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engines/bagel/spacebar/baglib/save_game_file.h
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159
engines/bagel/spacebar/baglib/save_game_file.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BAGEL_BAGLIB_SAVE_GAME_FILE_H
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#define BAGEL_BAGLIB_SAVE_GAME_FILE_H
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#include "common/serializer.h"
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#include "bagel/spacebar/boflib/dat_file.h"
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namespace Bagel {
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namespace SpaceBar {
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#define MAX_SAVED_GAMES 40
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#define MAX_SAVE_TITLE 128
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#define MAX_USER_NAME 64
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struct StSavegameHeader {
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char _szTitle[MAX_SAVE_TITLE] = { '\0' };
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char _szUserName[MAX_USER_NAME] = { '\0' };
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uint32 _bUsed = 0;
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void synchronize(Common::Serializer &s);
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static int size() {
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return MAX_SAVE_TITLE + MAX_USER_NAME + 4;
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}
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};
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#define MAX_SDEV_NAME 40
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#define MAX_CLOSEUP_DEPTH 4
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#define MAX_VARS 1000
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#define MAX_VAR_NAME 40
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#define MAX_VAR_VALUE 60
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struct StVar {
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char _szName[MAX_VAR_NAME];
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char _szValue[MAX_VAR_VALUE];
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uint16 _nType;
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byte _bGlobal;
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byte _bConstant;
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byte _bReference;
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byte _bTimer;
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byte _bRandom;
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byte _bNumeric;
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byte _bAttached;
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byte _bUsed; // If this entry is used or not
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void synchronize(Common::Serializer &s);
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void clear();
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};
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#define MAX_OBJ_NAME 40
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#define MAX_SDEV_NAME 40
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#define MAX_OBJS 1000
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struct StObj {
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char _szName[MAX_OBJ_NAME];
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char _szSDev[MAX_SDEV_NAME];
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uint32 _lState;
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uint32 _lProperties;
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uint32 _lType;
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uint32 _lLoop;
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uint32 _lSpeed;
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byte _bAttached;
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byte _bUsed;
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uint16 _nFlags; // Flags for kicks...
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void synchronize(Common::Serializer &s);
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void clear();
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};
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// Flags for the st_obj structure
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#define mIsMsgWaiting 0x0001
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/**
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* Savegame data structure
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*/
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struct StBagelSave {
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StVar _stVarList[MAX_VARS];
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StObj _stObjList[MAX_OBJS];
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StObj _stObjListEx[MAX_OBJS];
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char _szScript[MAX_FNAME]; // Name of current world file (no path)
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uint32 _nLocType; // TYPE_PAN, TYPE_CLOSEUP, etc...
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char _szLocStack[MAX_CLOSEUP_DEPTH][MAX_SDEV_NAME]; // Your storage device stack
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uint16 _nLocX; // X Location in PAN
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uint16 _nLocY; // Y Location in PAN
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uint16 _bUseEx;
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uint16 _nFiller; // Make structs align
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void synchronize(Common::Serializer &s);
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void clear();
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static int size() {
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return 318432;
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}
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};
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/**
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* Handles reading/writing the original savegame file that contains
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* all the saves. Used by the console save/load commands.
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*/
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class CBagSaveGameFile : public CBofDataFile {
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public:
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CBagSaveGameFile(bool isSaving);
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int32 getNumSavedGames() const {
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return getNumberOfRecs();
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}
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int32 getActualNumSaves();
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bool anySavedGames();
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/**
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* Saves a BAGEL game to current save game file
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*/
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ErrorCode writeSavedGame();
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/**
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* Restore a BAGEL saved game
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*/
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ErrorCode readSavedGame(int32 slotNum);
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/**
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* Reads a BAGEL saved game title
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*/
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ErrorCode readTitle(int32 lSlot, StSavegameHeader *pSavedGame);
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ErrorCode readTitleOnly(int32 lSlot, char *pGameTitle);
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};
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} // namespace SpaceBar
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} // namespace Bagel
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#endif
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