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mobref.h
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mobref.h
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/*
* PROPRIETARY INFORMATION. This software is proprietary to POWDER
* Development, and is not to be reproduced, transmitted, or disclosed
* in any way without written permission.
*
* Produced by: Jeff Lait
*
* POWDER Development
*
* NAME: mobref.h ( POWDER Library, C++ )
*
* COMMENTS:
* Definition for mob references
*
* These light weight classes use reference counting internally
* to allow you to track MOB * without having to worry about
* the MOB being deleted (you will then just get 0 back)
* It also allows swapping MOB * behind the users back,
* potentially compressing MOBs, etc. Also, you can always save/reload
* the raw MOBREFs rather than MOB * which don't save & load very well.
*/
#ifndef __mobref_h__
#define __mobref_h__
// needed for u16.
#include "mygba.h"
class SRAMSTREAM;
class MOB;
// Required one time initialization.
void mobref_init();
// This wipes all the tables. Do not call if you still have MOBREF
// pointers lying around!
// It's provided to make it easier to shoot yourself in the foot.
void mobref_clearallrefs();
// Debugging information.
int mobref_getnumrefs();
int mobref_getnumtables();
class MOBREF
{
public:
MOBREF();
~MOBREF();
// Copy constructor & assignment operators.
MOBREF(const MOBREF &ref);
MOBREF &operator=(const MOBREF &ref);
void load(SRAMSTREAM &is);
void save(SRAMSTREAM &os) const;
// Clears this reference & then creates a new ref for MOB.
// Should only be done by MOB itself!
void createAndSetMOB(MOB *mob);
// Changes the underlying mob * to the new one.
// returns false if something really bad happened.
bool transferMOB(MOB *mob);
// Changes our reference to be the given mob's reference. This
// handles the pain of dealing with null MOB*.
void setMob(const MOB *mob);
MOB *getMob() const;
// Returns if the reference is null, NOT if what it points to
// is null!
bool isNull() const { return myId == 0; }
// Returns the base id. Should only be used to hash mobs!
// Note that these *are* recycled! And change on reload!
int getId() const { return myId; }
private:
mutable u16 myId;
};
#endif