#ifndef _SAVE_LOAD_SCREEN__H_ #define _SAVE_LOAD_SCREEN__H_ #include "MessageBoxScreen.h" #define NUM_SAVE_GAMES_OLD 11 #define NUM_SAVE_GAMES_NEW 19 #define NUM_SAVE_GAMES 255//19 extern BOOLEAN AutoSaveToSlot[5]; // WANNE: Used For auto save games extern UINT32 lastLoadedSaveGameDay; extern UINT8 lastLoadedSaveGameHour; extern UINT16 NUM_SLOT; extern UINT32 SLG_SAVELOCATION_HEIGHT; extern UINT32 SLG_GAP_BETWEEN_LOCATIONS; extern UINT32 SLG_DATE_OFFSET_Y; extern UINT32 SLG_SELECTED_SLOT_GRAPHICS_NUMBER; extern UINT32 SLG_UNSELECTED_SLOT_GRAPHICS_NUMBER; extern void LoadSaveGameOldOrNew(); //This flag is used to diferentiate between loading a game and saveing a game. // gfSaveGame=TRUE For saving a game // gfSaveGame=FALSE For loading a game extern BOOLEAN gfSaveGame; //if there is to be a slot selected when entering this screen extern INT32 gbSetSlotToBeSelected; extern BOOLEAN gbSaveGameArray[ NUM_SAVE_GAMES ]; extern BOOLEAN gfCameDirectlyFromGame; UINT32 SaveLoadScreenShutdown( void ); UINT32 SaveLoadScreenHandle( void ); UINT32 SaveLoadScreenInit( void ); //Kaiden : Trying to get Editor to work extern BOOLEAN DoSaveLoadMessageBox( UINT8 ubStyle, const STR16 zString, UINT32 uiExitScreen, UINT16 usFlags, MSGBOX_CALLBACK ReturnCallback ); BOOLEAN InitSaveGameArray(); void DoneFadeOutForSaveLoadScreen( void ); void DoneFadeInForSaveLoadScreen( void ); BOOLEAN DoQuickSave(); BOOLEAN DoQuickLoad(); BOOLEAN IsThereAnySavedGameFiles(); void DeleteSaveGameNumber( UINT8 ubSaveGameSlotID ); extern BOOLEAN DoAutoSave( int ubSaveGameID, STR16 pGameDesc ); extern BOOLEAN SaveDataSaveToSaveGameFile( HWFILE hFile ); extern BOOLEAN LoadDataSaveFromLoadGameFile( HWFILE hFile ); #endif