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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, 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 "Term.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<Text>& save_list);
private:
static Text GetSaveDirectory();
static Text GetSaveDirectory(Player* p);
static void CreateSaveDirectory();
Campaign* campaign;
};
#endif // CampaignSaveGame_h
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