/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/state.h,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:42:43 $ * * Prototypes for state saving functions. * * $Log: state.h,v $ * Revision 1.1.1.1 2006/03/17 19:42:43 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:13:11 donut * Import of d1x 1.37 source. * * Revision 2.1 1995/03/27 21:40:35 john * Added code to verify that the proper multi save file * is used when restoring a network game. * * Revision 2.0 1995/02/27 11:28:44 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.6 1995/02/07 10:54:05 john * *** empty log message *** * * Revision 1.5 1995/02/03 10:58:12 john * Added code to save shareware style saved games into new format... * Also, made new player file format not have the saved game array in it. * * Revision 1.4 1995/01/19 17:00:51 john * Made save game work between levels. * * Revision 1.3 1995/01/05 11:51:44 john * Added better Abort game menu. * Made save state return success or nopt. * * Revision 1.2 1994/12/29 15:26:39 john * Put in hooks for saving/restoring game state. * * Revision 1.1 1994/12/29 15:15:47 john * Initial revision * * */ #ifndef _STATE_H #define _STATE_H int state_save_all(int between_levels); int state_restore_all(int in_game ); extern int state_save_old_game(int slotnum, char * sg_name, player * sg_player, int sg_difficulty_level, int sg_primary_weapon, int sg_secondary_weapon, int sg_next_level_num ); int state_save_all_sub(char *filename, char *desc, int between_levels); int state_restore_all_sub(char *filename, int multi); extern uint state_game_id; int state_get_save_file(char * fname, char * dsc, int multi ); int state_get_restore_file(char * fname, int multi ); #endif