/* Starshatter: The Open Source Project Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors Copyright (c) 1997-2006, Destroyer Studios LLC. AUTHOR: John DiCamillo OVERVIEW ======== CampaignSaveGame contains the logic needed to save and load campaign games in progress. */ #ifndef CampaignSaveGame_h #define CampaignSaveGame_h #include "Types.h" #include "Geometry.h" #include "Text.h" #include "List.h" // +--------------------------------------------------------------------+ class Campaign; class CampaignPlan; class Combatant; class CombatGroup; class CombatZone; class DataLoader; class Mission; class Player; class StarSystem; // +--------------------------------------------------------------------+ class CampaignSaveGame { public: static const char* TYPENAME() { return "CampaignSaveGame"; } CampaignSaveGame(Campaign* c=0); virtual ~CampaignSaveGame(); virtual Campaign* GetCampaign() { return campaign; } virtual void Load(const char* name); virtual void Save(const char* name); static void Delete(const char* name); static void RemovePlayer(Player* p); virtual void LoadAuto(); virtual void SaveAuto(); static Text GetResumeFile(); static int GetSaveGameList(List& save_list); private: static Text GetSaveDirectory(); static Text GetSaveDirectory(Player* p); static void CreateSaveDirectory(); Campaign* campaign; }; #endif // CampaignSaveGame_h