/* 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 ZVISION_SAVE_MANAGER_H #define ZVISION_SAVE_MANAGER_H #include "common/savefile.h" #include "common/memstream.h" namespace Common { class String; } namespace Graphics { struct Surface; } namespace ZVision { class ZVision; struct SaveGameHeader { byte version; Common::String saveName; Graphics::Surface *thumbnail; int saveYear, saveMonth, saveDay; int saveHour, saveMinutes; }; class SaveManager { public: SaveManager(ZVision *engine) : _engine(engine), _tempSave(NULL) {} ~SaveManager() { flushSaveBuffer(); } private: ZVision *_engine; static const uint32 SAVEGAME_ID; enum { SAVE_ORIGINAL = 0, SAVE_VERSION = 1 }; Common::MemoryWriteStreamDynamic *_tempSave; public: /** * Called every room change. Saves the state of the room just before * we switched rooms. Uses ZVision::generateAutoSaveFileName() to * create the save file name. */ void autoSave(); /** * Copies the data from the last auto-save into a new save file. We * can't use the current state data because the save menu *IS* a room. * The file is named using ZVision::generateSaveFileName(slot) * * @param slot The save slot this save pertains to. Must be [1, 20] * @param saveName The internal name for this save. This is NOT the name of the actual save file. */ void saveGame(uint slot, const Common::String &saveName); void saveGame(uint slot, const Common::String &saveName, Common::MemoryWriteStreamDynamic *stream); void saveGameBuffered(uint slot, const Common::String &saveName); /** * Loads the state data from the save file that slot references. Uses * ZVision::generateSaveFileName(slot) to get the save file name. * * @param slot The save slot to load. Must be [1, 20] */ Common::Error loadGame(uint slot); Common::Error loadGame(const Common::String &saveName); Common::SeekableReadStream *getSlotFile(uint slot); bool readSaveGameHeader(Common::SeekableReadStream *in, SaveGameHeader &header); void prepareSaveBuffer(); void flushSaveBuffer(); private: void writeSaveGameHeader(Common::OutSaveFile *file, const Common::String &saveName); }; } // End of namespace ZVision #endif