/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection Project Warzone 2100 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Warzone 2100 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /***************************************************************************/ /* * loadsave.h */ /***************************************************************************/ #ifndef _loadsave_h #define _loadsave_h /***************************************************************************/ /* * Global Definitions */ /***************************************************************************/ typedef enum _loadsave_mode { LOAD_FRONTEND, LOAD_MISSIONEND, SAVE_MISSIONEND, LOAD_INGAME, SAVE_INGAME, LOAD_FORCE, SAVE_FORCE }LOADSAVE_MODE; /***************************************************************************/ /* * Global Variables */ /***************************************************************************/ extern BOOL bLoadSaveUp; // true when interface is up and should be run. //the name of the save game to load from the front end extern STRING saveGameName[256]; extern STRING sRequestResult[255]; extern BOOL bRequestLoad; /***************************************************************************/ /* * Global ProtoTypes */ /***************************************************************************/ extern void drawBlueBox (UDWORD x,UDWORD y, UDWORD w, UDWORD h); extern BOOL addLoadSave (LOADSAVE_MODE mode, CHAR *defaultdir,CHAR *extension,CHAR *title); extern BOOL closeLoadSave (VOID); extern BOOL runLoadSave (BOOL bResetMissionWidgets); extern BOOL displayLoadSave (VOID); extern void removeWildcards (char *pStr); // return whether the save screen was displayed in the mission results screen BOOL saveInMissionRes(void); // return whether the save screen was displayed in the middle of a mission BOOL saveMidMission(void); extern void deleteSaveGame(char* saveGameName); #endif //_loadsave_h