//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 sirlemonhead, Nuke.YKT This file is part of PCExhumed. PCExhumed is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" #include #include #include "build.h" #include "raze_music.h" #include "engine.h" #include "exhumed.h" #include "mmulti.h" #include "savegamehelp.h" #include "sound.h" #include "mapinfo.h" BEGIN_PS_NS void SerializeAnim(FSerializer& arc); void SerializeBubbles(FSerializer& arc); void SerializeGun(FSerializer& arc); void SerializeItems(FSerializer& arc); void SerializeMove(FSerializer& arc); void SerializeLighting(FSerializer& arc); void SerializeObjects(FSerializer& arc); void SerializePlayer(FSerializer& arc); void SerializeRa(FSerializer& arc); void SerializeRand(FSerializer& arc); void SerializeRunList(FSerializer& arc); void SerializeSequence(FSerializer& arc); void SerializeSnake(FSerializer& arc); void SerializeSwitch(FSerializer& arc); void SerializeView(FSerializer& arc); void SerializeAnubis(FSerializer& arc); void SerializeFish(FSerializer& arc); void SerializeLavadude(FSerializer& arc); void SerializeLion(FSerializer& arc); void SerializeMummy(FSerializer& arc); void SerializeQueen(FSerializer& arc); void SerializeRat(FSerializer& arc); void SerializeRex(FSerializer& arc); void SerializeRoach(FSerializer& arc); void SerializeScorpion(FSerializer& arc); void SerializeSet(FSerializer& arc); void SerializeSpider(FSerializer& arc); void SerializeWasp(FSerializer& arc); void SaveTextureState(); void LoadTextureState(); static TArray sghelpers(TArray::NoInit); bool GameInterface::SaveGame() { for (auto sgh : sghelpers) sgh->Save(); SaveTextureState(); return 1; // CHECKME } void GameInterface::SerializeGameState(FSerializer& arc) { if (arc.BeginObject("exhumed")) { SerializeAnim(arc); SerializeBubbles(arc); SerializeGun(arc); SerializeItems(arc); SerializeMove(arc); SerializeLighting(arc); SerializeObjects(arc); SerializePlayer(arc); SerializeRa(arc); SerializeRand(arc); SerializeRunList(arc); SerializeSequence(arc); SerializeSnake(arc); SerializeSwitch(arc); SerializeView(arc); SerializeAnubis(arc); SerializeFish(arc); SerializeLavadude(arc); SerializeLion(arc); SerializeMummy(arc); SerializeQueen(arc); SerializeRat(arc); SerializeRex(arc); SerializeRoach(arc); SerializeScorpion(arc); SerializeSet(arc); SerializeSpider(arc); SerializeWasp(arc); } } bool GameInterface::LoadGame() { for (auto sgh : sghelpers) sgh->Load(); LoadTextureState(); FinishSavegameRead(); // reset the sky in case it hasn't been done yet. psky_t* pSky = tileSetupSky(DEFAULTPSKY); pSky->tileofs[0] = 0; pSky->tileofs[1] = 0; pSky->tileofs[2] = 0; pSky->tileofs[3] = 0; pSky->yoffs = 256; pSky->lognumtiles = 2; pSky->horizfrac = 65536; pSky->yscale = 65536; parallaxtype = 2; g_visibility = 2048; if (currentLevel->levelNumber > 15) { nSwitchSound = 35; nStoneSound = 23; nElevSound = 51; nStopSound = 35; } else { nSwitchSound = 33; nStoneSound = 23; nElevSound = 23; nStopSound = 66; } Mus_ResumeSaved(); return 1; // CHECKME } SavegameHelper::SavegameHelper(const char* name, ...) { Name = name; sghelpers.Push(this); va_list ap; va_start(ap, name); for(;;) { void* addr = va_arg(ap, void*); if (!addr) break; size_t size = va_arg(ap, size_t); Elements.Push(std::make_pair(addr, size)); } } void SavegameHelper::Load() { auto fr = ReadSavegameChunk(Name); if (!fr.isOpen()) return; for (auto& entry : Elements) { auto read = fr.Read(entry.first, entry.second); if (read != entry.second) I_Error("Save game read error in %s", Name.GetChars()); } } void SavegameHelper::Save() { auto fw = WriteSavegameChunk(Name); for (auto& entry : Elements) { auto write = fw->Write(entry.first, entry.second); if (write != entry.second) I_Error("Save game write error in %s", Name.GetChars()); } } END_PS_NS