raze/source/exhumed/src/save.cpp

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//-------------------------------------------------------------------------
/*
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 "save.h"
#include <stdio.h>
#include <stdarg.h>
#include "init.h"
2019-11-13 20:06:48 +00:00
//#include <fcntl.h>
//#include <sys/stat.h>
//#include <io.h>
#include "engine.h"
#include "exhumed.h"
#include "mmulti.h"
#include "savegamehelp.h"
BEGIN_PS_NS
void SaveTextureState();
void LoadTextureState();
static TArray<SavegameHelper*> sghelpers(TArray<SavegameHelper*>::NoInit);
bool GameInterface::SaveGame(FSaveGameNode* sv)
{
OpenSaveGameForWrite(sv->Filename);
// workaround until the level info here has been transitioned.
G_WriteSaveHeader(sv->SaveTitle);
auto fw = WriteSavegameChunk("engine");
fw->Write(&numsectors, sizeof(numsectors));
fw->Write(sector, sizeof(sectortype) * numsectors);
fw->Write(&numwalls, sizeof(numwalls));
fw->Write(wall, sizeof(walltype) * numwalls);
fw->Write(sprite, sizeof(spritetype) * kMaxSprites);
fw->Write(headspritesect, sizeof(headspritesect));
fw->Write(prevspritesect, sizeof(prevspritesect));
fw->Write(nextspritesect, sizeof(nextspritesect));
fw->Write(headspritestat, sizeof(headspritestat));
fw->Write(prevspritestat, sizeof(prevspritestat));
fw->Write(nextspritestat, sizeof(nextspritestat));
fw->Write(&tailspritefree, sizeof(tailspritefree));
fw->Write(&myconnectindex, sizeof(myconnectindex));
fw->Write(&connecthead, sizeof(connecthead));
fw->Write(connectpoint2, sizeof(connectpoint2));
fw->Write(&numframes, sizeof(numframes));
fw->Write(&randomseed, sizeof(randomseed));
fw->Write(&numshades, sizeof(numshades));
fw->Write(&g_visibility, sizeof(g_visibility));
fw->Write(&parallaxtype, sizeof(parallaxtype));
fw->Write(&parallaxyoffs_override, sizeof(parallaxyoffs_override));
fw->Write(&parallaxyscale_override, sizeof(parallaxyscale_override));
fw->Write(&pskybits_override, sizeof(pskybits_override));
fw->Write(show2dwall, sizeof(show2dwall));
fw->Write(show2dsprite, sizeof(show2dsprite));
fw->Write(show2dsector, sizeof(show2dsector));
for (auto sgh : sghelpers) sgh->Save();
SaveTextureState();
FinishSavegameWrite();
return 1; // CHECKME
}
bool GameInterface::LoadGame(FSaveGameNode* sv)
{
OpenSaveGameForRead(sv->Filename);
auto fr = ReadSavegameChunk("engine");
if (fr.isOpen())
{
fr.Read(&numsectors, sizeof(numsectors));
fr.Read(sector, sizeof(sectortype) * numsectors);
fr.Read(&numwalls, sizeof(numwalls));
fr.Read(wall, sizeof(walltype) * numwalls);
fr.Read(sprite, sizeof(spritetype) * kMaxSprites);
fr.Read(headspritesect, sizeof(headspritesect));
fr.Read(prevspritesect, sizeof(prevspritesect));
fr.Read(nextspritesect, sizeof(nextspritesect));
fr.Read(headspritestat, sizeof(headspritestat));
fr.Read(prevspritestat, sizeof(prevspritestat));
fr.Read(nextspritestat, sizeof(nextspritestat));
fr.Read(&tailspritefree, sizeof(tailspritefree));
fr.Read(&myconnectindex, sizeof(myconnectindex));
fr.Read(&connecthead, sizeof(connecthead));
fr.Read(connectpoint2, sizeof(connectpoint2));
fr.Read(&numframes, sizeof(numframes));
fr.Read(&randomseed, sizeof(randomseed));
fr.Read(&numshades, sizeof(numshades));
fr.Read(&g_visibility, sizeof(g_visibility));
fr.Read(&parallaxtype, sizeof(parallaxtype));
fr.Read(&parallaxyoffs_override, sizeof(parallaxyoffs_override));
fr.Read(&parallaxyscale_override, sizeof(parallaxyscale_override));
fr.Read(&pskybits_override, sizeof(pskybits_override));
fr.Read(show2dwall, sizeof(show2dwall));
fr.Read(show2dsprite, sizeof(show2dsprite));
fr.Read(show2dsector, sizeof(show2dsector));
}
for (auto sgh : sghelpers) sgh->Load();
LoadTextureState();
FinishSavegameRead();
// reset the sky in case it hasn't been done yet.
psky_t* pSky = tileSetupSky(0);
pSky->tileofs[0] = 0;
pSky->tileofs[1] = 0;
pSky->tileofs[2] = 0;
pSky->tileofs[3] = 0;
pSky->yoffs = 256;
pSky->lognumtiles = 2;
pSky->horizfrac = 65536;
pSky->yscale = 65536;
parallaxtype = 2;
g_visibility = 2048;
ototalclock = totalclock;
return 1; // CHECKME
}
SavegameHelper::SavegameHelper(const char* name, ...)
{
Name = name;
sghelpers.Push(this);
va_list ap;
va_start(ap, name);
for(;;)
{
void* addr = va_arg(ap, void*);
if (!addr) break;
size_t size = va_arg(ap, size_t);
Elements.Push(std::make_pair(addr, size));
}
}
void SavegameHelper::Load()
{
auto fr = ReadSavegameChunk(Name);
for (auto& entry : Elements)
{
auto read = fr.Read(entry.first, entry.second);
if (read != entry.second) I_Error("Save game read error in %s", Name.GetChars());
}
}
void SavegameHelper::Save()
{
auto fw = WriteSavegameChunk(Name);
for (auto& entry : Elements)
{
auto write = fw->Write(entry.first, entry.second);
if (write != entry.second) I_Error("Save game write error in %s", Name.GetChars());
}
}
END_PS_NS