- added savegame code.

This commit is contained in:
Christoph Oelckers 2020-10-29 18:26:45 +01:00
parent 453e273d0c
commit fca94d64ed
3 changed files with 240 additions and 1 deletions

View file

@ -35,6 +35,7 @@ set( PCH_SOURCES
src/whani.cpp src/whani.cpp
src/whfx.cpp src/whfx.cpp
src/whmap.cpp src/whmap.cpp
src/whldsv.cpp
src/whobj.cpp src/whobj.cpp
src/whplr.cpp src/whplr.cpp
src/whtag.cpp src/whtag.cpp

View file

@ -138,6 +138,14 @@ struct PLOCATION {
float horiz; float horiz;
}; };
extern int ihaveflag;
extern int justplayed;
extern int lopoint;
extern int walktoggle;
extern int runningtime;
extern int oldhoriz;
extern int gNameShowTime;
extern int killcnt, kills; extern int killcnt, kills;
extern int treasurescnt, treasuresfound; extern int treasurescnt, treasuresfound;
@ -350,6 +358,9 @@ extern int warpx, warpy, warpz, warpang;
extern short warpsect; extern short warpsect;
extern int scarytime; extern int scarytime;
extern int scarysize; extern int scarysize;
extern int thunderflash;
extern int thundertime;
void initlava(); void initlava();
void movelava(); void movelava();
@ -510,7 +521,7 @@ struct GameInterface : public ::GameInterface
bool CanSave() override; bool CanSave() override;
//bool StartGame(FNewGameStartup& gs) override; //bool StartGame(FNewGameStartup& gs) override;
//FSavegameInfo GetSaveSig() override; //FSavegameInfo GetSaveSig() override;
//void SerializeGameState(FSerializer& arc) override; void SerializeGameState(FSerializer& arc) override;
//void QuitToTitle() override; //void QuitToTitle() override;
FString GetCoordString() override; FString GetCoordString() override;
//void ExitFromMenu() override; //void ExitFromMenu() override;

View file

@ -0,0 +1,227 @@
#include "ns.h"
#include "wh.h"
#include "serializer.h"
#include "mmulti.h"
BEGIN_WH_NS
FSerializer& Serialize(FSerializer& arc, const char *key, SwingDoor& sw, SwingDoor* def)
{
if (arc.BeginObject(key))
{
arc.Array("wall", sw.wall, 8)
("sector", sw.sector)
("angopen", sw.angopen)
("angclosed", sw.angclosed)
("angopendir", sw.angopendir)
("ang", sw.ang)
("anginc", sw.anginc)
.Array("x", sw.x, 8)
.Array("y", sw.y, 8)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* key, PLAYER& sw, PLAYER* def)
{
if (arc.BeginObject(key))
{
arc("x", sw.x)
("y", sw.y)
("z", sw.z)
("ang", sw.ang)
("horiz", sw.horiz)
("jumphoriz", sw.jumphoriz)
("height", sw.height)
("hvel", sw.hvel)
("sector", sw.sector)
("oldsector", sw.oldsector)
("spritenum", sw.spritenum)
("keytoggle", sw.keytoggle)
("flags", sw.flags)
.Array("weapon", sw.weapon, countof(sw.weapon))
.Array("preenchantedweapon", sw.preenchantedweapon, countof(sw.preenchantedweapon))
.Array("ammo", sw.ammo, countof(sw.ammo))
.Array("preenchantedammo", sw.preenchantedammo, countof(sw.preenchantedammo))
.Array("orbammo", sw.orbammo, countof(sw.orbammo))
.Array("treasure", sw.treasure, countof(sw.treasure))
.Array("orbactive", sw.orbactive, countof(sw.orbactive))
.Array("orb", sw.orb, countof(sw.orb))
.Array("potion", sw.potion, countof(sw.potion))
("lvl", sw.lvl)
("score", sw.score)
("health", sw.health)
("maxhealth", sw.maxhealth)
("armor", sw.armor)
("armortype", sw.armortype)
("onsomething", sw.onsomething)
("fallz", sw.fallz)
("dead", sw.dead)
("turnaround", sw.turnAround)
("shadowtime", sw.shadowtime)
("helmettime", sw.helmettime)
("scoretime", sw.scoretime)
("vampiretime", sw.vampiretime)
("selectedgun", sw.selectedgun)
("currweapon", sw.currweapon)
("currweapontics", sw.currweapontics)
("currweaponanim", sw.currweaponanim)
("currweaponframe", sw.currweaponframe)
("currweaponfired", sw.currweaponfired)
("currweaponattackstyle", sw.currweaponattackstyle)
("currweaponflip", sw.currweaponflip)
("hasshot", sw.hasshot)
("currentpotion", sw.currentpotion)
("strongtime", sw.strongtime)
("invisibletime", sw.invisibletime)
("manatime", sw.manatime)
("orbshot", sw.orbshot)
("spellbooktics", sw.spellbooktics)
("spellbook", sw.spellbook)
("spellbookframe", sw.spellbookframe)
("spellbookflip", sw.spellbookflip)
("nightglowtime", sw.nightglowtime)
("showbook", sw.showbook)
("showbooktype", sw.showbooktype)
("showbookflip", sw.showbookflip)
("showbookanim", sw.showbookanim)
("currentorb", sw.currentorb)
("spelltime", sw.spelltime)
("shieldpoints", sw.shieldpoints)
("shieldtype", sw.shieldtype)
("poisoned", sw.poisoned)
("poisontime", sw.poisontime)
("shockme", sw.shockme)
("invincibletime", sw.invincibletime)
("spiked", sw.spiked)
("spiketics", sw.spiketics)
("spikeframe", sw.spikeframe)
("currspikeframe", sw.currspikeframe)
("godMode", sw.godMode)
("noclip", sw.noclip)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* key, ANIMATION& sw, ANIMATION* def)
{
if (arc.BeginObject(key))
{
arc("id", sw.id)
("type", sw.type)
("goal", sw.goal)
("vel", sw.vel)
("acc", sw.acc)
.EndObject();
}
return arc;
}
void SerializeSectorData(FSerializer& arc)
{
if (arc.BeginObject("sectordata"))
{
arc("skypancnt", skypancnt)
.Array("skypanlist", skypanlist, skypancnt)
("lavadrylandcnt", lavadrylandcnt)
.Array("lavadrylandsector", lavadrylandsector, lavadrylandcnt)
("dragsectorcnt", dragsectorcnt)
.Array("dragsectorlist", dragsectorlist, dragsectorcnt)
.Array("dragxdir", dragxdir, dragsectorcnt)
.Array("dragydir", dragydir, dragsectorcnt)
.Array("dragx1", dragx1, dragsectorcnt)
.Array("dragy1", dragy1, dragsectorcnt)
.Array("dragx2", dragx2, dragsectorcnt)
.Array("dragy2", dragy2, dragsectorcnt)
.Array("dragfloorz", dragfloorz, dragsectorcnt)
("bobbingsectorcnt", bobbingsectorcnt)
.Array("bobbingsectorlist", bobbingsectorlist, bobbingsectorcnt)
("warpsectorcnt", warpsectorcnt)
.Array("warpsectorlist", warpsectorlist, warpsectorcnt)
("xpanningsectorcnt", xpanningsectorcnt)
.Array("xpanningsectorlist", xpanningsectorlist, xpanningsectorcnt)
("ypanningwallcnt", ypanningwallcnt)
.Array("ypanningwalllist", ypanningwalllist, ypanningwallcnt)
("floorpanningcnt", floorpanningcnt)
.Array("floorpanninglist", floorpanninglist, floorpanningcnt)
("swingcnt", swingcnt)
.Array("swingdoor", swingdoor, swingcnt)
("revolvecnt", revolvecnt)
.Array("revolvesector", revolvesector, revolvecnt)
.Array("revolveang", revolveang, revolvecnt)
.Array("revolvepivotx", revolvepivotx, revolvecnt)
.Array("revolvepivoty", revolvepivoty, revolvecnt)
.Array("revolvex", &revolvex[0][0], revolvecnt * 32)
.Array("revolvey", &revolvey[0][0], revolvecnt * 32)
.Array("revolveclip", revolveclip, countof(revolveclip))
("ironbarscnt", ironbarscnt)
.Array("ironbarsector", ironbarsector, ironbarscnt)
.Array("ironbarsgoal", ironbarsgoal, ironbarscnt)
.Array("ironbarsgoal1", ironbarsgoal1, ironbarscnt)
.Array("ironbarsgoal2", ironbarsgoal2, ironbarscnt)
.Array("ironbarsdone", ironbarsdone, ironbarscnt)
.Array("ironbarsanim", ironbarsanim, ironbarscnt)
.EndObject();
}
}
void SerializeStuff(FSerializer& arc)
{
if (arc.BeginObject("stuff"))
{
arc("kills", kills)
("killcnt", killcnt)
("treasurescnt", treasurescnt)
("treasuresfound", treasuresfound)
("lockclock", lockclock)
//("visibility", visibility)
("thunderflash", thunderflash)
("thundertine", thundertime)
("dropshieldcnt", dropshieldcnt)
("droptheshield", droptheshield)
("floormirrorcnt", floormirrorcnt)
.Array("floormirrorsector", floormirrorsector, floormirrorcnt)
.Array("arrowsprite", arrowsprite, countof(arrowsprite))
.Array("ceilingshadearray", ceilingshadearray, numsectors)
.Array("floorshadearray", floorshadearray, numsectors)
.Array("wallshadearray", wallshadearray, numwalls)
.Array("players", player, numplayers)
("numanimates", gAnimationCount)
.Array("animationdata", gAnimationData, gAnimationCount)
.EndObject();
}
if (arc.isReading())
{
for (int i = gAnimationCount - 1; i >= 0; i--)
{
ANIMATION& gAnm = gAnimationData[i];
switch (gAnm.type)
{
case WALLX:
case WALLY:
//game.pInt.setwallinterpolate(gAnm.id, (WALL)object);
break;
case FLOORZ:
//game.pInt.setfloorinterpolate(gAnm.id, (SECTOR)object);
break;
case CEILZ:
//game.pInt.setceilinterpolate(gAnm.id, (SECTOR)object);
break;
}
}
}
}
void GameInterface::SerializeGameState(FSerializer& arc)
{
SerializeSectorData(arc);
SerializeStuff(arc);
}
END_WH_NS