/* 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