/* 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 SCI_ENGINE_SAVEGAME_H #define SCI_ENGINE_SAVEGAME_H #include "common/scummsys.h" #include "common/str.h" #include "sci/sci.h" namespace Sci { struct EngineState; /* * Savegame format history: * * Version - new/changed feature * ============================= * 44 - GK2+SCI3 audio resource locks * 43 - stop saving SCI3 mustSetViewVisible array * 42 - SCI3 robots and VM objects * 41 - palette support for newer SCI2.1 games; stable SCI2/2.1 save games * 40 - always store palvary variables * 39 - Accurate SCI32 arrays/strings, score metadata, avatar metadata * 38 - SCI32 cursor * 37 - Segment entry data changed to pointers * 36 - SCI32 bitmap segment * 35 - SCI32 remap * 34 - SCI32 palettes, and store play time in ticks * 33 - new overridePriority flag in MusicEntry * 32 - new playBed flag in MusicEntry * 31 - priority for sound effects/music is now a signed int16, instead of a byte * 30 - synonyms * 29 - system strings * 28 - heap * 27 - script created windows * 26 - play time * 25 - palette intensity * 24 - palvary * 23 - script buffer and heap size * 22 - game signature * 21 - script local variables * 20 - exports/synonyms * 19 - exportsAreWide * 18 - SCI32 arrays/strings * 17 - sound * */ enum { CURRENT_SAVEGAME_VERSION = 44, MINIMUM_SAVEGAME_VERSION = 14 #ifdef ENABLE_SCI32 , MINIMUM_SCI32_SAVEGAME_VERSION = 41 #endif }; // Savegame metadata struct SavegameMetadata { Common::String name; int version; Common::String gameVersion; int saveDate; int saveTime; uint32 playTime; uint16 gameObjectOffset; uint16 script0Size; // Used by Shivers 1 uint16 lowScore; uint16 highScore; // Used by MGDX uint8 avatarId; }; /** * Saves a game state to the hard disk in a portable way. * @param s The state to save * @param save The stream to save to * @param savename The description of the savegame * @return 0 on success, 1 otherwise */ bool gamestate_save(EngineState *s, Common::WriteStream *save, const Common::String &savename, const Common::String &version); // does a few fixups right after restoring a saved game void gamestate_afterRestoreFixUp(EngineState *s, int savegameId); /** * Restores a game state from a directory. * @param s An older state from the same game * @param dirname The subdirectory to restore from */ void gamestate_restore(EngineState *s, Common::SeekableReadStream *save); /** * Read the header from a savegame. */ bool get_savegame_metadata(Common::SeekableReadStream *stream, SavegameMetadata &meta); /** * Write the header to a savegame. */ void set_savegame_metadata(Common::Serializer &ser, Common::WriteStream *fh, const Common::String &savename, const Common::String &version); void set_savegame_metadata(Common::WriteStream *fh, const Common::String &savename, const Common::String &version); } // End of namespace Sci #endif // SCI_ENGINE_SAVEGAME_H