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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.
*/
#ifndef HPL_SAVE_GAME_H
#define HPL_SAVE_GAME_H
#include "hpl1/engine/system/SerializeClass.h"
#include "hpl1/engine/system/SystemTypes.h"
#include "common/stablemap.h"
#include "common/multimap.h"
class TiXmlElement;
#define kSaveData_LoadFromBegin(aClass) \
super::LoadFromSaveData(apSaveData); \
cSaveData_##aClass *pData = static_cast<cSaveData_##aClass *>(apSaveData); \
assert(pData != nullptr);
#define kSaveData_SaveToBegin(aClass) \
super::SaveToSaveData(apSaveData); \
cSaveData_##aClass *pData = static_cast<cSaveData_##aClass *>(apSaveData); \
assert(pData != nullptr);
#define kSaveData_SetupBegin(aClass) \
super::SaveDataSetup(apSaveObjectHandler, apGame); \
cSaveData_##aClass *pData = static_cast<cSaveData_##aClass *>(mpSaveData); \
assert(pData != nullptr);
#define kSaveData_BaseClass(aClass) class cSaveData_##aClass : public iSaveData
#define kSaveData_ChildClass(aParent, aChild) class cSaveData_##aChild : public cSaveData_##aParent
#define kSaveData_ClassInit(aClass) kSerializableClassInit(cSaveData_##aClass)
//////////////////////////////////////////////
// Helpers to copy data.
#define kSaveData_SaveTo(aVar) pData->aVar = aVar;
#define kSaveData_LoadFrom(aVar) aVar = pData->aVar;
#define kSaveData_SaveObject(aObject, aId) \
if (aObject) \
pData->aId = aObject->GetSaveObjectId(); \
else \
pData->aId = -1;
// Only used in setup:
#define kSaveData_LoadObject(aObject, aId, aClass) \
if (pData->aId == -1) \
aObject = NULL; \
else { \
aObject = static_cast<aClass>(apSaveObjectHandler->Get(pData->aId)); \
}
//////////////////////////////////////////////
// Helpers to copy containers with SaveDataId
#define kSaveData_SaveIdList(aSrcList, aSrcIt, aDestList) \
pData->aDestList.Clear(); \
for (aSrcIt it = aSrcList.begin(); it != aSrcList.end(); ++it) { \
pData->aDestList.Add((*it)->GetSaveObjectId()); \
}
// Only used in setup:
#define kSaveData_LoadIdList(aSrcList, aDestList, aClass) \
{ \
cContainerListIterator<int> it = pData->aDestList.GetIterator(); \
aSrcList.clear(); \
while (it.HasNext()) { \
int lId = it.Next(); \
iSaveObject *pObject = apSaveObjectHandler->Get(lId); \
if (pObject == NULL) { \
continue; \
} \
aSrcList.push_back(static_cast<aClass>(pObject)); \
} \
}
namespace hpl {
//--------------------------------------------------------
class cSaveObjectHandler;
class iSaveObject;
class cGame;
/**
* This is data that is created by a SaveObject and the data can be loaded into the object.
*/
class iSaveData : public iSerializable {
kSerializableClassInit(iSaveData) public : int mlSaveDataId;
/**
* Creates the SaveObject using previously saved objects and the data in this class.
*/
virtual iSaveObject *CreateSaveObject(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) = 0;
/**
* The lower number the earlier it will be created.
*/
virtual int GetSaveCreatePrio() = 0;
};
//--------------------------------------------------------
/**
* This is class is inherited by object that are to be saved.
*/
class iSaveObject {
friend class cSaveObjectHandler;
public:
iSaveObject();
virtual ~iSaveObject();
/**
* Get a unique id for this object.
*/
int GetSaveObjectId() { return mlSaveObjectId; }
/**
* Save it's data to a SaveData
*/
virtual void SaveToSaveData(iSaveData *apSaveData);
/**
* Load it's data from a SaveData
*/
virtual void LoadFromSaveData(iSaveData *apSaveData);
/**
* Creates the SaveData that this class uses.
*/
virtual iSaveData *CreateSaveData() = 0;
/**
* After all objects have been created, this function is called to enable setup.
*/
virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
void SetIsSaved(bool abX) { mbIsSaved = abX; }
bool IsSaved() { return mbIsSaved; }
protected:
iSaveData *mpSaveData;
private:
int mlSaveObjectId;
bool mbIsSaved;
static int _mlGlobalIdCount;
};
//---------------------------------------------------------
typedef Common::MultiMap<int, iSaveObject *> tSaveObjectMap;
typedef tSaveObjectMap::iterator tSaveObjectMapIt;
typedef cSTLMapIterator<iSaveObject *, tSaveObjectMap, tSaveObjectMapIt> cSaveObjectIterator;
/**
* This store all the SaveObjects created at load time.
*/
class cSaveObjectHandler {
public:
cSaveObjectHandler();
~cSaveObjectHandler();
public:
void Add(iSaveObject *pObject);
iSaveObject *Get(int alId);
cSaveObjectIterator GetIterator();
void SetUpAll(cGame *apGame);
void Clear();
size_t Size();
private:
tSaveObjectMap m_mapSaveObjects;
};
//---------------------------------------------------------
typedef Common::MultiMap<int, iSaveData *> tSaveDataMap;
typedef tSaveDataMap::iterator tSaveDataMapIt;
typedef cSTLMapIterator<iSaveData *, tSaveDataMap, tSaveDataMapIt> cSaveDataIterator;
/**
* Used to keep track of save data.
*/
class cSaveDataHandler : public iContainer {
public:
cSaveDataHandler();
~cSaveDataHandler();
void Add(iSaveData *pData);
cSaveDataIterator GetIterator();
void Clear();
size_t Size();
private:
void AddVoidPtr(void **apPtr);
void AddVoidClass(void *apClass);
iContainerIterator *CreateIteratorPtr();
tSaveDataMap m_mapSaveData;
};
//---------------------------------------------------------
} // namespace hpl
#endif // HPL_SAVE_GAME_H
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