warzone2100/src/game.h

137 lines
6.1 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/** @file
*
* load and save game routines.
* Very likely to ALL change! All the headers are separately defined at the
* moment - they probably don't need to be - if no difference make into one.
* Also the struct defintions throughout the game could be re-ordered to contain
* the variables required for saving so that don't need to create a load more here!
*/
#ifndef __INCLUDED_SRC_GAME_H__
#define __INCLUDED_SRC_GAME_H__
#include "lib/framework/vector.h"
/***************************************************************************/
/*
* Global Definitions
*/
/***************************************************************************/
//the version number used in save games
//#define VERSION_1 1 //demo save games
//#define VERSION_2 2 //names saved for components/structures/features
//#define VERSION_3 3 //changes to SAVE_GAME
//#define VERSION_4 4 //changes to SAVE_GAME
//#define VERSION_5 5 //different types of save game added
//#define VERSION_6 6 //level name added to a user save game
#define VERSION_7 7 //string ID names saved for comps an objects
#define VERSION_8 8 //research status saved out for user saved games
#define VERSION_9 9 //power and experience saved out for user saved games
#define VERSION_10 10 //includes gateways and zones in .map file.
#define VERSION_11 11 //newstyle save game with extending structure checked in 13 Nov.
#define VERSION_12 12 //mission and order stuff checked in 20 Nov.
//#define VERSION_13 13 //odds and ends to 24 Nov. and hashed scripts
#define VERSION_14 14 //
#define VERSION_15 15 //
#define VERSION_16 16 //beta save game
#define VERSION_17 17 //objId and new struct stats included
#define VERSION_18 18 //droid name savegame validity stamps
#define VERSION_19 19 //alliances, colours, radar zoom
#define VERSION_20 20 //MAX_NAME_ SIZE replaced by MAX_SAVE_NAME_SIZE
#define VERSION_21 21 //timeStartHold saved out for research facilities
#define VERSION_22 22 //asRundData
#define VERSION_23 23 //limbo droids and camstart droids saved properly, no cluster save
#define VERSION_24 24 //reinforceTime, droid move, droid resistance
#define VERSION_25 25 //limbo droid, research module hold fixed, cleaned by Alex
#define VERSION_26 26 //reArm pads
#define VERSION_27 27 //unit not the "d" word, experience and repair facility currentPtsAdded
#define VERSION_28 28 //rearm pads currentPtsAdded saved
#define VERSION_29 29 //mission scroll limits saved
#define VERSION_30 30 //script external variables saved
#define VERSION_31 31 //mission cheat time saved
#define VERSION_32 32 //factory secondary order saved
#define VERSION_33 33 //skirmish save
#define VERSION_34 34 //saves AI names for multiplayer (.gam file)
#define VERSION_35 35 //uses the (de)serialization API for saving/loading games and is big-endian instead of little-endian
#define VERSION_36 36 //saves beacon properly
//#define VERSION_37 37 //dpid changes; this had better be the last version
#define VERSION_38 38 //mod list!
#define VERSION_39 39 //lots of changes, breaking everything
#define CURRENT_VERSION_NUM VERSION_39
//used in the loadGame
#define KEEPOBJECTS true
#define FREEMEM true
enum GAME_TYPE
{
GTYPE_SCENARIO_START, ///< Initial scenario state.
GTYPE_SCENARIO_EXPAND, ///< Scenario scroll area expansion.
GTYPE_MISSION, ///< Stand alone mission.
GTYPE_SAVE_START, ///< User saved game - at the start of a level.
GTYPE_SAVE_MIDMISSION, ///< User saved game - in the middle of a level
};
struct VIS_SAVEHEADER
{
char aFileType[4];
uint32_t version;
};
/***************************************************************************/
/*
* Global ProtoTypes
*/
/***************************************************************************/
extern bool loadGame(const char *pGameToLoad, bool keepObjects, bool freeMem, bool UserSaveGame); // UserSaveGame is true when the save game is not a new level (User Save Game)
/*This just loads up the .gam file to determine which level data to set up - split up
so can be called in levLoadData when starting a game from a load save game*/
extern bool loadGameInit(const char* fileName);
extern bool loadMissionExtras(const char *pGameToLoad, SWORD levelType);
// load the script state given a .gam name
extern bool loadScriptState(char *pFileName);
/// Load the terrain types
extern bool loadTerrainTypeMap(const char *pFileData, UDWORD filesize);
extern bool saveGame(char *aFileName, GAME_TYPE saveType);
// Get the campaign number for loadGameInit game
extern UDWORD getCampaign(const char* fileName);
/*calls windows find file tree*/
extern bool getSaveGameName(char *pName);
/*returns the current type of save game being loaded*/
extern UDWORD getSaveGameType(void);
bool plotStructurePreview16(char *backDropSprite, Vector2i playeridpos[]);
#endif // __INCLUDED_SRC_GAME_H__