scummvm/engines/grim/object.cpp

78 lines
1.5 KiB
C++
Raw Normal View History

#include "object.h"
#include "engines/grim/savegame.h"
#include "engines/grim/lua/lobject.h"
#include "engines/grim/font.h"
DECLARE_SINGLETON(Grim::ObjectManager)
namespace Grim {
Object::Object() : _refCount(0) {
}
Object::~Object() {
if (lua_isopen()) {
luaO_resetObject(this); //after climbing the ties rope an ObjectState gets deleted but not removed
} //from the lua's userdata list, resulting in a dangling pointer
//that breaks the saving. We need to reset to NULL the pointer manually.
for (Common::List<Pointer *>::iterator i = _pointers.begin(); i != _pointers.end(); ++i) {
(*i)->resetPointer();
}
}
2011-04-10 11:24:03 +02:00
void Object::saveState(SaveGame *) const {
}
2011-04-10 11:24:03 +02:00
bool Object::restoreState(SaveGame *) {
return false;
}
void Object::reference() {
++_refCount;
}
void Object::dereference() {
if (_refCount > 0) {
--_refCount;
}
if (_refCount == 0) {
_refCount = -1;
delete this;
}
}
void ObjectManager::saveObject(SaveGame *state, Object *object) {
const char *str = object->typeName();
int32 len = strlen(str);
state->writeLEUint32(len);
state->write(str, len);
object->saveState(state);
}
ObjectPtr<Object> ObjectManager::restoreObject(SaveGame *state) {
const char *str = state->readCharString();
ObjectPtr<Object> ptr;
Common::String type = str;
delete[] str;
if (_creators.contains(type)) {
CreatorFunc func = _creators.getVal(type);
ptr = (func)(state);
} else {
error("Type name \"%s\" not registered", type.c_str());
}
return ptr;
}
}