File: SaveGame.h

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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