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engines/zvision/file/save_manager.h
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103
engines/zvision/file/save_manager.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 ZVISION_SAVE_MANAGER_H
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#define ZVISION_SAVE_MANAGER_H
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#include "common/memstream.h"
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#include "common/savefile.h"
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namespace Common {
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class String;
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}
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namespace Graphics {
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struct Surface;
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}
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namespace ZVision {
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class ZVision;
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struct SaveGameHeader {
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byte version;
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Common::String saveName;
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Graphics::Surface *thumbnail;
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int16 saveYear, saveMonth, saveDay;
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int16 saveHour, saveMinutes;
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uint32 playTime;
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};
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class SaveManager {
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public:
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SaveManager(ZVision *engine) : _engine(engine), _tempSave(NULL), _tempThumbnail(NULL), _lastSaveTime(0) {}
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~SaveManager() {
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flushSaveBuffer();
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}
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uint32 getLastSaveTime() const {
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return _lastSaveTime;
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}
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private:
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ZVision *_engine;
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uint32 _lastSaveTime;
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static const uint32 SAVEGAME_ID;
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enum {
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SAVE_ORIGINAL = 0,
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SAVE_VERSION = 2
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};
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Common::MemoryWriteStreamDynamic *_tempThumbnail;
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Common::MemoryWriteStreamDynamic *_tempSave;
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public:
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/**
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* Copies the data from the last auto-save into a new save file. We
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* can't use the current state data because the save menu *IS* a room.
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* The file is named using ZVision::generateSaveFileName(slot)
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*
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* @param slot The save slot this save pertains to. Must be [1, 20]
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* @param saveName The internal name for this save. This is NOT the name of the actual save file.
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*/
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void saveGame(uint slot, const Common::String &saveName, bool useSaveBuffer);
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/**
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* Loads the state data from the save file that slot references. Uses
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* ZVision::generateSaveFileName(slot) to get the save file name.
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*
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* @param slot The save slot to load. Must be [1, 20]
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*/
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Common::Error loadGame(int slot);
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Common::SeekableReadStream *getSlotFile(uint slot);
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bool readSaveGameHeader(Common::SeekableReadStream *in, SaveGameHeader &header, bool skipThumbnail = true);
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void prepareSaveBuffer();
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void flushSaveBuffer();
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bool scummVMSaveLoadDialog(bool isSave);
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private:
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void writeSaveGameHeader(Common::OutSaveFile *file, const Common::String &saveName, bool useSaveBuffer);
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};
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} // End of namespace ZVision
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#endif
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