raze/source/core/savegamehelp.h

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#pragma once
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#include "resourcefile.h"
#include "build.h"
extern FixedBitArray<MAXSPRITES> activeSprites;
// Savegame utilities
class FileReader;
FString G_BuildSaveName (const char *prefix);
int G_ValidateSavegame(FileReader &fr, FString *savetitle, bool formenu);
void G_LoadGame(const char* filename);
void G_SaveGame(const char* fn, const char* desc, bool ok4q, bool forceq);
void M_Autosave();
#define SAVEGAME_EXT ".dsave"
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inline FSerializer& Serialize(FSerializer& arc, const char* keyname, spritetype*& w, spritetype** def)
{
int ndx = w ? int(w - sprite) : -1;
arc(keyname, ndx);
w = ndx == -1 ? nullptr : sprite + ndx;
return arc;
}
inline FSerializer& Serialize(FSerializer& arc, const char* keyname, sectortype*& w, sectortype** def)
{
int ndx = w ? int(w - sector) : -1;
arc(keyname, ndx);
w = ndx == -1 ? nullptr : sector + ndx;
return arc;
}
inline FSerializer& Serialize(FSerializer& arc, const char* keyname, walltype*& w, walltype** def)
{
int ndx = w ? int(w - wall) : -1;
arc(keyname, ndx);
w = ndx == -1 ? nullptr : wall + ndx;
return arc;
}