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+/* 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 ARCHETYPE_GAME_STAT
+#define ARCHETYPE_GAME_STAT
+
+/* Functions and procedures that help with the saving and loading of
+ * game states. Only the attribute records of a given object list are ever
+ * saved or loaded; statements and other object information, such as
+ * the Dynamic pointer, are really constant across a game; as long as
+ * we know that the game states belong to a particular game, we don't
+ * need to save any more.
+ */
+
+#include "glk/archetype/array.h"
+#include "common/stream.h"
+
+namespace Glk {
+namespace Archetype {
+
+extern void save_game_state(Common::WriteStream *bfile, XArrayType &objects);
+extern bool load_game_state(Common::ReadStream *bfile, XArrayType &objects);
+
+} // End of namespace Archetype
+} // End of namespace Glk
+
+#endif