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/* 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.
*
* $URL$
* $Id$
*
*/
#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::StringList& 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"), _vm(vm) { }
virtual void getGamePartProgress(bool *complete, int size);
virtual void setPartComplete(const char *part);
};
} // namespace Parallaction
#endif
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