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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 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;
enum {
CURRENT_SAVEGAME_VERSION = 10,
MINIMUM_SAVEGAME_VERSION = 9
};
// Savegame metadata
struct SavegameMetadata {
Common::String savegame_name;
int savegame_version;
Common::String game_version;
int savegame_date;
int savegame_time;
};
/**
* 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
*/
int gamestate_save(EngineState *s, Common::WriteStream *save, const char *savename);
/**
* Restores a game state from a directory.
* @param s An older state from the same game
* @param dirname The subdirectory to restore from
* @return NULL on failure, a pointer to a valid EngineState otherwise
*/
EngineState *gamestate_restore(EngineState *s, Common::SeekableReadStream *save);
/**
* Read the header from a savegame.
*/
bool get_savegame_metadata(Common::SeekableReadStream* stream, SavegameMetadata* meta);
} // End of namespace Sci
#endif // SCI_ENGINE_SAVEGAME_H
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