidPtr(void **apPtr) {
	iSaveData **pDataPtr = (iSaveData **)apPtr;
	Add(*pDataPtr);
}
void cSaveDataHandler::AddVoidClass(void *apClass) {
	iSaveData *pData = (iSaveData *)(apClass);
	Add(pData);
}

iContainerIterator *cSaveDataHandler::CreateIteratorPtr() {
	return hplNew(cSaveDataIterator, (&m_mapSaveData));
}

//------------------------------------------------------------------------

} // namespace hpl