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/**
* @file loadsave.h
*
* Interface of save game functionality.
*/
#pragma once
#include <cstdint>
#include <expected.hpp>
#include "pfile.h"
#include "player.h"
#include "utils/attributes.h"
namespace devilution {
extern DVL_API_FOR_TEST bool gbIsHellfireSaveGame;
extern DVL_API_FOR_TEST uint8_t giNumberOfLevels;
void RemoveInvalidItem(Item &pItem);
_item_indexes RemapItemIdxFromDiablo(_item_indexes i);
_item_indexes RemapItemIdxToDiablo(_item_indexes i);
_item_indexes RemapItemIdxFromSpawn(_item_indexes i);
_item_indexes RemapItemIdxToSpawn(_item_indexes i);
bool IsHeaderValid(uint32_t magicNumber);
void LoadHotkeys();
void LoadHotkeys(uint32_t saveNum, Player &myPlayer);
void LoadHeroItems(Player &player);
/**
* @brief Remove invalid inventory items from the inventory grid
* @param player The player to remove invalid items from
*/
void RemoveEmptyInventory(Player &player);
/**
* @brief Load game state
* @param firstflag Can be set to false if we are simply reloading the current game
*/
tl::expected<void, std::string> LoadGame(bool firstflag);
void SaveHotkeys(SaveWriter &saveWriter, const Player &player);
void SaveHeroItems(SaveWriter &saveWriter, Player &player);
void SaveGameData(SaveWriter &saveWriter);
void SaveGame();
void SaveLevel(SaveWriter &saveWriter);
tl::expected<void, std::string> LoadLevel();
tl::expected<void, std::string> ConvertLevels(SaveWriter &saveWriter);
void LoadStash();
void SaveStash(SaveWriter &stashWriter);
} // namespace devilution