raze/source/games/exhumed/src/save.cpp
Christoph Oelckers 12b7c73393 - turning some of the player arrays into Player members.
For script code we do not want the arrays accessible so all that get accessed need to be moved into the struct first.
2021-05-15 10:25:38 +02:00

139 lines
3.8 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include <stdio.h>
#include <stdarg.h>
#include "build.h"
#include "raze_music.h"
#include "engine.h"
#include "exhumed.h"
#include "savegamehelp.h"
#include "sound.h"
#include "mapinfo.h"
BEGIN_PS_NS
void SerializeState(FSerializer& arc);
void SerializeAnim(FSerializer& arc);
void SerializeBubbles(FSerializer& arc);
void SerializeBullet(FSerializer& arc);
void SerializeGrenade(FSerializer& arc);
void SerializeGun(FSerializer& arc);
void SerializeInit(FSerializer& arc);
void SerializeItems(FSerializer& arc);
void SerializeMove(FSerializer& arc);
void SerializeLighting(FSerializer& arc);
void SerializeObjects(FSerializer& arc);
void SerializePlayer(FSerializer& arc);
void SerializeRa(FSerializer& arc);
void SerializeRand(FSerializer& arc);
void SerializeRunList(FSerializer& arc);
void SerializeSequence(FSerializer& arc);
void SerializeSnake(FSerializer& arc);
void SerializeSwitch(FSerializer& arc);
void SerializeView(FSerializer& arc);
void SerializeAnubis(FSerializer& arc);
void SerializeFish(FSerializer& arc);
void SerializeLavadude(FSerializer& arc);
void SerializeLion(FSerializer& arc);
void SerializeMummy(FSerializer& arc);
void SerializeQueen(FSerializer& arc);
void SerializeRat(FSerializer& arc);
void SerializeRex(FSerializer& arc);
void SerializeRoach(FSerializer& arc);
void SerializeScorpion(FSerializer& arc);
void SerializeSet(FSerializer& arc);
void SerializeSpider(FSerializer& arc);
void SerializeWasp(FSerializer& arc);
void GameInterface::SerializeGameState(FSerializer& arc)
{
if (arc.BeginObject("exhumed"))
{
SerializeState(arc);
SerializeAnim(arc);
SerializeBubbles(arc);
SerializeBullet(arc);
SerializeGrenade(arc);
SerializeGun(arc);
SerializeInit(arc);
SerializeItems(arc);
SerializeMove(arc);
SerializeLighting(arc);
SerializeObjects(arc);
SerializePlayer(arc);
SerializeRa(arc);
SerializeRand(arc);
SerializeRunList(arc);
SerializeSequence(arc);
SerializeSnake(arc);
SerializeSwitch(arc);
SerializeView(arc);
SerializeAnubis(arc);
SerializeFish(arc);
SerializeLavadude(arc);
SerializeLion(arc);
SerializeMummy(arc);
SerializeQueen(arc);
SerializeRat(arc);
SerializeRex(arc);
SerializeRoach(arc);
SerializeScorpion(arc);
SerializeSet(arc);
SerializeSpider(arc);
SerializeWasp(arc);
}
if (arc.isReading())
{
// reset the sky in case it hasn't been done yet.
psky_t* pSky = tileSetupSky(DEFAULTPSKY);
pSky->tileofs[0] = 0;
pSky->tileofs[1] = 0;
pSky->tileofs[2] = 0;
pSky->tileofs[3] = 0;
pSky->yoffs = 256;
pSky->yoffs2 = 256;
pSky->lognumtiles = 2;
pSky->horizfrac = 65536;
pSky->yscale = 65536;
parallaxtype = 2;
g_visibility = 1024;
if (currentLevel->gameflags & LEVEL_EX_ALTSOUND)
{
nSwitchSound = 35;
nStoneSound = 23;
nElevSound = 51;
nStopSound = 35;
}
else
{
nSwitchSound = 33;
nStoneSound = 23;
nElevSound = 23;
nStopSound = 66;
}
Mus_ResumeSaved();
}
}
END_PS_NS