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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 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), _lastSaveTime(0) {}
~SaveManager() {
flushSaveBuffer();
}
uint32 getLastSaveTime() const {
return _lastSaveTime;
}
private:
ZVision *_engine;
uint32 _lastSaveTime;
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
* the room changes.
*/
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();
bool scummVMSaveLoadDialog(bool isSave);
private:
void writeSaveGameHeader(Common::OutSaveFile *file, const Common::String &saveName);
};
} // End of namespace ZVision
#endif
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