/** * @file pfile.h * * Interface of the save game encoding functionality. */ #pragma once #include "player.h" #include "../DiabloUI/diabloui.h" namespace devilution { extern bool gbValidSaveFile; const char *pfile_get_password(); void pfile_write_hero(); bool pfile_create_player_description(); void pfile_flush_W(); bool pfile_ui_set_hero_infos(bool (*ui_add_hero_info)(_uiheroinfo *)); bool pfile_archive_contains_game(HANDLE hsArchive, DWORD save_num); void pfile_ui_set_class_stats(unsigned int player_class_nr, _uidefaultstats *class_stats); bool pfile_ui_save_create(_uiheroinfo *heroinfo); bool pfile_get_file_name(DWORD lvl, char *dst); bool pfile_delete_save(_uiheroinfo *hero_info); void pfile_read_player_from_save(); bool LevelFileExists(); void GetTempLevelNames(char *szTemp); void GetPermLevelNames(char *szPerm); 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); BYTE *pfile_read(const char *pszName, DWORD *pdwLen); void pfile_update(bool force_save); }