#if !defined(__GAMSAVE_H__) #define __GAMSAVE_H__ /******************************************/ #if _MSC_VER >= 1000 #pragma once #endif /* _MSC_VER >= 1000 */ /******************************************/ #include "GAM/Header.h" #if defined(__cplusplus) extern "C" { #endif /* __cplusplus */ /*#define C_szDefaultSaveName C_szDefaultPlayerName*/ /*#define C_szDefaultSaveComment "INVALID SAVED GAME"*/ /* ******* U64 U64 U64 U64 U64 U64 pour la version U64 : si ça ne compile pas à cause du tdstSavedGame, c'est parce-que vous n'avez pas encore adapté vos sauvegardes spécifiques au nouveau système de Benoit... 2 solutions : - enlever le commentaire (pas bon) - adapter vos sauvegardes spécifiques au nouveau système (bon) ******* U64 U64 U64 U64 U64 U64 */ /*typedef struct tdstSavedGame_ { unsigned char bNewGame; unsigned char bSaveAsked; //char szSavedComment[_MAX_PATH]; //unsigned long ulCurrentSavedNumber; //unsigned long ulMaxSavedNumber; } tdstSavedGame;*/ /*extern CPA_EXPORT void fn_vInitNewGamePlayerSavedGame(void);*/ /*extern CPA_EXPORT void fn_vInitPlayerSavedGame(void);*/ /*extern CPA_EXPORT void fn_vSearchAllGameSavePlayer(void);*/ /*extern CPA_EXPORT void fn_vFreeAllGameSavePlayer(void);*/ /*extern CPA_EXPORT void fn_vIncPlayerSavedNumber(void); extern CPA_EXPORT void fn_vFirstPlayerSavedNumber(void); extern CPA_EXPORT void fn_vLastPlayerSavedNumber(void); extern CPA_EXPORT void fn_vNextPlayerSavedNumber(void); extern CPA_EXPORT void fn_vPreviousPlayerSavedNumber(void);*/ /*extern CPA_EXPORT void fn_vSetPlayerSavedComment(char * _szComment); extern CPA_EXPORT char *fn_p_szGetPlayerSavedComment(void);*/ /*extern CPA_EXPORT void fn_vAskToPlayerSaveTheGame(char * _szComment);*/ extern CPA_EXPORT unsigned char fn_bPlayerSaveGameAll(void); extern CPA_EXPORT unsigned char fn_bLevelSaveGameAll(void); /*extern CPA_EXPORT unsigned char fn_bPlayerSaveGameNumber(char *_szFileName);*/ extern CPA_EXPORT unsigned char fn_bPlayerSaveGameGeneral(char *_szFileName); /*extern CPA_EXPORT unsigned char fn_bPlayerSaveGameOneLevel(char *_szFileName);*/ extern CPA_EXPORT unsigned char fn_bLevelSaveGameItSelf(char *_szFileName); /*extern CPA_EXPORT unsigned char fn_bLoadPlayerSaveGameSavedNumber(void); extern CPA_EXPORT unsigned char fn_bLoadPlayerSaveGameInformation(void); extern CPA_EXPORT unsigned char fn_bLoadPlayerSaveGameBeforeLoadLevel(void);*/ extern CPA_EXPORT unsigned char fn_bLoadPlayerSaveGameAfterLoadLevel(void); extern CPA_EXPORT unsigned char fn_bLoadLevelSaveGameAfterLoadLevel(void); /*extern CPA_EXPORT unsigned char fn_bIsSavedGamePlayerExist(char *_szPlayerName);*/ extern CPA_EXPORT unsigned char fn_bDestroySavedGame(unsigned long _ulSlotId); extern CPA_EXPORT ACP_tdxBool fn_bRenameSaveGameSlot(char *_szOldName, char *_szNewName); extern CPA_EXPORT ACP_tdxBool fn_bSaveGameInSlot(unsigned long _ulSlotId); extern CPA_EXPORT ACP_tdxBool fn_bLoadGameFromSlot(unsigned long _ulSlotId); extern CPA_EXPORT ACP_tdxBool fn_bEraseGameInSlot(unsigned long _ulSlotId); extern CPA_EXPORT ACP_tdxBool fn_bCopyGameInSlotFromSlot(unsigned long _ulDstSlotId, unsigned long _ulSrcSlotId); extern CPA_EXPORT ACP_tdxBool fn_bIsSlotOccupied(unsigned long _ulSlotId); extern unsigned char GAM_g_ucSaveGameBeforeChangeLevel; /* ******* U64 U64 U64 U64 U64 U64 pour la version U64 : si ça ne compile pas à cause du g_stSavedGame, c'est parce-que vous n'avez pas encore adapté vos sauvegardes spécifiques au nouveau système de Benoit... 2 solutions : - enlever le commentaire (pas bon) - adapter vos sauvegardes spécifiques au nouveau système (bon) ******* U64 U64 U64 U64 U64 U64 */ /*EXTERN struct tdstSavedGame_ g_stSavedGame;*/ #ifndef _FIRE_DEADCODE_U64_ /* Added by RUC */ EXTERN const char *g_c_szSlotNames[]; #endif /* _FIRE_DEADCODE_U64_ */ /* Added by RUC */ #if defined(__cplusplus) } #endif /* __cplusplus */ #endif /* __GAMSAVE_H__ */