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/* 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 ULTIMA8_FILESYS_SAVEGAME_H
#define ULTIMA8_FILESYS_SAVEGAME_H
#include "ultima/shared/std/string.h"
#include "common/hashmap.h"
#include "common/stream.h"
#include "common/memstream.h"
#include "engines/metaengine.h"
namespace Ultima {
namespace Ultima8 {
class ZipFile;
class IDataSource;
class SavegameReader {
private:
ExtendedSavegameHeader _header;
Common::Archive *_archive;
uint32 _version;
public:
explicit SavegameReader(Common::SeekableReadStream *rs, bool metadataOnly = false);
~SavegameReader();
enum State { SAVE_CORRUPT, SAVE_VALID, SAVE_OUT_OF_DATE, SAVE_TOO_RECENT };
State isValid() const;
uint32 getVersion() const { return _version; }
Std::string getDescription() const { return _header.description; }
/**
* Get an entry/section within the save
*/
Common::SeekableReadStream *getDataSource(const Common::Path &name);
};
class SavegameWriter {
class FileEntry : public Common::Array<byte> {
public:
Std::string _name;
FileEntry() : Common::Array<byte>() {}
};
private:
Common::WriteStream *_file;
Common::Array<FileEntry> _index;
public:
explicit SavegameWriter(Common::WriteStream *ws);
virtual ~SavegameWriter();
//! write a file to the savegame
//! \param name name of the file
//! \param data the data
//! \param size (in bytes) of data
bool writeFile(const Std::string &name, const uint8 *data, uint32 size);
//! write a file to the savegame from a memory stream
//! \param name name of the file
//! \param buf the MemoryWriteStreamDynamic to save
bool writeFile(const Std::string &name, Common::MemoryWriteStreamDynamic *buf);
//! finish savegame
bool finish();
};
} // End of namespace Ultima8
} // End of namespace Ultima
#endif
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