/* 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 "titanic/simple_file.h" #include "titanic/objects/file_item.h" #include "titanic/objects/list.h" namespace Titanic { class CGameManager; class CPetControl; /** * File list item */ class CFileListItem : public ListItem { public: CString _name; virtual const char *getClassName() const { return "CFileListItem"; } /** * Save the data for the class to file */ virtual void save(SimpleFile *file, int indent) const; /** * Load the data for the class from file */ virtual void load(SimpleFile *file); }; /** * Filename list */ class CFileList: public List { public: virtual const char *getClassName() const { return "CFileList"; } }; class CProjectItem : public CFileItem { 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(); 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; /** * Does post-loading processing */ void gameLoaded(); public: CProjectItem(); /** * Return the class name */ virtual const char *getClassName() const { return "CProjectItem"; } /** * Save the data for the class to file */ virtual void save(SimpleFile *file, int indent) const; /** * Load the data for the class from file */ virtual void load(SimpleFile *file); /** * Get the game manager for the project */ virtual CGameManager *getGameManager(); /** * Get a reference to the PET control */ CPetControl *getPetControl(); /** * 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); /** * Clear any currently loaded project */ void clear(); /** * Set the proejct's name */ void setFilename(const CString &name) { _filename = name; } }; } // End of namespace Titanic #endif /* TITANIC_PROJECT_ITEM_H */