- save sectors and walls as JSON

This is not optimized yet so saves are a bit larger than necessary.
This commit is contained in:
Christoph Oelckers 2020-10-11 18:10:52 +02:00
parent cb8d2eb94c
commit fd31da3115
3 changed files with 103 additions and 49 deletions

View file

@ -62,6 +62,7 @@ void LoadEngineState();
void SaveEngineState();
void WriteSavePic(FileWriter* file, int width, int height);
extern FString BackupSaveGame;
void SerializeMap(FSerializer &arc);
CVAR(String, cl_savedir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
@ -73,6 +74,7 @@ CVAR(String, cl_savedir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
static void SerializeSession(FSerializer& arc)
{
SerializeMap(arc);
SerializeStatistics(arc);
SECRET_Serialize(arc);
Mus_Serialize(arc);
@ -458,15 +460,89 @@ void CheckMagic(FileReader& fr)
#endif
}
#define V(x) x
static spritetype zsp;
static sectortype zsec;
static walltype zwal;
FSerializer &Serialize(FSerializer &arc, const char *key, sectortype &c, sectortype *def)
{
def = &zsec;
if (arc.isReading()) c = {};
if (arc.BeginObject(key))
{
arc("wallptr", c.wallptr, def->wallptr)
("wallnum", c.wallnum, def->wallnum)
("ceilingz", c.ceilingz, def->ceilingz)
("floorz", c.floorz, def->floorz)
("ceilingstat", c.ceilingstat, def->ceilingstat)
("floorstat", c.floorstat, def->floorstat)
("ceilingpicnum", c.ceilingpicnum, def->ceilingpicnum)
("ceilingheinum", c.ceilingheinum, def->ceilingheinum)
("ceilingshade", c.ceilingshade, def->ceilingshade)
("ceilingpal", c.ceilingpal, def->ceilingpal)
("ceilingxpanning", c.ceilingxpanning, def->ceilingxpanning)
("ceilingypanning", c.ceilingypanning, def->ceilingypanning)
("floorpicnum", c.floorpicnum, def->floorpicnum)
("floorheinum", c.floorheinum, def->floorheinum)
("floorshade", c.floorshade, def->floorshade)
("floorpal", c.floorpal, def->floorpal)
("floorxpanning", c.floorxpanning, def->floorxpanning)
("floorypanning", c.floorypanning, def->floorypanning)
("visibility", c.visibility, def->visibility)
("fogpal", c.fogpal, def->fogpal)
("lotag", c.lotag, def->lotag)
("hitag", c.hitag, def->hitag)
("extra", c.extra, def->extra)
.EndObject();
}
return arc;
}
FSerializer &Serialize(FSerializer &arc, const char *key, walltype &c, walltype *def)
{
def = &zwal;
if (arc.isReading()) c = {};
if (arc.BeginObject(key))
{
arc("x", c.x, def->x)
("y", c.y, def->y)
("point2", c.point2, def->point2)
("nextwall", c.nextwall, def->nextwall)
("nextsector", c.nextsector, def->nextsector)
("cstat", c.cstat, def->cstat)
("picnum", c.picnum, def->picnum)
("overpicnum", c.overpicnum, def->overpicnum)
("shade", c.shade, def->shade)
("pal", c.pal, def->pal)
("xrepeat", c.xrepeat, def->xrepeat)
("yrepeat", c.yrepeat, def->yrepeat)
("xpanning", c.xpanning, def->xpanning)
("ypanning", c.ypanning, def->ypanning)
("lotag", c.lotag, def->lotag)
("hitag", c.hitag, def->hitag)
("extra", c.extra, def->extra)
.EndObject();
}
return arc;
}
void SerializeMap(FSerializer& arc)
{
if (arc.BeginObject("engine"))
{
arc ("numsectors", numsectors)
.Array("sectors", sector, numsectors)
("numwalls", numwalls)
.Array("walls", wall, numwalls)
.EndObject();
}
}
void SaveEngineState()
{
auto fw = WriteSavegameChunk("engine.bin");
fw->Write(&numsectors, sizeof(numsectors));
fw->Write(sector, sizeof(sectortype) * numsectors);
WriteMagic(fw);
fw->Write(&numwalls, sizeof(numwalls));
fw->Write(wall, sizeof(walltype) * numwalls);
WriteMagic(fw);
fw->Write(sprite, sizeof(spritetype) * MAXSPRITES);
WriteMagic(fw);
fw->Write(headspritesect, sizeof(headspritesect));
@ -515,16 +591,8 @@ void LoadEngineState()
auto fr = ReadSavegameChunk("engine.bin");
if (fr.isOpen())
{
memset(sector, 0, sizeof(sector[0]) * MAXSECTORS);
memset(wall, 0, sizeof(wall[0]) * MAXWALLS);
memset(sprite, 0, sizeof(sprite[0]) * MAXSPRITES);
fr.Read(&numsectors, sizeof(numsectors));
fr.Read(sector, sizeof(sectortype) * numsectors);
CheckMagic(fr);
fr.Read(&numwalls, sizeof(numwalls));
fr.Read(wall, sizeof(walltype) * numwalls);
CheckMagic(fr);
fr.Read(sprite, sizeof(spritetype) * MAXSPRITES);
CheckMagic(fr);
fr.Read(headspritesect, sizeof(headspritesect));