Esempio n. 1
0
static void saveg_read_thinker_t(thinker_t *str)
{
    // struct thinker_s* prev;
    str->prev = saveg_readp();

    // struct thinker_s* next;
    str->next = saveg_readp();

    // think_t function;
    saveg_read_think_t(&str->function);
}
Esempio n. 2
0
static void saveg_read_player_t(player_t *str)
{
    int i;

    // mobj_t* mo;
    str->mo = saveg_readp();

    // playerstate_t playerstate;
    str->playerstate = saveg_read_enum();

    // ticcmd_t cmd;
    saveg_read_ticcmd_t(&str->cmd);

    // fixed_t viewz;
    str->viewz = saveg_read32();

    // fixed_t viewheight;
    str->viewheight = saveg_read32();

    // fixed_t deltaviewheight;
    str->deltaviewheight = saveg_read32();

    // fixed_t bob;
    str->bob = saveg_read32();

    // int health;
    str->health = saveg_read32();

    // int armorpoints;
    str->armorpoints = saveg_read32();

    // int armortype;
    str->armortype = saveg_read32();

    // int powers[NUMPOWERS];
    for (i=0; i<NUMPOWERS; ++i)
    {
        str->powers[i] = saveg_read32();
    }

    // boolean cards[NUMCARDS];
    for (i=0; i<NUMCARDS; ++i)
    {
        str->cards[i] = saveg_read32();
    }

    // boolean backpack;
    str->backpack = saveg_read32();

    // int frags[MAXPLAYERS];
    for (i=0; i<MAXPLAYERS; ++i)
    {
        str->frags[i] = saveg_read32();
    }

    // weapontype_t readyweapon;
    str->readyweapon = saveg_read_enum();

    // weapontype_t pendingweapon;
    str->pendingweapon = saveg_read_enum();

    // boolean weaponowned[NUMWEAPONS];
    for (i=0; i<NUMWEAPONS; ++i)
    {
        str->weaponowned[i] = saveg_read32();
    }

    // int ammo[NUMAMMO];
    for (i=0; i<NUMAMMO; ++i)
    {
        str->ammo[i] = saveg_read32();
    }

    // int maxammo[NUMAMMO];
    for (i=0; i<NUMAMMO; ++i)
    {
        str->maxammo[i] = saveg_read32();
    }

    // int attackdown;
    str->attackdown = saveg_read32();

    // int usedown;
    str->usedown = saveg_read32();

    // int cheats;
    str->cheats = saveg_read32();

    // int refire;
    str->refire = saveg_read32();

    // int killcount;
    str->killcount = saveg_read32();

    // int itemcount;
    str->itemcount = saveg_read32();

    // int secretcount;
    str->secretcount = saveg_read32();

    // char* message;
    str->message = saveg_readp();

    // int damagecount;
    str->damagecount = saveg_read32();

    // int bonuscount;
    str->bonuscount = saveg_read32();

    // mobj_t* attacker;
    str->attacker = saveg_readp();

    // int extralight;
    str->extralight = saveg_read32();

    // int fixedcolormap;
    str->fixedcolormap = saveg_read32();

    // int colormap;
    str->colormap = saveg_read32();

    // pspdef_t psprites[NUMPSPRITES];
    for (i=0; i<NUMPSPRITES; ++i)
    {
        saveg_read_pspdef_t(&str->psprites[i]);
    }

    // boolean didsecret;
    str->didsecret = saveg_read32();
}
Esempio n. 3
0
static void saveg_read_mobj_t(mobj_t *str)
{
    int pl;

    // thinker_t thinker;
    saveg_read_thinker_t(&str->thinker);

    // fixed_t x;
    str->x = saveg_read32();

    // fixed_t y;
    str->y = saveg_read32();

    // fixed_t z;
    str->z = saveg_read32();

    // struct mobj_s* snext;
    str->snext = saveg_readp();

    // struct mobj_s* sprev;
    str->sprev = saveg_readp();

    // angle_t angle;
    str->angle = saveg_read32();

    // spritenum_t sprite;
    str->sprite = saveg_read_enum();

    // int frame;
    str->frame = saveg_read32();

    // struct mobj_s* bnext;
    str->bnext = saveg_readp();

    // struct mobj_s* bprev;
    str->bprev = saveg_readp();

    // struct subsector_s* subsector;
    str->subsector = saveg_readp();

    // fixed_t floorz;
    str->floorz = saveg_read32();

    // fixed_t ceilingz;
    str->ceilingz = saveg_read32();

    // fixed_t radius;
    str->radius = saveg_read32();

    // fixed_t height;
    str->height = saveg_read32();

    // fixed_t momx;
    str->momx = saveg_read32();

    // fixed_t momy;
    str->momy = saveg_read32();

    // fixed_t momz;
    str->momz = saveg_read32();

    // int validcount;
    str->validcount = saveg_read32();

    // mobjtype_t type;
    str->type = saveg_read_enum();

    // mobjinfo_t* info;
    str->info = saveg_readp();

    // int tics;
    str->tics = saveg_read32();

    // state_t* state;
    str->state = &states[saveg_read32()];

    // int flags;
    str->flags = saveg_read32();

    // int health;
    str->health = saveg_read32();

    // int movedir;
    str->movedir = saveg_read32();

    // int movecount;
    str->movecount = saveg_read32();

    // struct mobj_s* target;
    str->target = saveg_readp();

    // int reactiontime;
    str->reactiontime = saveg_read32();

    // int threshold;
    str->threshold = saveg_read32();

