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CnC_Renegade/Code/Combat/savegame.h

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4.6 KiB
C++

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