scummvm/engines/zvision/file/save_manager.h
Filippos Karapetis 21e9007d80 Revert "ZVISION: Remove ActionRestoreGame and loading of r.svr (restart slot)"
This reverts commit 9f642074ba8e17aa23b01bcee82b2293fe84f8f1, as it
broke the credits screen in ZGI.

This has been rewritten to use the common save code
2015-01-10 22:03:15 +02:00

109 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 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), _tempThumbnail(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 *_tempThumbnail;
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, bool useSaveBuffer);
/**
* 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(int slot);
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, bool useSaveBuffer);
};
} // End of namespace ZVision
#endif