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/**
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* @file pfile.h
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*
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* Interface of the save game encoding functionality.
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*/
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#ifndef __PFILE_H__
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#define __PFILE_H__
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extern BOOL gbValidSaveFile;
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void pfile_init_save_directory();
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void pfile_write_hero();
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BOOL pfile_create_player_description(char *dst, DWORD len);
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BOOL pfile_rename_hero(const char *name_1, const char *name_2);
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void pfile_flush_W();
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void game_2_ui_player(const PlayerStruct *p, _uiheroinfo *heroinfo, BOOL bHasSaveFile);
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BOOL __stdcall pfile_ui_set_hero_infos(BOOL(__stdcall *ui_add_hero_info)(_uiheroinfo *));
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BOOL pfile_archive_contains_game(HANDLE hsArchive, DWORD save_num);
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BOOL __stdcall pfile_ui_set_class_stats(unsigned int player_class_nr, _uidefaultstats *class_stats);
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BOOL __stdcall pfile_ui_save_create(_uiheroinfo *heroinfo);
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BOOL __stdcall pfile_get_file_name(DWORD lvl, char *dst);
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BOOL __stdcall pfile_delete_save(_uiheroinfo *hero_info);
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void pfile_read_player_from_save();
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void GetTempLevelNames(char *szTemp);
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void GetPermLevelNames(char *szPerm);
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void pfile_get_game_name(char *dst);
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void pfile_remove_temp_files();
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void pfile_rename_temp_to_perm();
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void pfile_write_save_file(const char *pszName, BYTE *pbData, DWORD dwLen, DWORD qwLen);
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void pfile_strcpy(char *dst, const char *src);
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BYTE *pfile_read(const char *pszName, DWORD *pdwLen);
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void pfile_update(BOOL force_save);
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#endif /* __PFILE_H__ */
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