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https://github.com/ZDoom/gzdoom.git
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64 lines
2.9 KiB
C++
64 lines
2.9 KiB
C++
#pragma once
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#include "serializer.h"
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class player_t;
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struct sector_t;
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struct line_t;
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struct side_t;
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struct vertex_t;
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struct ticcmd_t;
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struct usercmd_t;
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class PClassActor;
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struct FStrifeDialogueNode;
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struct FState;
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struct FDoorAnimation;
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struct FPolyObj;
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struct FInterpolator;
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struct FLevelLocals;
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class FDoomSerializer : public FSerializer
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{
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void CloseReaderCustom() override;
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public:
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FLevelLocals* Level;
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FDoomSerializer(FLevelLocals *l) : Level(l)
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{
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SetUniqueSoundNames();
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}
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FSerializer &Sprite(const char *key, int32_t &spritenum, int32_t *def) override;
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FSerializer& StatePointer(const char* key, void* ptraddr, bool *res) override;
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};
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FSerializer &SerializeArgs(FSerializer &arc, const char *key, int *args, int *defargs, int special);
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FSerializer &SerializeTerrain(FSerializer &arc, const char *key, int &terrain, int *def = nullptr);
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FSerializer& Serialize(FSerializer& arc, const char* key, char& value, char* defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, ticcmd_t &sid, ticcmd_t *def);
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FSerializer &Serialize(FSerializer &arc, const char *key, usercmd_t &cmd, usercmd_t *def);
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FSerializer &Serialize(FSerializer &arc, const char *key, FInterpolator &rs, FInterpolator *def);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, FPolyObj *&value, FPolyObj **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, sector_t *&value, sector_t **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, const FPolyObj *&value, const FPolyObj **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, const sector_t *&value, const sector_t **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, player_t *&value, player_t **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, line_t *&value, line_t **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, side_t *&value, side_t **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, vertex_t *&value, vertex_t **defval);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, PClassActor *&clst, PClassActor **def);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, FStrifeDialogueNode *&node, FStrifeDialogueNode **def);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, FString *&pstr, FString **def);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, FDoorAnimation *&pstr, FDoorAnimation **def);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, char *&pstr, char **def);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, FLevelLocals *&font, FLevelLocals **def);
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FSerializer &Serialize(FSerializer &arc, const char *key, FState *&state, FState **def, bool *retcode);
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template<> inline FSerializer &Serialize(FSerializer &arc, const char *key, FState *&state, FState **def)
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{
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return Serialize(arc, key, state, def, nullptr);
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}
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