#ifndef OPENMW_ESM_SAVEDGAME_H #define OPENMW_ESM_SAVEDGAME_H #include #include namespace ESM { class ESMReader; class ESMWriter; // format 0, saved games only struct SavedGame { static unsigned int sRecordId; struct TimeStamp { float mGameHour; int mDay; int mMonth; int mYear; }; std::vector mContentFiles; std::string mPlayerName; int mPlayerLevel; // The (translated) name of the player class. So it will be displayed in the MW language // the savegame was made in, not the currently running language of MW. // However, savegames from a different MW language are not compatible anyway. // And if only the ID was stored here, we would need to // peek into the savegame to look for a class record in case it is a custom class. std::string mPlayerClassName; std::string mPlayerCell; TimeStamp mInGameTime; double mTimePlayed; std::string mDescription; std::vector mScreenshot; // raw jpg-encoded data void load (ESMReader &esm); void save (ESMWriter &esm) const; }; } #endif