/* 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 PARALLACTION_SAVELOAD_H #define PARALLACTION_SAVELOAD_H namespace Parallaction { struct Character; class SaveLoad { protected: Common::SaveFileManager *_saveFileMan; Common::String _saveFilePrefix; Common::String genSaveFileName(uint slot); Common::InSaveFile *getInSaveFile(uint slot); Common::OutSaveFile *getOutSaveFile(uint slot); int selectSaveFile(Common::String &selectedName, bool saveMode, const Common::String &caption, const Common::String &button); int buildSaveFileList(Common::StringArray& l); virtual void doLoadGame(uint16 slot) = 0; virtual void doSaveGame(uint16 slot, const char* name) = 0; public: SaveLoad(Common::SaveFileManager* saveFileMan, const char *prefix) : _saveFileMan(saveFileMan), _saveFilePrefix(prefix) { } virtual ~SaveLoad() { } virtual bool loadGame(); virtual bool saveGame(); virtual void getGamePartProgress(bool *complete, int size) = 0; virtual void setPartComplete(const char *part) = 0; virtual void renameOldSavefiles() { } }; class SaveLoad_ns : public SaveLoad { Parallaction_ns *_vm; protected: void renameOldSavefiles(); virtual void doLoadGame(uint16 slot); virtual void doSaveGame(uint16 slot, const char* name); public: SaveLoad_ns(Parallaction_ns *vm, Common::SaveFileManager *saveFileMan) : SaveLoad(saveFileMan, "nippon"), _vm(vm) { } virtual bool saveGame(); virtual void getGamePartProgress(bool *complete, int size); virtual void setPartComplete(const char *part); }; class SaveLoad_br : public SaveLoad { // Parallaction_br *_vm; virtual void doLoadGame(uint16 slot); virtual void doSaveGame(uint16 slot, const char* name); public: SaveLoad_br(Parallaction_br *vm, Common::SaveFileManager *saveFileMan) : SaveLoad(saveFileMan, "bra") { } virtual void getGamePartProgress(bool *complete, int size); virtual void setPartComplete(const char *part); }; } // namespace Parallaction #endif