1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
|
/* 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/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 {
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) const;
/**
* Load the data for the class from file
*/
virtual void load(SimpleFile *file);
};
/**
* Filename list
*/
class CFileList: public List<CFileListItem> {
public:
};
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();
/**
* 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 *findSiblingInstanceOf(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;
public:
CLASSDEF
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() 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);
/**
* 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);
};
} // End of namespace Titanic
#endif /* TITANIC_PROJECT_ITEM_H */
|