scummvm/engines/cine/saveload.h
2014-02-18 02:39:33 +01:00

87 lines
3.0 KiB
C++

/* 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 CINE_SAVELOAD_H
#define CINE_SAVELOAD_H
#include "common/endian.h"
namespace Cine {
/**
* Cine engine's save game formats.
* Enumeration entries (Excluding the one used as an error)
* are sorted according to age (i.e. top one is oldest, last one newest etc).
*
* ANIMSIZE_UNKNOWN:
* - Animation data entry size is unknown (Used as an error).
*
* ANIMSIZE_23:
* - Animation data entry size is 23 bytes.
* - Used at least by 0.11.0 and 0.11.1 releases of ScummVM.
* - Introduced in revision 21772, stopped using in revision 31444.
*
* ANIMSIZE_30_PTRS_BROKEN:
* - Animation data entry size is 30 bytes.
* - Data and mask pointers in the saved structs are always NULL.
* - Introduced in revision 31453, stopped using in revision 32073.
*
* ANIMSIZE_30_PTRS_INTACT:
* - Animation data entry size is 30 bytes.
* - Data and mask pointers in the saved structs are intact,
* so you can test them for equality or inequality with NULL
* but don't try using them for anything else, it won't work.
* - Introduced in revision 31444, got broken in revision 31453,
* got fixed in revision 32073 and used after that.
*
* TEMP_OS_FORMAT:
* - Temporary Operation Stealth savegame format.
* - NOT backward compatible and NOT to be supported in the future.
* This format should ONLY be used during development and abandoned
* later in favor of a better format!
*/
enum CineSaveGameFormat {
ANIMSIZE_UNKNOWN,
ANIMSIZE_23,
ANIMSIZE_30_PTRS_BROKEN,
ANIMSIZE_30_PTRS_INTACT,
TEMP_OS_FORMAT
};
/** Identifier for the temporary Operation Stealth savegame format. */
static const uint32 TEMP_OS_FORMAT_ID = MKTAG('T', 'E', 'M', 'P');
/** The current version number of Operation Stealth's savegame format. */
static const uint32 CURRENT_OS_SAVE_VER = 1;
/** Chunk header used by the temporary Operation Stealth savegame format. */
struct ChunkHeader {
uint32 id; ///< Identifier (e.g. MKTAG('T','E','M','P'))
uint32 version; ///< Version number
uint32 size; ///< Size of the chunk after this header in bytes
};
} // End of namespace Cine
#endif