mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 18:02:05 +00:00
34368e5650
svn-id: r35453
120 lines
3.3 KiB
C++
120 lines
3.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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* Should really be called "moving actors.h"
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*/
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#ifndef TINSEL_SAVESCN_H
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#define TINSEL_SAVESCN_H
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#include <time.h> // for time_t struct
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#include "tinsel/actors.h" // SAVED_ACTOR
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#include "tinsel/dw.h" // SCNHANDLE
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#include "tinsel/rince.h" // SAVED_MOVER
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#include "tinsel/pcode.h" // INT_CONTEXT
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#include "tinsel/play.h"
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#include "tinsel/polygons.h"
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#include "tinsel/scroll.h" // SCROLLDATA
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#include "tinsel/sysvar.h"
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namespace Tinsel {
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enum {
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SG_DESC_LEN = 40, // Max. saved game description length
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MAX_SAVED_FILES = 100,
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// FIXME: Save file names in ScummVM can be longer than 8.3, overflowing the
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// name field in savedFiles. Raising it to 256 as a preliminary fix.
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FNAMELEN = 256 // 8.3
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};
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struct SFILES {
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char name[FNAMELEN];
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char desc[SG_DESC_LEN + 2];
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struct tm dateTime;
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};
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struct SAVED_DATA {
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SCNHANDLE SavedSceneHandle; // Scene handle
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SCNHANDLE SavedBgroundHandle; // Background handle
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SAVED_MOVER SavedMoverInfo[MAX_MOVERS]; // Moving actors
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SAVED_ACTOR SavedActorInfo[MAX_SAVED_ACTORS]; // } Actors
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int NumSavedActors; // }
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int SavedLoffset, SavedToffset; // Screen offsets
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INT_CONTEXT SavedICInfo[MAX_INTERPRET]; // Interpret contexts
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bool SavedDeadPolys[MAX_POLY];
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bool SavedControl;
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SCNHANDLE SavedMidi; // }
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bool SavedLoop; // } Midi
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bool SavedNoBlocking;
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SCROLLDATA SavedNoScrollData;
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// Tinsel 2 fields
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Z_POSITIONS zPositions[NUM_ZPOSITIONS];
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byte savedActorZ[MAX_SAVED_ACTOR_Z];
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POLY_VOLATILE SavedPolygonStuff[MAX_POLY];
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uint32 SavedTune[3]; // Music
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bool bTinselDim;
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int SavedScrollFocus;
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int SavedSystemVars[SV_TOPVALID];
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SOUNDREELS SavedSoundReels[MAX_SOUNDREELS];
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};
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enum SRSTATE {
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SR_IDLE, SR_DORESTORE, SR_DONERESTORE,
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SR_DOSAVE, SR_DONESAVE, SR_ABORTED
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};
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void TinselRestoreScene(bool bFade);
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void TinselSaveScene(CORO_PARAM);
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void DoRestoreScene(SAVED_DATA *sd, bool bFadeOut);
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void DoSaveScene(SAVED_DATA *sd);
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bool IsRestoringScene();
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enum letype{
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LE_NAME, LE_DESC
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};
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char *ListEntry(int i, letype which);
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int getList(void);
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void setNeedLoad(void);
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void RestoreGame(int num);
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void SaveGame(char *name, char *desc);
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void ProcessSRQueue(void);
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void RequestSaveGame(char *name, char *desc, SAVED_DATA *sd, int *ssCount, SAVED_DATA *ssData);
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void RequestRestoreGame(int num, SAVED_DATA *sd, int *ssCount, SAVED_DATA *ssData);
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void InitialiseSaveScenes(void);
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void FreeSaveScenes(void);
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} // end of namespace Tinsel
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#endif /* TINSEL_SAVESCN_H */
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