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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.
*
*/
#ifndef SHERLOCK_SAVELOAD_H
#define SHERLOCK_SAVELOAD_H
#include "common/scummsys.h"
#include "common/savefile.h"
#include "common/serializer.h"
#include "common/str-array.h"
#include "engines/savestate.h"
#include "graphics/surface.h"
namespace Sherlock {
#define MAX_SAVEGAME_SLOTS 99
#define ONSCREEN_FILES_COUNT 5
#define SHERLOCK_SAVEGAME_VERSION 1
enum SaveMode { SAVEMODE_NONE = 0, SAVEMODE_LOAD = 1, SAVEMODE_SAVE = 2 };
extern const int ENV_POINTS[6][3];
struct SherlockSavegameHeader {
uint8 _version;
Common::String _saveName;
Graphics::Surface *_thumbnail;
int _year, _month, _day;
int _hour, _minute;
int _totalFrames;
};
class SherlockEngine;
class SaveManager {
private:
SherlockEngine *_vm;
Common::String _target;
Graphics::Surface *_saveThumb;
/**
* Build up a savegame list, with empty slots given an explicit Empty message
*/
void createSavegameList();
/**
* Synchronize the data for a savegame
*/
void synchronize(Common::Serializer &s);
public:
Common::StringArray _savegames;
int _savegameIndex;
SaveMode _envMode;
bool _justLoaded;
public:
SaveManager(SherlockEngine *vm, const Common::String &target);
~SaveManager();
/**
* Shows the in-game dialog interface for loading and saving games
*/
void drawInterface();
/**
* Creates a thumbnail for the current on-screen contents
*/
void createThumbnail();
/**
* Load a list of savegames
*/
static SaveStateList getSavegameList(const Common::String &target);
/**
* Support method that generates a savegame name
* @param slot Slot number
*/
Common::String generateSaveName(int slot);
/**
* Write out the header information for a savegame
*/
void writeSavegameHeader(Common::OutSaveFile *out, SherlockSavegameHeader &header);
/**
* Read in the header information for a savegame
*/
static bool readSavegameHeader(Common::InSaveFile *in, SherlockSavegameHeader &header);
/**
* Return the index of the button the mouse is over, if any
*/
int getHighlightedButton() const;
/**
* Handle highlighting buttons
*/
void highlightButtons(int btnIndex);
/**
* Load the game in the specified slot
*/
void loadGame(int slot);
/**
* Save the game in the specified slot with the given name
*/
void saveGame(int slot, const Common::String &name);
/**
* Make sure that the selected savegame is on-screen
*/
bool checkGameOnScreen(int slot);
/**
* Prompts the user to enter a description in a given slot
*/
bool promptForDescription(int slot);
/**
* Returns true if the given save slot is empty
*/
bool isSlotEmpty(int slot) const;
};
} // End of namespace Sherlock
#endif
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