/* Emacs style mode select -*- C++ -*- *----------------------------------------------------------------------------- * * * PrBoom: a Doom port merged with LxDoom and LSDLDoom * based on BOOM, a modified and improved DOOM engine * Copyright (C) 1999 by * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman * Copyright (C) 1999-2000 by * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze * Copyright 2005, 2006 by * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko * * This program 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. * * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA * 02111-1307, USA. * * DESCRIPTION: * Savegame I/O, archiving, persistence. * *-----------------------------------------------------------------------------*/ #ifndef __P_SAVEG__ #define __P_SAVEG__ #ifdef __GNUG__ #pragma interface #endif /* Persistent storage/archiving. * These are the load / save game routines. */ void P_ArchivePlayers(void); void P_UnArchivePlayers(void); void P_ArchiveWorld(void); void P_UnArchiveWorld(void); void P_ArchiveThinkers(void); void P_UnArchiveThinkers(void); void P_ArchiveSpecials(void); void P_UnArchiveSpecials(void); void P_ThinkerToIndex(void); /* phares 9/13/98: save soundtarget in savegame */ void P_IndexToThinker(void); /* phares 9/13/98: save soundtarget in savegame */ /* 1/18/98 killough: add RNG info to savegame */ void P_ArchiveRNG(void); void P_UnArchiveRNG(void); /* 2/21/98 killough: add automap info to savegame */ void P_ArchiveMap(void); void P_UnArchiveMap(void); extern byte *save_p; void CheckSaveGame(size_t,const char*, int); /* killough */ #define CheckSaveGame(a) (CheckSaveGame)(a, __FILE__, __LINE__) #endif