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Original Source for 1.13 Mod High Resolution version from 12/06/05
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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#ifndef _SAVE_LOAD_GAME_H_
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#define _SAVE_LOAD_GAME_H_
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#include "Soldier Control.h"
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#define BYTESINMEGABYTE 1048576 //1024*1024
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#define REQUIRED_FREE_SPACE (20 * BYTESINMEGABYTE)
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#define SIZE_OF_SAVE_GAME_DESC 128
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#define GAME_VERSION_LENGTH 16
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#define SAVE__ERROR_NUM 99
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#define SAVE__END_TURN_NUM 98
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typedef struct
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{
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UINT32 uiSavedGameVersion;
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INT8 zGameVersionNumber[ GAME_VERSION_LENGTH ];
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CHAR16 sSavedGameDesc[ SIZE_OF_SAVE_GAME_DESC ];
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UINT32 uiFlags;
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#ifdef CRIPPLED_VERSION
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UINT8 ubCrippleFiller[20];
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#endif
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//The following will be used to quickly access info to display in the save/load screen
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UINT32 uiDay;
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UINT8 ubHour;
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UINT8 ubMin;
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INT16 sSectorX;
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INT16 sSectorY;
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INT8 bSectorZ;
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UINT8 ubNumOfMercsOnPlayersTeam;
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INT32 iCurrentBalance;
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UINT32 uiCurrentScreen;
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BOOLEAN fAlternateSector;
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BOOLEAN fWorldLoaded;
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UINT8 ubLoadScreenID; //The load screen that should be used when loading the saved game
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GAME_OPTIONS sInitialGameOptions; //need these in the header so we can get the info from it on the save load screen.
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UINT32 uiRandom;
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UINT8 ubFiller[110];
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} SAVED_GAME_HEADER;
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extern UINT32 guiScreenToGotoAfterLoadingSavedGame;
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extern UINT32 guiSaveGameVersion;
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void CreateSavedGameFileNameFromNumber( UINT8 ubSaveGameID, STR pzNewFileName );
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BOOLEAN SaveGame( UINT8 ubSaveGameID, STR16 pGameDesc );
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BOOLEAN LoadSavedGame( UINT8 ubSavedGameID );
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BOOLEAN CopySavedSoldierInfoToNewSoldier( SOLDIERTYPE *pDestSourceInfo, SOLDIERTYPE *pSourceInfo );
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BOOLEAN SaveFilesToSavedGame( STR pSrcFileName, HWFILE hFile );
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BOOLEAN LoadFilesFromSavedGame( STR pSrcFileName, HWFILE hFile );
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BOOLEAN DoesUserHaveEnoughHardDriveSpace();
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void GetBestPossibleSectorXYZValues( INT16 *psSectorX, INT16 *psSectorY, INT8 *pbSectorZ );
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extern UINT32 guiLastSaveGameNum;
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INT8 GetNumberForAutoSave( BOOLEAN fLatestAutoSave );
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#endif
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