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