raze-gles/source/rr/src/savegame.h
Christoph Oelckers 493525a58e - consolidation of engine save code.
This had discrepancies between the game modules so now all use the same code to save the common engine state.
2020-01-21 21:51:05 +01:00

85 lines
2.2 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#ifndef savegame_h_
#define savegame_h_
#include "game.h"
BEGIN_RR_NS
# define SV_MAJOR_VER 1
#define SV_MINOR_VER 7
#pragma pack(push,1)
typedef struct
{
char headerstr[11];
uint8_t majorver, minorver, ptrsize;
uint16_t bytever;
// 16 bytes
uint32_t userbytever;
uint32_t scriptcrc;
uint8_t recdiffsp;
// 4 bytes
int32_t reccnt, snapsiz;
// 8 bytes
uint8_t numplayers, volnum, levnum, skill;
// 286 bytes
uint8_t getPtrSize() const { return ptrsize; }
} savehead_t;
#pragma pack(pop)
int32_t sv_updatestate(int32_t frominit);
int32_t sv_readdiff(FileReader& fil);
uint32_t sv_writediff(FileWriter *fil);
int32_t sv_loadheader(FileReader &fil, int32_t spot, savehead_t *h);
int32_t sv_loadsnapshot(FileReader &fil, int32_t spot, savehead_t *h);
int32_t sv_saveandmakesnapshot(FileWriter &fil, int8_t spot, bool isAutoSave = false);
void sv_freemem();
// XXX: The 'bitptr' decl really belongs into gamedef.h, but we don't want to
// pull all of it in savegame.c?
extern char *bitptr;
enum
{
P2I_BACK_BIT = 1,
P2I_ONLYNON0_BIT = 2,
P2I_FWD = 0,
P2I_BACK = 1,
P2I_FWD_NON0 = 0+2,
P2I_BACK_NON0 = 1+2,
};
void G_Util_PtrToIdx(void *ptr, int32_t count, const void *base, int32_t mode);
void G_Util_PtrToIdx2(void *ptr, int32_t count, size_t stride, const void *base, int32_t const mode);
END_RR_NS
#endif