/* 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. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_SAVEGAME_H #define WINTERMUTE_SAVEGAME_H #include "common/str.h" namespace Wintermute { class BaseGame; class SaveLoad { public: static bool emptySaveSlot(int slot); static bool isSaveSlotUsed(int slot); static bool getSaveSlotDescription(int slot, char *buffer); static Common::String getSaveSlotFilename(int slot); static bool loadGame(const Common::String &filename, BaseGame *gameRef); static bool saveGame(int slot, const char *desc, bool quickSave, BaseGame *gameRef); static bool initAfterLoad(); static void afterLoadScene(void *scene, void *data); static void afterLoadRegion(void *region, void *data); private: static void afterLoadSubFrame(void *subframe, void *data); static void afterLoadSound(void *sound, void *data); static void afterLoadFont(void *font, void *data); static void afterLoadScript(void *script, void *data); }; } // End of namespace Wintermute #endif