#pragma once #include "resourcefile.h" #include "build.h" #include "gamefuncs.h" #include "coreactor.h" #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) { assert(arc.isReading() || w == nullptr || (w >= §or[0] && w <= §or.Last())); int ndx = w ? sectindex(w) : -1; arc(keyname, ndx); w = !validSectorIndex(ndx) ? nullptr : §or[ndx]; return arc; } template<> inline FSerializer& Serialize(FSerializer& arc, const char* keyname, walltype*& w, walltype** def) { int ndx = w ? wallindex(w) : -1; arc(keyname, ndx); w = !validWallIndex(ndx) ? nullptr : &wall[ndx]; return arc; } template inline FSerializer& Serialize(FSerializer& arc, const char* keyname, THitInfo& w, THitInfo* def) { if (arc.BeginObject(keyname)) { arc("sect", w.hitSector) ("sprite", w.hitActor) ("wall", w.hitWall) ("x", w.hitpos.X) ("y", w.hitpos.Y) ("z", w.hitpos.Z) .EndObject(); } return arc; } template inline FSerializer& Serialize(FSerializer& arc, const char* keyname, TCollision& w, TCollision* 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; }