97 lines
4.6 KiB
C
97 lines
4.6 KiB
C
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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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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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/savegame.h $*
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* *
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* $Author:: Patrick $*
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* *
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* $Modtime:: 11/02/01 2:19p $*
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* *
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* $Revision:: 8 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef SAVEGAME_H
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#define SAVEGAME_H
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#include "always.h"
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#include "wwstring.h"
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#include "widestring.h"
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/*
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**
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*/
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class SaveGameManager {
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public:
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// Map filename (LSD) access
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static void Set_Map_Filename( const char * filename ) { MapFilename = filename; }
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static const char * Get_Map_Filename( void ) { return MapFilename; }
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// Description access
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static void Set_Description( const WCHAR * text ) { Description = text; }
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static const WCHAR * Get_Description( void ) { return Description; }
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// Mission description access
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static int Get_Mission_Description_ID( void ) { return MissionDescriptionID; }
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static void Set_Mission_Description_ID( int id ) { MissionDescriptionID = id; }
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// Utility functions
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static bool Smart_Peek_Description( const char *filename, WideStringClass &description, WideStringClass &mission_name );
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static bool Smart_Peek_Map_Name( const char * filename, StringClass &map_name );
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static bool Peek_Description( const char *filename, WideStringClass &description, WideStringClass &mission_name );
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static bool Peek_Map_Name( const char * filename, StringClass &map_name );
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// LDD Access - Editor only calls Save_Game, App calls both
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static void _cdecl Save_Game( const char * filename, ... );
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static void Load_Game( const char * filename );
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static void Pre_Load_Game( const char * filename, StringClass &filename_to_load, StringClass &lsd_filename );
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static const char * Get_Current_Game_Filename( void ) { return CurrentGameFilename; }
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// LSD Access - Editor only calls Save_Level, App only calls Load_Level
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static void Save_Level( void );
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static void Load_Level( void );
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// DDB Access - Editor only calls Save_Level, App only calls Load_Level
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static void Save_Definitions( const char * filename = DefaultDefinitionFilename );
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static void Load_Definitions( const char * filename = DefaultDefinitionFilename );
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// Generic SaveLoadSubSystem Access
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static void Load_Save_Load_System( const char * filename, bool auto_post_load );
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static void _cdecl Save_Save_Load_System( const char * filename, ... );
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protected:
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static StringClass MapFilename;
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static StringClass CurrentGameFilename;
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static WideStringClass Description;
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static int MissionDescriptionID;
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static const char * DefaultDefinitionFilename;
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};
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#endif // SAVEGAME_H
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