File WfPersistantGameData.h
File List > game > include > WfPersistantGameData.h
Go to the documentation of this file
#ifndef WFPERSISTANTGAMEDATA_H
#define WFPERSISTANTGAMEDATA_H
#define VECTOR(a) a*
#define WF_INVENTORY_ROW_SIZE 12
#define WF_INVENTORY_SIZE_INITIAL WF_INVENTORY_ROW_SIZE
#include <stdbool.h>
struct BinarySerializer;
struct WfPersistantData;
struct WfPlayerPreferences
{
float zoomLevel;
};
struct WfInventoryItem
{
int itemIndex;
int quantity;
};
struct WfInventory
{
VECTOR(struct WfInventoryItem) pItems;
int selectedItem;
};
struct WfPersistantData
{
struct WfInventory inventory;
struct WfPlayerPreferences preferences;
};
void WfLoadPersistantDataFile(const char* path);
void WfSavePersistantDataFile(const char* path);
void WfNewSavePersistantData();
struct WfInventory* WfGetInventory();
struct WfPlayerPreferences* WfGetPreferences();
struct WfInventory* WfGetNetworkPlayersInventory(int player);
int WfGetNumNetworkPlayerPersistentDataSlots();
void WfSetNumNetworkPlayerPersistentDataSlots(int num);
void WfSavePersistantDataFileInternal(struct BinarySerializer* bs, struct WfPersistantData* pGameData);
void WfLoadPersistantDataFileInternal(struct BinarySerializer* pBS, struct WfPersistantData* pData);
struct WfPersistantData* WfGetLocalPlayerPersistantGameData();
struct WfPersistantData* WfGetNetworkPlayerPersistantGameData(int playerNum);
void WfPersistantDataInit();
bool WfAddToInventory(struct WfInventory* pInv, int item, int quantity);
#endif