2019-11-20 16:21:32 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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2019-11-22 23:11:37 +00:00
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#include "ns.h"
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2019-08-26 03:59:14 +00:00
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#include <stdio.h>
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2019-12-26 21:00:04 +00:00
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#include <stdarg.h>
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2020-08-18 08:28:19 +00:00
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#include "build.h"
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2020-04-12 06:08:31 +00:00
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#include "raze_music.h"
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2019-08-26 03:59:14 +00:00
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#include "engine.h"
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2019-12-26 21:00:04 +00:00
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#include "exhumed.h"
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#include "savegamehelp.h"
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2019-12-27 21:17:36 +00:00
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#include "sound.h"
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2020-08-23 14:24:54 +00:00
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#include "mapinfo.h"
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2019-08-26 03:59:14 +00:00
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2019-11-22 23:11:37 +00:00
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BEGIN_PS_NS
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2020-11-30 00:13:40 +00:00
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void SerializeState(FSerializer& arc);
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2020-11-29 23:47:53 +00:00
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void SerializeAnim(FSerializer& arc);
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2020-11-30 00:10:52 +00:00
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void SerializeBullet(FSerializer& arc);
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2020-11-30 00:07:14 +00:00
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void SerializeGun(FSerializer& arc);
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2020-11-30 00:08:19 +00:00
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void SerializeInit(FSerializer& arc);
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2020-11-29 23:51:56 +00:00
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void SerializeItems(FSerializer& arc);
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void SerializeMove(FSerializer& arc);
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2020-11-30 00:05:17 +00:00
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void SerializeLighting(FSerializer& arc);
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2020-11-29 23:49:25 +00:00
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void SerializeObjects(FSerializer& arc);
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2020-11-29 23:47:53 +00:00
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void SerializePlayer(FSerializer& arc);
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2020-11-29 23:29:34 +00:00
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void SerializeRa(FSerializer& arc);
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2020-11-29 23:23:57 +00:00
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void SerializeRand(FSerializer& arc);
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void SerializeRunList(FSerializer& arc);
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2020-11-29 23:18:32 +00:00
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void SerializeSequence(FSerializer& arc);
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void SerializeSnake(FSerializer& arc);
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2020-11-29 22:32:28 +00:00
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void SerializeSwitch(FSerializer& arc);
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void SerializeView(FSerializer& arc);
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2020-11-29 23:40:25 +00:00
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void SerializeQueen(FSerializer& arc);
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2020-11-29 19:39:27 +00:00
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void SerializeRat(FSerializer& arc);
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2020-11-29 18:15:59 +00:00
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void GameInterface::SerializeGameState(FSerializer& arc)
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{
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2020-12-10 19:25:20 +00:00
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if (arc.BeginObject("exhumed"))
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{
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SerializeState(arc);
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SerializeAnim(arc);
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SerializeBullet(arc);
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SerializeGun(arc);
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SerializeInit(arc);
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SerializeItems(arc);
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SerializeMove(arc);
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SerializeLighting(arc);
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SerializeObjects(arc);
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SerializePlayer(arc);
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SerializeRa(arc);
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SerializeRand(arc);
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SerializeRunList(arc);
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SerializeSequence(arc);
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SerializeSnake(arc);
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SerializeSwitch(arc);
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SerializeView(arc);
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2020-11-30 13:16:46 +00:00
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2020-12-10 19:25:20 +00:00
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SerializeQueen(arc);
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SerializeRat(arc);
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2021-11-07 20:45:51 +00:00
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arc.EndObject();
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2020-12-10 19:25:20 +00:00
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}
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if (arc.isReading())
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{
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2019-12-27 21:17:36 +00:00
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2020-12-10 19:25:20 +00:00
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// reset the sky in case it hasn't been done yet.
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psky_t* pSky = tileSetupSky(DEFAULTPSKY);
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pSky->tileofs[0] = 0;
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pSky->tileofs[1] = 0;
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pSky->tileofs[2] = 0;
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pSky->tileofs[3] = 0;
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pSky->yoffs = 256;
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2021-05-08 20:08:05 +00:00
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pSky->yoffs2 = 256;
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2020-12-10 19:25:20 +00:00
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pSky->lognumtiles = 2;
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pSky->horizfrac = 65536;
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pSky->yscale = 65536;
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parallaxtype = 2;
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g_visibility = 1024;
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2019-12-27 21:17:36 +00:00
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2021-05-02 13:54:19 +00:00
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if (currentLevel->gameflags & LEVEL_EX_ALTSOUND)
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2020-12-10 19:25:20 +00:00
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{
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nSwitchSound = 35;
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nStoneSound = 23;
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nElevSound = 51;
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nStopSound = 35;
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}
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else
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{
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nSwitchSound = 33;
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nStoneSound = 23;
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nElevSound = 23;
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nStopSound = 66;
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}
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Mus_ResumeSaved();
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}
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2019-12-26 21:00:04 +00:00
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}
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2019-11-22 23:11:37 +00:00
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END_PS_NS
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