int FTextureManager::ReadTexture (FArchive &arc) { int usetype; const char *name; name = arc.ReadName (); if (name != NULL) { usetype = arc.ReadCount (); return GetTexture (name, usetype).GetIndex(); } else return -1; }
static void SerializeStatistics(FArchive &arc) { FString startlevel; int i = LevelData.Size(); arc << i; if (arc.IsLoading()) { arc << startlevel; StartEpisode = NULL; for(unsigned int j=0;j<AllEpisodes.Size();j++) { if (!AllEpisodes[j].mEpisodeMap.CompareNoCase(startlevel)) { StartEpisode = &AllEpisodes[j]; break; } } LevelData.Resize(i); } else { if (StartEpisode != NULL) startlevel = StartEpisode->mEpisodeMap; arc << startlevel; } for(int j = 0; j < i; j++) { OneLevel &l = LevelData[j]; arc << l.totalkills << l.killcount << l.totalsecrets << l.secretcount << l.leveltime; if (arc.IsStoring()) arc.WriteName(l.levelname); else strcpy(l.levelname, arc.ReadName()); } }
void G_SerializeLevel (FArchive &arc, bool hubLoad) { int i = level.totaltime; Renderer->StartSerialize(arc); arc << level.flags << level.flags2 << level.fadeto << level.found_secrets << level.found_items << level.killed_monsters << level.gravity << level.aircontrol << level.teamdamage << level.maptime << i; if (SaveVersion >= 3313) { arc << level.nextmusic; } // Hub transitions must keep the current total time if (!hubLoad) level.totaltime = i; if (SaveVersion >= 4507) { arc << level.skytexture1 << level.skytexture2; } else { level.skytexture1 = TexMan.GetTexture(arc.ReadName(), FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst); level.skytexture2 = TexMan.GetTexture(arc.ReadName(), FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst); } if (arc.IsLoading()) { sky1texture = level.skytexture1; sky2texture = level.skytexture2; R_InitSkyMap(); } G_AirControlChanged (); BYTE t; // Does this level have scrollers? if (arc.IsStoring ()) { t = level.Scrolls ? 1 : 0; arc << t; } else { arc << t; if (level.Scrolls) { delete[] level.Scrolls; level.Scrolls = NULL; } if (t) { level.Scrolls = new FSectorScrollValues[numsectors]; memset (level.Scrolls, 0, sizeof(level.Scrolls)*numsectors); } } FBehavior::StaticSerializeModuleStates (arc); if (arc.IsLoading()) interpolator.ClearInterpolations(); P_SerializeThinkers (arc, hubLoad); P_SerializeWorld (arc); P_SerializePolyobjs (arc); P_SerializeSubsectors(arc); StatusBar->Serialize (arc); if (SaveVersion >= 4222) { // This must be done *after* thinkers are serialized. arc << level.DefaultSkybox; } arc << level.total_monsters << level.total_items << level.total_secrets; // Does this level have custom translations? FRemapTable *trans; WORD w; if (arc.IsStoring ()) { for (unsigned int i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i) { trans = translationtables[TRANSLATION_LevelScripted][i]; if (trans != NULL && !trans->IsIdentity()) { w = WORD(i); arc << w; trans->Serialize(arc); } } w = 0xffff; arc << w; } else { while (arc << w, w != 0xffff) { trans = translationtables[TRANSLATION_LevelScripted].GetVal(w); if (trans == NULL) { trans = new FRemapTable; translationtables[TRANSLATION_LevelScripted].SetVal(w, trans); } trans->Serialize(arc); } } // This must be saved, too, of course! FCanvasTextureInfo::Serialize (arc); AM_SerializeMarkers(arc); P_SerializePlayers (arc, hubLoad); P_SerializeSounds (arc); if (arc.IsLoading()) { for (i = 0; i < numsectors; i++) { P_Recalculate3DFloors(§ors[i]); } for (i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && players[i].mo != NULL) { players[i].mo->SetupWeaponSlots(); } } } Renderer->EndSerialize(arc); }