    // struct player_s* player;
    pl = saveg_read32();

    if (pl > 0)
    {
        str->player = &players[pl - 1];
        str->player->mo = str;
    }
    else
    {
        str->player = NULL;
    }

    // int lastlook;
    str->lastlook = saveg_read32();

    // mapthing_t spawnpoint;
    saveg_read_mapthing_t(&str->spawnpoint);

    // struct mobj_s* tracer;
    str->tracer = saveg_readp();
}
Esempio n. 4
0
static void saveg_read_actionf_t(actionf_t *str)
{
    // actionf_p1 acp1;
    str->acp1 = saveg_readp();
}
Esempio n. 5
0
static void saveg_read_player_t(player_t *str)
{
    int i;

    // mobj_t* mo;
    str->mo = saveg_readp();

    // playerstate_t playerstate;
    str->playerstate = saveg_read_enum();

    // ticcmd_t cmd;
    saveg_read_ticcmd_t(&str->cmd);

    // fixed_t viewz;
    str->viewz = saveg_read32();

    // fixed_t viewheight;
    str->viewheight = saveg_read32();

    // fixed_t deltaviewheight;
    str->deltaviewheight = saveg_read32();

    // fixed_t bob;
    str->bob = saveg_read32();

    // int health;
    str->health = saveg_read32();

    // int armorpoints;
    str->armorpoints = saveg_read16(); // [STRIFE] 32 -> 16

    // int armortype;
    str->armortype = saveg_read16(); // [STRIFE] 32 -> 16

    // int powers[NUMPOWERS];
    for (i=0; i<NUMPOWERS; ++i)
    {
        str->powers[i] = saveg_read32();
    }

    // int sigiltype;
    str->sigiltype = saveg_read32(); // [STRIFE]

    // int nukagecount;
    str->nukagecount = saveg_read32(); // [STRIFE]

    // int questflags;
    str->questflags = saveg_read32(); // [STRIFE]

    // int pitch;
    str->pitch = saveg_read32(); // [STRIFE]

    // int centerview;
    str->centerview = saveg_read32(); // [STRIFE]

    // inventory_t inventory[NUMINVENTORY];
    for(i = 0; i < NUMINVENTORY; i++)
    {
        saveg_read_inventory_t(&(str->inventory[i])); // [STRIFE]
    }

    // int st_update;
    str->st_update = saveg_read32(); // [STRIFE]

    // short numinventory;
    str->numinventory = saveg_read16(); // [STRIFE]

    // short inventorycursor;
    str->inventorycursor = saveg_read16(); // [STRIFE]

    // short accuracy;
    str->accuracy = saveg_read16(); // [STRIFE]

    // short stamina;
    str->stamina = saveg_read16(); // [STRIFE]

    // boolean cards[NUMCARDS];
    for (i=0; i<NUMCARDS; ++i)
    {
        str->cards[i] = saveg_read32();
    }

    // boolean backpack;
    str->backpack = saveg_read32();

    // int attackdown;
    str->attackdown = saveg_read32();

    // int usedown;
    str->usedown = saveg_read32();

    // int inventorydown;
    str->inventorydown = saveg_read32(); // [STRIFE]

    // int frags[MAXPLAYERS];
    for (i=0; i<MAXPLAYERS; ++i)
    {
        str->frags[i] = saveg_read32();
    }

    // weapontype_t readyweapon;
    str->readyweapon = saveg_read_enum();

    // weapontype_t pendingweapon;
    str->pendingweapon = saveg_read_enum();

    // boolean weaponowned[NUMWEAPONS];
    for (i=0; i<NUMWEAPONS; ++i)
    {
        str->weaponowned[i] = saveg_read32();
    }

    // int ammo[NUMAMMO];
    for (i=0; i<NUMAMMO; ++i)
    {
        str->ammo[i] = saveg_read32();
    }

    // int maxammo[NUMAMMO];
    for (i=0; i<NUMAMMO; ++i)
    {
        str->maxammo[i] = saveg_read32();
    }

    // int cheats;
    str->cheats = saveg_read32();

    // int refire;
    str->refire = saveg_read32();

    // short killcount;
    str->killcount = saveg_read16(); // [STRIFE] 32 -> 16

    // haleyjd 08/30/10 [STRIFE] No itemcount.
    // int itemcount;
    //str->itemcount = saveg_read32();

    // haleyjd 08/30/10 [STRIFE] No secretcount.
    // int secretcount;
    //str->secretcount = saveg_read32();

    // char* message;
    str->message = saveg_readp();

    // int damagecount;
    str->damagecount = saveg_read32();

    // int bonuscount;
    str->bonuscount = saveg_read32();

    // mobj_t* attacker;
    str->attacker = saveg_readp();

    // int extralight;
    str->extralight = saveg_read32();

    // int fixedcolormap;
    str->fixedcolormap = saveg_read32();

    // int colormap; - [STRIFE] no such field
    //str->colormap = saveg_read32();

    // short allegiance;
    str->allegiance = saveg_read16(); // [STRIFE]

    // pspdef_t psprites[NUMPSPRITES];
    for (i=0; i<NUMPSPRITES; ++i)
    {
        saveg_read_pspdef_t(&str->psprites[i]);
    }

    // int mapstate[40];
    for(i = 0; i < 40; ++i) // [STRIFE]
    {
        str->mapstate[i] = saveg_read32();
    }

    // haleyjd 08/30/10: [STRIFE] No intermission, no didsecret.
    // boolean didsecret;
    //str->didsecret = saveg_read32();
}