raze/source/core/savegamehelp.h

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#pragma once
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#include "resourcefile.h"
#include "build.h"
#include "gamefuncs.h"
#include "coreactor.h"
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#include "serializer_raze.h"
// Savegame utilities
extern int SaveVersion;
int G_ValidateSavegame(FileReader &fr, FString *savetitle, bool formenu);
void G_LoadGame(const char* filename, bool hidecon = false);
void G_SaveGame(const char* fn, const char* desc);
void G_DoSaveGame(bool okForQuicksave, bool forceQuicksave, const char* filename, const char* description);
void G_DoLoadGame();
void M_Autosave();
template<> inline FSerializer& Serialize(FSerializer& arc, const char* keyname, sectortype*& w, sectortype** def)
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{
assert(arc.isReading() || w == nullptr || (w >= &sector[0] && w <= &sector.Last()));
int ndx = w ? sectindex(w) : -1;
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arc(keyname, ndx);
w = !validSectorIndex(ndx) ? nullptr : &sector[ndx];
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return arc;
}
template<> inline FSerializer& Serialize(FSerializer& arc, const char* keyname, walltype*& w, walltype** def)
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{
int ndx = w ? wallindex(w) : -1;
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arc(keyname, ndx);
w = !validWallIndex(ndx) ? nullptr : &wall[ndx];
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return arc;
}
template<class T>
inline FSerializer& Serialize(FSerializer& arc, const char* keyname, THitInfo<T>& w, THitInfo<T>* def)
{
if (arc.BeginObject(keyname))
{
arc("sect", w.hitSector)
("sprite", w.hitActor)
("wall", w.hitWall)
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("x", w.hitpos.X)
("y", w.hitpos.Y)
("z", w.hitpos.Z)
.EndObject();
}
return arc;
}
template<class T>
inline FSerializer& Serialize(FSerializer& arc, const char* keyname, TCollision<T>& w, TCollision<T>* def)
{
if (arc.BeginObject(keyname))
{
arc("type", w.type);
if (w.type == kHitWall) arc("index", w.hitWall);
else if (w.type == kHitSprite) arc("index", w.hitActor);
else if (w.type == kHitSector) arc("index", w.hitSector);
else if (arc.isReading()) w.hitSector = nullptr;
arc.EndObject();
}
return arc;
}