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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 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;
void createSavegameList();
void synchronize(Common::Serializer &s);
public:
Common::StringArray _savegames;
int _savegameIndex;
SaveMode _envMode;
bool _justLoaded;
public:
SaveManager(SherlockEngine *vm, const Common::String &target);
~SaveManager();
void drawInterface();
void createThumbnail();
static SaveStateList getSavegameList(const Common::String &target);
Common::String generateSaveName(int slot);
void writeSavegameHeader(Common::OutSaveFile *out, SherlockSavegameHeader &header);
static bool readSavegameHeader(Common::InSaveFile *in, SherlockSavegameHeader &header);
int getHighlightedButton() const;
void highlightButtons(int btnIndex);
void loadGame(int slot);
void saveGame(int slot, const Common::String &name);
bool checkGameOnScreen(int slot);
bool getFilename(int slot);
};
} // End of namespace Sherlock
#endif
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