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/*
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 * Portions of this file are copyright Rebirth contributors and licensed as
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 * described in COPYING.txt.
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 * Portions of this file are copyright Parallax Software and licensed
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 * according to the Parallax license below.
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 * See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
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*/
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/*
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 *
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 * Prototypes for state saving functions.
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 *
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 */
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#pragma once
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#if defined(DXX_BUILD_DESCENT_I)
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#elif defined(DXX_BUILD_DESCENT_II)
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#define SECRETB_FILENAME        PLAYER_DIRECTORY_STRING("secret.sgb")
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#define SECRETC_FILENAME        PLAYER_DIRECTORY_STRING("secret.sgc")
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#endif
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#include <cstddef>
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#include "dsx-ns.h"
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#include "fwd-window.h"
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#include "fwd-object.h"
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#include "game.h"
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#include "gameplayopt.h"
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extern unsigned state_game_id;
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#ifdef dsx
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#include "fwd-player.h"
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namespace dsx {
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enum class secret_save
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{
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        none,
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#if defined(DXX_BUILD_DESCENT_II)
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        b,
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        c,
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#endif
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};
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enum class secret_restore
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{
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        none,
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#if defined(DXX_BUILD_DESCENT_II)
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        survived,
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        died,
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#endif
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};
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}
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#endif
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namespace dcx {
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enum class blind_save
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{
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        no,
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        yes,
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};
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enum class deny_save_result
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{
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        allowed,
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        denied,
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};
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int state_get_game_id(const d_game_unique_state::savegame_file_path &filename);
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}
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#ifdef dsx
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namespace dsx {
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deny_save_result deny_save_game(fvcobjptr &vcobjptr, const d_level_unique_control_center_state &LevelUniqueControlCenterState);
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deny_save_result deny_save_game(fvcobjptr &vcobjptr, const d_level_unique_control_center_state &LevelUniqueControlCenterState, const d_game_unique_state &GameUniqueState);
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void state_poll_autosave_game(d_game_unique_state &GameUniqueState, const d_level_unique_object_state &LevelUniqueObjectState);
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void state_set_immediate_autosave(d_game_unique_state &GameUniqueState);
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void state_set_next_autosave(d_game_unique_state &GameUniqueState, std::chrono::steady_clock::time_point now, autosave_interval_type interval);
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void state_set_next_autosave(d_game_unique_state &GameUniqueState, autosave_interval_type interval);
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int state_save_all_sub(const char *filename, const char *desc);
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d_game_unique_state::save_slot state_get_save_file(d_game_unique_state::savegame_file_path &fname, d_game_unique_state::savegame_description *dsc, blind_save);
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d_game_unique_state::save_slot state_get_restore_file(d_game_unique_state::savegame_file_path &fname, blind_save);
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#if defined(DXX_BUILD_DESCENT_I)
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int state_restore_all_sub(const char *filename);
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static inline void set_pos_from_return_segment(void)
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{
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}
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int state_save_all(blind_save b);
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static inline int state_save_all(secret_save, blind_save b)
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{
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        return state_save_all(b);
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}
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int state_restore_all(int in_game, std::nullptr_t, blind_save);
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static inline int state_restore_all(int in_game, secret_restore, std::nullptr_t, blind_save blind)
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{
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        return state_restore_all(in_game, nullptr, blind);
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}
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window_event_result StartNewLevelSub(int level_num, int page_in_textures);
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// Actually does the work to start new level
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static inline window_event_result StartNewLevelSub(int level_num, int page_in_textures, secret_restore)
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{
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        return StartNewLevelSub(level_num, page_in_textures);
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}
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#elif defined(DXX_BUILD_DESCENT_II)
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int state_restore_all_sub(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, secret_restore, const char *filename);
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void set_pos_from_return_segment(void);
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int state_save_all(secret_save, blind_save);
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int state_restore_all(int in_game, secret_restore, const char *filename_override, blind_save);
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window_event_result StartNewLevelSub(int level_num, int page_in_textures, secret_restore);
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#endif
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}
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#endif