ScummVM API documentation
saveload.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* aint32 with this program; if not, write to the Free Software
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*
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*
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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#ifndef SAGA2_LOADSAVE_H
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#define SAGA2_LOADSAVE_H
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#include "common/memstream.h"
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namespace
Saga2
{
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#define CHUNK_BEGIN Common::MemoryWriteStreamDynamic *out = new Common::MemoryWriteStreamDynamic(DisposeAfterUse::YES)
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#define CHUNK_END outS->writeUint32LE(out->pos()); \
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outS->write(out->getData(), out->pos()); \
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delete out
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/* ===================================================================== *
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SaveFileHeader class
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* ===================================================================== */
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// This structure represents the first 128 bytes written to a save game
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// file. It stores the game ID and the long name of the saved game state.
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struct
SaveFileHeader
{
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enum
{
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kSaveNameSize = 40,
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kHeaderSize = 128
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};
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ChunkID gameID;
// ID of game (FTA2 or DINO)
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Common::String
saveName;
// The long name of the saved
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void
read(
Common::InSaveFile
*in);
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void
write(
Common::OutSaveFile
*out);
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};
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// Load initial game state
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void
initGameState();
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// Save the current game state
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void
saveGame(
Common::OutSaveFile
*out,
Common::String
saveName);
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// Load a previously saved game state
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void
loadSavedGameState(int16 saveNo);
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// Perform a cleanup and load process with fade-in
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void
loadGame(int16 saveNo);
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// Cleanup the game state
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void
cleanupGameState();
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void
checkRestartGame(
const
char
*exeName);
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void
loadRestartGame();
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}
// end of namespace Saga2
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#endif
Common::String
Definition:
str.h:59
Saga2::SaveFileHeader
Definition:
saveload.h:46
Common::OutSaveFile
Definition:
savefile.h:54
Saga2
Definition:
actor.h:32
Common::SeekableReadStream
Definition:
stream.h:745
engines
saga2
saveload.h
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