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