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Diffstat (limited to 'engines/sherlock/saveload.h')
-rw-r--r-- | engines/sherlock/saveload.h | 165 |
1 files changed, 165 insertions, 0 deletions
diff --git a/engines/sherlock/saveload.h b/engines/sherlock/saveload.h new file mode 100644 index 0000000000..49ccc508ef --- /dev/null +++ b/engines/sherlock/saveload.h @@ -0,0 +1,165 @@ +/* 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 SHERLOCK_SAVELOAD_H +#define SHERLOCK_SAVELOAD_H + +#include "common/scummsys.h" +#include "common/savefile.h" +#include "common/serializer.h" +#include "common/str-array.h" +#include "engines/savestate.h" +#include "graphics/surface.h" + +namespace Sherlock { + +#define MAX_SAVEGAME_SLOTS 99 +#define ONSCREEN_FILES_COUNT 5 + +enum { + CURRENT_SAVEGAME_VERSION = 2, + MINIMUM_SAVEGAME_VERSION = 2 +}; + +enum SaveMode { SAVEMODE_NONE = 0, SAVEMODE_LOAD = 1, SAVEMODE_SAVE = 2 }; + +extern const int ENV_POINTS[6][3]; + +struct SherlockSavegameHeader { + uint8 _version; + Common::String _saveName; + Graphics::Surface *_thumbnail; + int _year, _month, _day; + int _hour, _minute; + int _totalFrames; +}; + +class SherlockEngine; + + +/** + * Derived serializer class with extra synchronization types + */ +class Serializer : public Common::Serializer { +public: + Serializer(Common::SeekableReadStream *in, Common::WriteStream *out) : Common::Serializer(in, out) {} + + /** + * New method to allow setting the version + */ + void setSaveVersion(byte version) { _version = version; } +}; + +class SaveManager { +private: + SherlockEngine *_vm; + Common::String _target; + Graphics::Surface *_saveThumb; + + /** + * Build up a savegame list, with empty slots given an explicit Empty message + */ + void createSavegameList(); + + /** + * Synchronize the data for a savegame + */ + void synchronize(Serializer &s); +public: + Common::StringArray _savegames; + int _savegameIndex; + SaveMode _envMode; + bool _justLoaded; +public: + SaveManager(SherlockEngine *vm, const Common::String &target); + ~SaveManager(); + + /** + * Shows the in-game dialog interface for loading and saving games + */ + void drawInterface(); + + /** + * Creates a thumbnail for the current on-screen contents + */ + void createThumbnail(); + + /** + * Load a list of savegames + */ + static SaveStateList getSavegameList(const Common::String &target); + + /** + * Support method that generates a savegame name + * @param slot Slot number + */ + Common::String generateSaveName(int slot); + + /** + * Write out the header information for a savegame + */ + void writeSavegameHeader(Common::OutSaveFile *out, SherlockSavegameHeader &header); + + /** + * Read in the header information for a savegame + */ + static bool readSavegameHeader(Common::InSaveFile *in, SherlockSavegameHeader &header); + + /** + * Return the index of the button the mouse is over, if any + */ + int getHighlightedButton() const; + + /** + * Handle highlighting buttons + */ + void highlightButtons(int btnIndex); + + /** + * Load the game in the specified slot + */ + void loadGame(int slot); + + /** + * Save the game in the specified slot with the given name + */ + void saveGame(int slot, const Common::String &name); + + /** + * Make sure that the selected savegame is on-screen + */ + bool checkGameOnScreen(int slot); + + /** + * Prompts the user to enter a description in a given slot + */ + bool promptForDescription(int slot); + + /** + * Returns true if the given save slot is empty + */ + bool isSlotEmpty(int slot) const; +}; + +} // End of namespace Sherlock + +#endif |