#include <palmutils.h>
#include <sections.h>
Go to the source code of this file.
Functions | |
int | LoadAutoSave (void) SAVE_SECTION |
Load the autosave city. | |
void | DeleteAutoSave (void) SAVE_SECTION |
Clear the autosave name. | |
void | SetAutoSave (char *name) |
set the autosave name | |
void | SaveGameByName (char *name) SAVE_SECTION |
save the city that is currently being used by the name passed | |
void | DeleteGameByName (char *name) SAVE_SECTION |
Delete a city from the DB by name. | |
int | LoadGameByName (char *name) SAVE_SECTION |
Load a game by name. | |
int | GameExists (char *name) SAVE_SECTION |
Check if a saved city by this name exists. | |
int | RenameCity (char *oldname, char *newname) SAVE_SECTION |
rename a city | |
int | CopyCity (char *name) SAVE_SECTION |
copy a city | |
void | ResetViewable (void) SAVE_SECTION |
Reset the viewable elements of the volatile game configuration. | |
char ** | CityNames (int *count) SAVE_SECTION |
Get The City Names. | |
void | FreeCityNames (char **names) SAVE_SECTION |
release the list of city names returned using cityNames | |
Int32 | BeamCityByName (Char *cityName) SAVE_SECTION |
beam the city named | |
DmOpenRef | OpenMyDB (void) |
Open up the savegame database. | |
void | CloseMyDB (void) |
close the savegame database | |
UInt16 | FindGameByName (char *name) |
Find a savegame by the name passed. |
Contains all the interfaces that are exported to the front-end
Definition in file savegame_be.h.
|
beam the city named
Definition at line 354 of file savegame_be.c. References BeamSend(), Char, FindGameByName(), Int32, OpenMyDB(), UInt16, and UInt8. |
|
Get The City Names.
Definition at line 592 of file savegame_be.c. References CITYNAMELEN, comparator(), OpenMyDB(), and UInt16. Referenced by UpdateSaveGameList(). |
|
close the savegame database This will close the savegame database if it is open, otherwise it will do nothing. Needed for the game shutdown routine Definition at line 79 of file savegame_be.c. Referenced by BeamReceive(). |
|
copy a city
|
|
Delete a city from the DB by name.
Definition at line 489 of file savegame_be.c. References DeleteGameByIndex(), FindGameByName(), and UInt16. Referenced by DeleteFromList(). |
|
Find a savegame by the name passed.
Definition at line 88 of file savegame_be.c. References Char, _game_struct06a::cityname, OpenMyDB(), and UInt16. Referenced by BeamCityByName(), BeamReceive(), DeleteGameByName(), GameExists(), LoadGameByName(), and SaveGameByName(). |
|
release the list of city names returned using cityNames
Definition at line 639 of file savegame_be.c. Referenced by CleanSaveGameList(), and UpdateSaveGameList(). |
|
Check if a saved city by this name exists.
Definition at line 256 of file savegame_be.c. References FindGameByName(). Referenced by cnCreateButtonPressed(). |
|
Load a game by name.
Definition at line 343 of file savegame_be.c. References FindGameByName(), LoadGameByIndex(), and UInt16. Referenced by cnCreateButtonPressed(), LoadAutoSave(), and LoadFromList(). |
|
Open up the savegame database.
Definition at line 40 of file savegame_be.c. References Char, CITYNAMELEN, GetCreatorID(), and UInt16. Referenced by BeamCityByName(), BeamReceive(), CityNames(), DeleteGameByIndex(), FindGameByName(), getAutoSaveName(), LoadGameByIndex(), RenameCity(), SaveGameByIndex(), and SetAutoSave(). |
|
rename a city
Definition at line 498 of file savegame_be.c. References Char, _game_struct06a::cityname, OpenMyDB(), and UInt16. |
|
Reset the viewable elements of the volatile game configuration. We set the tile size (16 pels). We reserve 2 tiles (one at the top, one at the bottom) for use with status information. |
|
save the city that is currently being used by the name passed
Definition at line 262 of file savegame_be.c. References FindGameByName(), SaveGameByIndex(), and UInt16. Referenced by cnCreateButtonPressed(), and UISaveMyCity(). |
|
set the autosave name
Definition at line 423 of file savegame_be.c. References CITYNAMELEN, and OpenMyDB(). Referenced by BeamReceive(), DeleteAutoSave(), and UISaveAutoGame(). |