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//
// loadsave.hpp - Map IO for starting the game, saving and loading
//
#define MAX_SAVES 1000 // This many savegame slots
// Functions
extern void LoadMap(int mapno);
extern void load_map(int mapno);
extern void save_map(int mapno);
extern void erase_curmap();
extern void load_z1(char *filename);
extern void save_z1(char *filename);
extern void load_z1A(char *filename);
extern void save_z1A(char *filename);
extern void wipe_z1();
extern void load_z2(int mapno);
extern void save_z2(int mapno);
extern void load_z3(int mapno);
extern void save_z3(int mapno);
extern void load_ms(char *filename);
extern void save_ms(char *filename);
extern void load_lightstate(int mapno, int sgnum);
extern void save_lightstate(int mapno, int sgnum);
extern void write_sgheader(int sgnum, int world, char *title);
extern char *read_sgheader(int sgnum, int *world);
extern void save_objects(int mapnum);
extern void restore_objects();
extern int GetLoadSaveSlot(int saving); // Menu
extern int GetTextBox(char *text, char *prompt);
// Are we storing every tiny detail (savegame) or just the layout?
extern "C" int MZ1_SavingGame;
// If we're loading the game at the moment, stop things like scripts running
extern "C" int MZ1_LoadingGame;
extern unsigned int MakeSaveID(unsigned int map, unsigned int id);
extern unsigned int GetSaveID_ID(unsigned int saveid);
extern unsigned int GetSaveID_Map(unsigned int saveid);