scummvm/engines/tinsel/savescn.h
Johannes Schickel 34368e5650 Fixed loading Discworld 2 savegames from GMM.
svn-id: r35453
2008-12-20 23:08:37 +00:00

120 lines
3.3 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.
*
* $URL$
* $Id$
*
* Should really be called "moving actors.h"
*/
#ifndef TINSEL_SAVESCN_H
#define TINSEL_SAVESCN_H
#include <time.h> // for time_t struct
#include "tinsel/actors.h" // SAVED_ACTOR
#include "tinsel/dw.h" // SCNHANDLE
#include "tinsel/rince.h" // SAVED_MOVER
#include "tinsel/pcode.h" // INT_CONTEXT
#include "tinsel/play.h"
#include "tinsel/polygons.h"
#include "tinsel/scroll.h" // SCROLLDATA
#include "tinsel/sysvar.h"
namespace Tinsel {
enum {
SG_DESC_LEN = 40, // Max. saved game description length
MAX_SAVED_FILES = 100,
// FIXME: Save file names in ScummVM can be longer than 8.3, overflowing the
// name field in savedFiles. Raising it to 256 as a preliminary fix.
FNAMELEN = 256 // 8.3
};
struct SFILES {
char name[FNAMELEN];
char desc[SG_DESC_LEN + 2];
struct tm dateTime;
};
struct SAVED_DATA {
SCNHANDLE SavedSceneHandle; // Scene handle
SCNHANDLE SavedBgroundHandle; // Background handle
SAVED_MOVER SavedMoverInfo[MAX_MOVERS]; // Moving actors
SAVED_ACTOR SavedActorInfo[MAX_SAVED_ACTORS]; // } Actors
int NumSavedActors; // }
int SavedLoffset, SavedToffset; // Screen offsets
INT_CONTEXT SavedICInfo[MAX_INTERPRET]; // Interpret contexts
bool SavedDeadPolys[MAX_POLY];
bool SavedControl;
SCNHANDLE SavedMidi; // }
bool SavedLoop; // } Midi
bool SavedNoBlocking;
SCROLLDATA SavedNoScrollData;
// Tinsel 2 fields
Z_POSITIONS zPositions[NUM_ZPOSITIONS];
byte savedActorZ[MAX_SAVED_ACTOR_Z];
POLY_VOLATILE SavedPolygonStuff[MAX_POLY];
uint32 SavedTune[3]; // Music
bool bTinselDim;
int SavedScrollFocus;
int SavedSystemVars[SV_TOPVALID];
SOUNDREELS SavedSoundReels[MAX_SOUNDREELS];
};
enum SRSTATE {
SR_IDLE, SR_DORESTORE, SR_DONERESTORE,
SR_DOSAVE, SR_DONESAVE, SR_ABORTED
};
void TinselRestoreScene(bool bFade);
void TinselSaveScene(CORO_PARAM);
void DoRestoreScene(SAVED_DATA *sd, bool bFadeOut);
void DoSaveScene(SAVED_DATA *sd);
bool IsRestoringScene();
enum letype{
LE_NAME, LE_DESC
};
char *ListEntry(int i, letype which);
int getList(void);
void setNeedLoad(void);
void RestoreGame(int num);
void SaveGame(char *name, char *desc);
void ProcessSRQueue(void);
void RequestSaveGame(char *name, char *desc, SAVED_DATA *sd, int *ssCount, SAVED_DATA *ssData);
void RequestRestoreGame(int num, SAVED_DATA *sd, int *ssCount, SAVED_DATA *ssData);
void InitialiseSaveScenes(void);
void FreeSaveScenes(void);
} // end of namespace Tinsel
#endif /* TINSEL_SAVESCN_H */