#import "LevelList.h"
#import "LoadChipList.h"
+#define SAVEDATADATMAX 4096
+#define DATAFILE_NAME "data.dat"
+#define INSTANT_IMG "image.png"
+
#define FIELD_TYPE_A 0
#define FIELD_TYPE_B 1
#define FIELD_TYPE_C 2
}STATUS2;
+typedef struct _LOADCHIPD{
+ int chipNumb;
+
+ NSString *name;
+ NSString *nameID;
+ struct _RESIST R_C;
+ struct _STATUS2 S_C;
+
+}LOADCHIPD;
+
typedef struct _LOADCHIP{
struct _RESIST R_C;
}BSTATUS;
+typedef struct _BUILDCHIPD{
+ int chipNumb;
+
+ NSString *name;
+ NSString *nameID;
+ struct _BSTATUS S_C;
+
+}BUILDCHIPD;
+
typedef struct _BUILDCHIP{
NSString *name;
bool unControlable;
bool joinArmyFromNext;
bool persuasion;
- int atkRange;
bool targType1L;
bool targType2L;
bool targType1D;
bool targType2D;
+ int atkRange;
+
}UNIT;
+typedef struct _UNITD{
+ bool CPU;
+ int number;
+ int team;
+ int chipNumber;
+ int chipNumberL;
+
+ int x;
+ int y;
+ int z;
+
+ int ix;
+ int iy;
+ int iz;
+
+ bool dead;
+
+ bool loadChipFlag;
+
+ bool unControlable;
+ bool joinArmyFromNext;
+ bool persuasion;
+
+ bool targType1L;
+ bool targType2L;
+ bool targType1D;
+ bool targType2D;
+
+ NSString *army;
+
+ int imgAdCnt;
+ int imgAdFix;
+ NSImage *img;
+
+ struct _UNITCHIPD C;
+}UNITD;
+
typedef struct _UNION{
}BUILD;
+typedef struct _BUILDD{
+
+ int number;
+ int team;
+ int chipNumber;
+ int makeLv;
+
+ int x;
+ int y;
+ int z;
+
+ bool dead;
+
+ int imgAdCnt;
+ int imgAdFix;
+ NSImage *img;
+
+ struct _BUILDCHIPD C;
+
+}BUILDD;
typedef struct _PLAYER{
int lmao;
int vaginaCnt;
-@interface Savedatadat : NSObject<NSCoding>{
-@public
+
+#define dUMAX 9999
+#define dBMAX 9999
+typedef struct _SAVEDATADAT{
NSString *name;
+ int imgAdressCnt;
+ int imgAdressFix;
NSImage *img;
int MFselectedRow;
NSString *levelName;
NSString *scenarioName;
- struct _MAPSCRIPT *MS;
+ int chipHeight;
+ int chipWidth;
- struct _PLAYER P[10];
- struct _UNIT *UTop;
- struct _BUILD *BTop;
+ int posX;
+ int posY;
+
+ int eSlctX;
+ int eSlctY;
+
+ int registerNum;
+ int registerNumB;
int esSceneProc;
bool endGameCondition;
bool initMapFlag;
- bool TeamCountFlag;
bool initStatusFlag;
+ bool TeamCountFlag;
bool battleBegin;
bool startES;
+ bool cpuAImodeflag;
bool cpuModeMOVEflag;
bool cpuModeATTACKflag;
-
- bool cpuAImodeflag;
bool cpuTurnEndFlag;
bool waitSwtichFlag;
bool battleReadyUpFlag;
bool setBattleModeFlag;
-
bool wtRdy;
bool wtRdy2;
bool wtRdy3;
- struct _UNIT *Uselected;
- struct _UNIT *unitBreak;
- struct _UNIT *Utarget;
-
int chipNum[1002][1002];
int buildNum[1002][1002];
int unitNum[1002][1002];
int loadNum[1002][1002];
int buildTeam[1002][1002];
int unitTeam[1002][1002];
- int posX;
- int posY;
- int chipHeight;
- int chipWidth;
+ //あったものを読み込むというよりは一部のデータをもとに再現するのにおよそ等しい
+ struct _UNITD dU[dUMAX];
+ struct _BUILDD dB[dBMAX];
- int eSlctX;
- int eSlctY;
+ struct _PLAYER P[10];
- int registerNum;
- int registerNumB;
-
-}
-@end
+ struct _MAPSCRIPT *MS;
+
+ /*
+ struct _UNIT *UTop;
+ struct _BUILD *BTop;
+
+ struct _UNIT *Uselected;
+ struct _UNIT *unitBreak;
+ struct _UNIT *Utarget;
+ */
+}SAVEDATADAT;
+
+int datRow;
+SAVEDATADAT sdd;
+SAVEDATADAT sdd2[SAVEDATADATMAX];
-Savedatadat *sdd;
-Savedatadat *sdd2;
+int routeCnt;
+bool datExistFlag;
+NSImage *changedImg;
+bool saveFlag;
bool saveDataDatFlag;
int LFOLrow;
+char *datFilePath;
@interface FieldScene : NSObject
{
IBOutlet NSTableView *saveGameListTV;
}
-
+-(void)loadStruct;
-(IBAction)saveGameSubmit:(id)sender;
-(IBAction)saveGameCancel:(id)sender;