00001 00007 #if !defined(_SAVEGAME_BE_H) 00008 #define _SAVEGAME_BE_H 00009 00010 #include <palmutils.h> 00011 #include <sections.h> 00012 00013 #define LASTGAME ((UInt16)~0) 00014 00016 int LoadAutoSave(void) SAVE_SECTION; 00018 void DeleteAutoSave(void) SAVE_SECTION; 00019 00024 void SetAutoSave(char *name); 00025 00030 void SaveGameByName(char *name) SAVE_SECTION; 00031 00036 void DeleteGameByName(char *name) SAVE_SECTION; 00037 00043 int LoadGameByName(char *name) SAVE_SECTION; 00044 00045 /* ! 00046 * \brief Create a new save game slot. 00047 * 00048 * Save the city into it. 00049 */ 00050 //void CreateNewSaveGame(void) SAVE_SECTION; 00051 00057 int GameExists(char *name) SAVE_SECTION; 00058 00065 int RenameCity(char *oldname, char *newname) SAVE_SECTION; 00066 00072 int CopyCity(char *name) SAVE_SECTION; 00073 00075 void ResetViewable(void) SAVE_SECTION; 00076 00082 char **CityNames(int *count) SAVE_SECTION; 00083 00088 void FreeCityNames(char **names) SAVE_SECTION; 00089 00090 /* 00091 * \brief get the size of a city entry in bytes 00092 * \return the size of the city 00093 */ 00094 UInt32 saveGameSize(GameStruct *gs); 00095 00101 Int32 BeamCityByName(Char *cityName) SAVE_SECTION; 00102 00109 DmOpenRef OpenMyDB(void); 00110 00117 void CloseMyDB(void); 00118 00124 UInt16 FindGameByName(char *name); 00125 00126 #endif /* _SAVEGAME_BE_H */