raze/source/core/savegamehelp.h
Christoph Oelckers 9dd9dc8efd - handle savegame loads like GZDoom.
They are synchronized with the game loop and should not be initiated directly from the menu.
2021-05-12 00:31:49 +02:00

47 lines
1.2 KiB
C++

#pragma once
#include "resourcefile.h"
#include "build.h"
extern FixedBitArray<MAXSPRITES> activeSprites;
// Savegame utilities
class FileReader;
FString G_BuildSaveName (const char *prefix);
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();
#define SAVEGAME_EXT ".dsave"
inline FSerializer& Serialize(FSerializer& arc, const char* keyname, spritetype*& w, spritetype** def)
{
int ndx = w ? int(w - sprite) : -1;
arc(keyname, ndx);
w = ndx == -1 ? nullptr : sprite + ndx;
return arc;
}
inline FSerializer& Serialize(FSerializer& arc, const char* keyname, sectortype*& w, sectortype** def)
{
int ndx = w ? int(w - sector) : -1;
arc(keyname, ndx);
w = ndx == -1 ? nullptr : sector + ndx;
return arc;
}
inline FSerializer& Serialize(FSerializer& arc, const char* keyname, walltype*& w, walltype** def)
{
int ndx = w ? int(w - wall) : -1;
arc(keyname, ndx);
w = ndx == -1 ? nullptr : wall + ndx;
return arc;
}