/*++ Initialize the game data (used when starting a new game or loading a saved game). Parameters: [IN] iSaveSlot - Slot of saved game. --*/ VOID PAL_InitGameData(INT iSaveSlot) { PAL_InitGlobalGameData(); gpGlobals->bCurrentSaveSlot = (BYTE)iSaveSlot; // // try loading from the saved game file. // if (iSaveSlot == 0 || PAL_LoadGame(va("%s%d%s", PAL_SAVE_PREFIX, iSaveSlot, ".rpg")) != 0) { // // Cannot load the saved game file. Load the defaults. // PAL_LoadDefaultGame(); } gpGlobals->fGameStart = TRUE; gpGlobals->fNeedToFadeIn = FALSE; gpGlobals->iCurInvMenuItem = 0; gpGlobals->fInBattle = FALSE; memset(gpGlobals->rgPlayerStatus, 0, sizeof(gpGlobals->rgPlayerStatus)); PAL_UpdateEquipments(); }
VOID PAL_InitGameData( INT iSaveSlot ) /*++ Purpose: Initialize the game data (used when starting a new game or loading a saved game). Parameters: [IN] iSaveSlot - Slot of saved game. Return value: None. --*/ { PAL_InitGlobalGameData(); gpGlobals->bCurrentSaveSlot = (BYTE)iSaveSlot; // // try loading from the saved game file. // if (iSaveSlot == 0 || PAL_LoadGame(va("%s%d%s", PAL_SAVE_PREFIX, iSaveSlot, ".rpg")) != 0) { // // Cannot load the saved game file. Load the defaults. // PAL_LoadDefaultGame(); } gpGlobals->fGameStart = TRUE; gpGlobals->fNeedToFadeIn = FALSE; gpGlobals->iCurInvMenuItem = 0; gpGlobals->fInBattle = FALSE; memset(gpGlobals->rgPlayerStatus, 0, sizeof(gpGlobals->rgPlayerStatus)); PAL_UpdateEquipments(); }