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b7a7584059
These were creating a lot of search noise because local variables had the same name.
67 lines
1.8 KiB
C++
67 lines
1.8 KiB
C++
#pragma once
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#include "resourcefile.h"
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#include "build.h"
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#include "gamefuncs.h"
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#include "coreactor.h"
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// Savegame utilities
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class FileReader;
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extern int SaveVersion;
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int G_ValidateSavegame(FileReader &fr, FString *savetitle, bool formenu);
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void G_LoadGame(const char* filename, bool hidecon = false);
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void G_SaveGame(const char* fn, const char* desc);
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void G_DoSaveGame(bool okForQuicksave, bool forceQuicksave, const char* filename, const char* description);
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void G_DoLoadGame();
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void M_Autosave();
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template<> inline FSerializer& Serialize(FSerializer& arc, const char* keyname, sectortype*& w, sectortype** def)
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{
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assert(arc.isReading() || w == nullptr || (w >= §or[0] && w <= §or.Last()));
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int ndx = w ? sectindex(w) : -1;
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arc(keyname, ndx);
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w = !validSectorIndex(ndx) ? nullptr : §or[ndx];
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return arc;
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}
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template<> inline FSerializer& Serialize(FSerializer& arc, const char* keyname, walltype*& w, walltype** def)
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{
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int ndx = w ? wallindex(w) : -1;
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arc(keyname, ndx);
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w = !validWallIndex(ndx) ? nullptr : &wall[ndx];
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return arc;
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}
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template<class T>
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inline FSerializer& Serialize(FSerializer& arc, const char* keyname, THitInfo<T>& w, THitInfo<T>* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("sect", w.hitSector)
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("sprite", w.hitActor)
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("wall", w.hitWall)
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("x", w.hitpos.X)
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("y", w.hitpos.Y)
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("z", w.hitpos.Z)
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.EndObject();
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}
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return arc;
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}
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template<class T>
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inline FSerializer& Serialize(FSerializer& arc, const char* keyname, TCollision<T>& w, TCollision<T>* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("type", w.type);
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if (w.type == kHitWall) arc("index", w.hitWall);
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else if (w.type == kHitSprite) arc("index", w.hitActor);
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else if (w.type == kHitSector) arc("index", w.hitSector);
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else if (arc.isReading()) w.hitSector = nullptr;
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arc.EndObject();
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}
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return arc;
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}
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