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