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engines/parallaction/saveload.h
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86
engines/parallaction/saveload.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 PARALLACTION_SAVELOAD_H
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#define PARALLACTION_SAVELOAD_H
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namespace Parallaction {
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struct Character;
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class SaveLoad {
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protected:
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Common::SaveFileManager *_saveFileMan;
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Common::String _saveFilePrefix;
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Common::String genSaveFileName(uint slot);
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Common::InSaveFile *getInSaveFile(uint slot);
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Common::OutSaveFile *getOutSaveFile(uint slot);
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int selectSaveFile(Common::String &selectedName, bool saveMode, const Common::U32String &caption, const Common::U32String &button);
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int buildSaveFileList(Common::StringArray& l);
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virtual void doLoadGame(uint16 slot) = 0;
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virtual void doSaveGame(uint16 slot, const char* name) = 0;
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public:
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SaveLoad(Common::SaveFileManager* saveFileMan, const char *prefix) : _saveFileMan(saveFileMan), _saveFilePrefix(prefix) { }
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virtual ~SaveLoad() { }
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virtual bool loadGame();
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virtual bool saveGame();
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virtual void getGamePartProgress(bool *complete, int size) = 0;
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virtual void setPartComplete(const char *part) = 0;
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virtual void renameOldSavefiles() { }
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};
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class SaveLoad_ns : public SaveLoad {
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Parallaction_ns *_vm;
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protected:
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void renameOldSavefiles() override;
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void doLoadGame(uint16 slot) override;
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void doSaveGame(uint16 slot, const char* name) override;
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public:
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SaveLoad_ns(Parallaction_ns *vm, Common::SaveFileManager *saveFileMan) : SaveLoad(saveFileMan, "nippon"), _vm(vm) { }
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bool saveGame() override;
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void getGamePartProgress(bool *complete, int size) override;
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void setPartComplete(const char *part) override;
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};
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class SaveLoad_br : public SaveLoad {
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// Parallaction_br *_vm;
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void doLoadGame(uint16 slot) override;
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void doSaveGame(uint16 slot, const char* name) override;
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public:
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SaveLoad_br(Parallaction_br *vm, Common::SaveFileManager *saveFileMan) : SaveLoad(saveFileMan, "bra") { }
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void getGamePartProgress(bool *complete, int size) override;
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void setPartComplete(const char *part) override;
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};
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} // namespace Parallaction
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#endif
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