dxx-rebirth/common/main/state.h

129 lines
3.4 KiB
C++

/*
* 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
#ifdef __cplusplus
#include <cstddef>
#include "dsx-ns.h"
#include "fwd-window.h"
extern unsigned state_game_id;
extern int state_quick_item;
#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,
};
}
#ifdef dsx
namespace dsx {
int state_save_all_sub(const char *filename, const char *desc);
int state_get_save_file(char *fname, char * dsc, blind_save);
int state_get_restore_file(char *fname, blind_save);
}
int state_get_game_id(const char *filename);
namespace dsx {
#if defined(DXX_BUILD_DESCENT_I)
int state_restore_all_sub(const char *filename);
static inline int state_restore_all_sub(const char *filename, secret_restore)
{
return state_restore_all_sub(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(int level_num, int page_in_textures);
// Actually does the work to start new level
static inline window_event_result StartNewLevelSub(int level_num, int page_in_textures, secret_restore)
{
return StartNewLevelSub(level_num, page_in_textures);
}
void init_player_stats_level(player &, object &);
static inline void init_player_stats_level(player &p, object &o, secret_restore)
{
init_player_stats_level(p, o);
}
#elif defined(DXX_BUILD_DESCENT_II)
int state_restore_all_sub(const char *filename, secret_restore);
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(int level_num, int page_in_textures, secret_restore);
void init_player_stats_level(player &, object &, secret_restore);
#endif
}
#endif
#endif