Files
scummvm-cursorfix/engines/ags/engine/game/savegame_components.h
2026-02-02 04:50:13 +01:00

69 lines
2.2 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef AGS_ENGINE_GAME_SAVEGAME_COMPONENTS_H
#define AGS_ENGINE_GAME_SAVEGAME_COMPONENTS_H
#include "ags/engine/game/savegame.h"
#include "ags/shared/util/stream.h"
namespace AGS3 {
namespace AGS {
namespace Shared {
struct Interaction;
} // namespace Shared
namespace Engine {
using Shared::Stream;
using Shared::Interaction;
struct PreservedParams;
struct RestoredData;
namespace SavegameComponents {
extern void component_handlers_init();
extern void component_handlers_free();
// Reads all available components from the stream
HSaveError ReadAll(Stream *in, SavegameVersion svg_version, const PreservedParams &pp, RestoredData &r_data);
// Writes a full list of common components to the stream
HSaveError WriteAllCommon(Stream *out);
// Utility functions for reading and writing legacy interactions,
// or their "times run" counters separately.
void ReadTimesRun272(Interaction &intr, Stream *in);
HSaveError ReadInteraction272(Interaction &intr, Stream *in);
void WriteTimesRun272(const Interaction &intr, Stream *out);
void WriteInteraction272(const Interaction &intr, Stream *out);
// Precreates primary camera and viewport and reads legacy camera data
void ReadLegacyCameraState(Stream *in, RestoredData &r_data);
} // namespace SavegameComponents
} // namespace Engine
} // namespace AGS
} // namespace AGS3
#endif