mirror of
https://github.com/ZDoom/Raze.git
synced 2025-05-31 17:31:00 +00:00
- save sectors and walls as JSON
This is not optimized yet so saves are a bit larger than necessary.
This commit is contained in:
parent
cb8d2eb94c
commit
fd31da3115
3 changed files with 103 additions and 49 deletions
|
@ -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));
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue