SRB2/src/p_saveg.c
mazmazz bd8316f49b Track player's previous mare rings with player->finishedrings.
There may not be a point to this, other than to be consistent with how spheres are tracked. If non-special stage NiGHTS should tally a ring bonus, this may be useful.
2018-08-10 04:05:20 -04:00

3482 lines
89 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2016 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_saveg.c
/// \brief Archiving: SaveGame I/O
#include "doomdef.h"
#include "byteptr.h"
#include "d_main.h"
#include "doomstat.h"
#include "g_game.h"
#include "m_random.h"
#include "m_misc.h"
#include "p_local.h"
#include "p_setup.h"
#include "p_saveg.h"
#include "r_things.h"
#include "r_state.h"
#include "w_wad.h"
#include "y_inter.h"
#include "z_zone.h"
#include "r_main.h"
#include "r_sky.h"
#include "p_polyobj.h"
#include "lua_script.h"
#ifdef ESLOPE
#include "p_slopes.h"
#endif
savedata_t savedata;
UINT8 *save_p;
// Block UINT32s to attempt to ensure that the correct data is
// being sent and received
#define ARCHIVEBLOCK_MISC 0x7FEEDEED
#define ARCHIVEBLOCK_PLAYERS 0x7F448008
#define ARCHIVEBLOCK_WORLD 0x7F8C08C0
#define ARCHIVEBLOCK_POBJS 0x7F928546
#define ARCHIVEBLOCK_THINKERS 0x7F37037C
#define ARCHIVEBLOCK_SPECIALS 0x7F228378
// Note: This cannot be bigger
// than an UINT16
typedef enum
{
// RFLAGPOINT = 0x01,
// BFLAGPOINT = 0x02,
CAPSULE = 0x04,
AWAYVIEW = 0x08,
FIRSTAXIS = 0x10,
SECONDAXIS = 0x20,
FOLLOW = 0x40,
} player_saveflags;
//
// P_ArchivePlayer
//
static inline void P_ArchivePlayer(void)
{
const player_t *player = &players[consoleplayer];
INT16 skininfo = player->skin + (botskin<<5);
SINT8 pllives = player->lives;
if (pllives < startinglivesbalance[numgameovers]) // Bump up to 3 lives if the player
pllives = startinglivesbalance[numgameovers]; // has less than that.
WRITEUINT16(save_p, skininfo);
WRITEUINT8(save_p, numgameovers);
WRITESINT8(save_p, pllives);
WRITEUINT32(save_p, player->score);
WRITEINT32(save_p, player->continues);
}
//
// P_UnArchivePlayer
//
static inline void P_UnArchivePlayer(void)
{
INT16 skininfo = READUINT16(save_p);
savedata.skin = skininfo & ((1<<5) - 1);
savedata.botskin = skininfo >> 5;
savedata.numgameovers = READUINT8(save_p);
savedata.lives = READSINT8(save_p);
savedata.score = READUINT32(save_p);
savedata.continues = READINT32(save_p);
}
//
// P_NetArchivePlayers
//
static void P_NetArchivePlayers(void)
{
INT32 i, j;
UINT16 flags;
// size_t q;
WRITEUINT32(save_p, ARCHIVEBLOCK_PLAYERS);
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
flags = 0;
// no longer send ticcmds, player name, skin, or color
WRITEANGLE(save_p, players[i].aiming);
WRITEANGLE(save_p, players[i].drawangle);
WRITEANGLE(save_p, players[i].awayviewaiming);
WRITEINT32(save_p, players[i].awayviewtics);
WRITEINT16(save_p, players[i].rings);
WRITEINT16(save_p, players[i].spheres);
WRITESINT8(save_p, players[i].pity);
WRITEINT32(save_p, players[i].currentweapon);
WRITEINT32(save_p, players[i].ringweapons);
for (j = 0; j < NUMPOWERS; j++)
WRITEUINT16(save_p, players[i].powers[j]);
WRITEUINT8(save_p, players[i].playerstate);
WRITEUINT32(save_p, players[i].pflags);
WRITEUINT8(save_p, players[i].panim);
WRITEUINT8(save_p, players[i].spectator);
WRITEUINT16(save_p, players[i].flashpal);
WRITEUINT16(save_p, players[i].flashcount);
WRITEUINT32(save_p, players[i].score);
WRITEFIXED(save_p, players[i].dashspeed);
WRITESINT8(save_p, players[i].lives);
WRITESINT8(save_p, players[i].continues);
WRITESINT8(save_p, players[i].xtralife);
WRITEUINT8(save_p, players[i].gotcontinue);
WRITEFIXED(save_p, players[i].speed);
WRITEUINT8(save_p, players[i].secondjump);
WRITEUINT8(save_p, players[i].fly1);
WRITEUINT8(save_p, players[i].scoreadd);
WRITEUINT32(save_p, players[i].glidetime);
WRITEUINT8(save_p, players[i].climbing);
WRITEINT32(save_p, players[i].deadtimer);
WRITEUINT32(save_p, players[i].exiting);
WRITEUINT8(save_p, players[i].homing);
WRITEUINT32(save_p, players[i].dashmode);
WRITEUINT32(save_p, players[i].skidtime);
////////////////////////////
// Conveyor Belt Movement //
////////////////////////////
WRITEFIXED(save_p, players[i].cmomx); // Conveyor momx
WRITEFIXED(save_p, players[i].cmomy); // Conveyor momy
WRITEFIXED(save_p, players[i].rmomx); // "Real" momx (momx - cmomx)
WRITEFIXED(save_p, players[i].rmomy); // "Real" momy (momy - cmomy)
/////////////////////
// Race Mode Stuff //
/////////////////////
WRITEINT16(save_p, players[i].numboxes);
WRITEINT16(save_p, players[i].totalring);
WRITEUINT32(save_p, players[i].realtime);
WRITEUINT8(save_p, players[i].laps);
////////////////////
// CTF Mode Stuff //
////////////////////
WRITEINT32(save_p, players[i].ctfteam);
WRITEUINT16(save_p, players[i].gotflag);
WRITEINT32(save_p, players[i].weapondelay);
WRITEINT32(save_p, players[i].tossdelay);
WRITEUINT32(save_p, players[i].starposttime);
WRITEINT16(save_p, players[i].starpostx);
WRITEINT16(save_p, players[i].starposty);
WRITEINT16(save_p, players[i].starpostz);
WRITEINT32(save_p, players[i].starpostnum);
WRITEANGLE(save_p, players[i].starpostangle);
WRITEANGLE(save_p, players[i].angle_pos);
WRITEANGLE(save_p, players[i].old_angle_pos);
WRITEINT32(save_p, players[i].flyangle);
WRITEUINT32(save_p, players[i].drilltimer);
WRITEINT32(save_p, players[i].linkcount);
WRITEUINT32(save_p, players[i].linktimer);
WRITEINT32(save_p, players[i].anotherflyangle);
WRITEUINT32(save_p, players[i].nightstime);
WRITEUINT32(save_p, players[i].bumpertime);
WRITEINT32(save_p, players[i].drillmeter);
WRITEUINT8(save_p, players[i].drilldelay);
WRITEUINT8(save_p, players[i].bonustime);
WRITEUINT8(save_p, players[i].mare);
WRITEUINT32(save_p, players[i].marebegunat);
WRITEUINT32(save_p, players[i].startedtime);
WRITEUINT32(save_p, players[i].finishedtime);
WRITEINT16(save_p, players[i].finishedspheres);
WRITEINT16(save_p, players[i].finishedrings);
WRITEUINT32(save_p, players[i].marescore);
WRITEUINT32(save_p, players[i].lastmarescore);
WRITEUINT8(save_p, players[i].lastmare);
WRITEINT32(save_p, players[i].maxlink);
WRITEUINT8(save_p, players[i].texttimer);
WRITEUINT8(save_p, players[i].textvar);
if (players[i].capsule)
flags |= CAPSULE;
if (players[i].awayviewmobj)
flags |= AWAYVIEW;
if (players[i].axis1)
flags |= FIRSTAXIS;
if (players[i].axis2)
flags |= SECONDAXIS;
if (players[i].followmobj)
flags |= FOLLOW;
WRITEINT16(save_p, players[i].lastsidehit);
WRITEINT16(save_p, players[i].lastlinehit);
WRITEUINT32(save_p, players[i].losstime);
WRITEUINT8(save_p, players[i].timeshit);
WRITEINT32(save_p, players[i].onconveyor);
WRITEUINT32(save_p, players[i].jointime);
WRITEUINT16(save_p, flags);
if (flags & CAPSULE)
WRITEUINT32(save_p, players[i].capsule->mobjnum);
if (flags & FIRSTAXIS)
WRITEUINT32(save_p, players[i].axis1->mobjnum);
if (flags & SECONDAXIS)
WRITEUINT32(save_p, players[i].axis2->mobjnum);
if (flags & AWAYVIEW)
WRITEUINT32(save_p, players[i].awayviewmobj->mobjnum);
if (flags & FOLLOW)
WRITEUINT32(save_p, players[i].followmobj->mobjnum);
WRITEFIXED(save_p, players[i].camerascale);
WRITEFIXED(save_p, players[i].shieldscale);
WRITEUINT8(save_p, players[i].charability);
WRITEUINT8(save_p, players[i].charability2);
WRITEUINT32(save_p, players[i].charflags);
WRITEUINT32(save_p, (UINT32)players[i].thokitem);
WRITEUINT32(save_p, (UINT32)players[i].spinitem);
WRITEUINT32(save_p, (UINT32)players[i].revitem);
WRITEUINT32(save_p, (UINT32)players[i].followitem);
WRITEFIXED(save_p, players[i].actionspd);
WRITEFIXED(save_p, players[i].mindash);
WRITEFIXED(save_p, players[i].maxdash);
WRITEFIXED(save_p, players[i].normalspeed);
WRITEFIXED(save_p, players[i].runspeed);
WRITEUINT8(save_p, players[i].thrustfactor);
WRITEUINT8(save_p, players[i].accelstart);
WRITEUINT8(save_p, players[i].acceleration);
WRITEFIXED(save_p, players[i].jumpfactor);
WRITEFIXED(save_p, players[i].height);
WRITEFIXED(save_p, players[i].spinheight);
}
}
//
// P_NetUnArchivePlayers
//
static void P_NetUnArchivePlayers(void)
{
INT32 i, j;
UINT16 flags;
if (READUINT32(save_p) != ARCHIVEBLOCK_PLAYERS)
I_Error("Bad $$$.sav at archive block Players");
for (i = 0; i < MAXPLAYERS; i++)
{
// Do NOT memset player struct to 0
// other areas may initialize data elsewhere
//memset(&players[i], 0, sizeof (player_t));
if (!playeringame[i])
continue;
// NOTE: sending tics should (hopefully) no longer be necessary
// sending player names, skin and color should not be necessary at all!
// (that data is handled in the server config now)
players[i].aiming = READANGLE(save_p);
players[i].drawangle = READANGLE(save_p);
players[i].awayviewaiming = READANGLE(save_p);
players[i].awayviewtics = READINT32(save_p);
players[i].rings = READINT16(save_p);
players[i].spheres = READINT16(save_p);
players[i].pity = READSINT8(save_p);
players[i].currentweapon = READINT32(save_p);
players[i].ringweapons = READINT32(save_p);
for (j = 0; j < NUMPOWERS; j++)
players[i].powers[j] = READUINT16(save_p);
players[i].playerstate = READUINT8(save_p);
players[i].pflags = READUINT32(save_p);
players[i].panim = READUINT8(save_p);
players[i].spectator = READUINT8(save_p);
players[i].flashpal = READUINT16(save_p);
players[i].flashcount = READUINT16(save_p);
players[i].score = READUINT32(save_p);
players[i].dashspeed = READFIXED(save_p); // dashing speed
players[i].lives = READSINT8(save_p);
players[i].continues = READSINT8(save_p); // continues that player has acquired
players[i].xtralife = READSINT8(save_p); // Ring Extra Life counter
players[i].gotcontinue = READUINT8(save_p); // got continue from stage
players[i].speed = READFIXED(save_p); // Player's speed (distance formula of MOMX and MOMY values)
players[i].secondjump = READUINT8(save_p);
players[i].fly1 = READUINT8(save_p); // Tails flying
players[i].scoreadd = READUINT8(save_p); // Used for multiple enemy attack bonus
players[i].glidetime = READUINT32(save_p); // Glide counter for thrust
players[i].climbing = READUINT8(save_p); // Climbing on the wall
players[i].deadtimer = READINT32(save_p); // End game if game over lasts too long
players[i].exiting = READUINT32(save_p); // Exitlevel timer
players[i].homing = READUINT8(save_p); // Are you homing?
players[i].dashmode = READUINT32(save_p); // counter for dashmode ability
players[i].skidtime = READUINT32(save_p); // Skid timer
////////////////////////////
// Conveyor Belt Movement //
////////////////////////////
players[i].cmomx = READFIXED(save_p); // Conveyor momx
players[i].cmomy = READFIXED(save_p); // Conveyor momy
players[i].rmomx = READFIXED(save_p); // "Real" momx (momx - cmomx)
players[i].rmomy = READFIXED(save_p); // "Real" momy (momy - cmomy)
/////////////////////
// Race Mode Stuff //
/////////////////////
players[i].numboxes = READINT16(save_p); // Number of item boxes obtained for Race Mode
players[i].totalring = READINT16(save_p); // Total number of rings obtained for Race Mode
players[i].realtime = READUINT32(save_p); // integer replacement for leveltime
players[i].laps = READUINT8(save_p); // Number of laps (optional)
////////////////////
// CTF Mode Stuff //
////////////////////
players[i].ctfteam = READINT32(save_p); // 1 == Red, 2 == Blue
players[i].gotflag = READUINT16(save_p); // 1 == Red, 2 == Blue Do you have the flag?
players[i].weapondelay = READINT32(save_p);
players[i].tossdelay = READINT32(save_p);
players[i].starposttime = READUINT32(save_p);
players[i].starpostx = READINT16(save_p);
players[i].starposty = READINT16(save_p);
players[i].starpostz = READINT16(save_p);
players[i].starpostnum = READINT32(save_p);
players[i].starpostangle = READANGLE(save_p);
players[i].angle_pos = READANGLE(save_p);
players[i].old_angle_pos = READANGLE(save_p);
players[i].flyangle = READINT32(save_p);
players[i].drilltimer = READUINT32(save_p);
players[i].linkcount = READINT32(save_p);
players[i].linktimer = READUINT32(save_p);
players[i].anotherflyangle = READINT32(save_p);
players[i].nightstime = READUINT32(save_p);
players[i].bumpertime = READUINT32(save_p);
players[i].drillmeter = READINT32(save_p);
players[i].drilldelay = READUINT8(save_p);
players[i].bonustime = (boolean)READUINT8(save_p);
players[i].mare = READUINT8(save_p);
players[i].marebegunat = READUINT32(save_p);
players[i].startedtime = READUINT32(save_p);
players[i].finishedtime = READUINT32(save_p);
players[i].finishedspheres = READINT16(save_p);
players[i].finishedrings = READINT16(save_p);
players[i].marescore = READUINT32(save_p);
players[i].lastmarescore = READUINT32(save_p);
players[i].lastmare = READUINT8(save_p);
players[i].maxlink = READINT32(save_p);
players[i].texttimer = READUINT8(save_p);
players[i].textvar = READUINT8(save_p);
players[i].lastsidehit = READINT16(save_p);
players[i].lastlinehit = READINT16(save_p);
players[i].losstime = READUINT32(save_p);
players[i].timeshit = READUINT8(save_p);
players[i].onconveyor = READINT32(save_p);
players[i].jointime = READUINT32(save_p);
flags = READUINT16(save_p);
if (flags & CAPSULE)
players[i].capsule = (mobj_t *)(size_t)READUINT32(save_p);
if (flags & FIRSTAXIS)
players[i].axis1 = (mobj_t *)(size_t)READUINT32(save_p);
if (flags & SECONDAXIS)
players[i].axis2 = (mobj_t *)(size_t)READUINT32(save_p);
if (flags & AWAYVIEW)
players[i].awayviewmobj = (mobj_t *)(size_t)READUINT32(save_p);
if (flags & FOLLOW)
players[i].followmobj = (mobj_t *)(size_t)READUINT32(save_p);
players[i].camerascale = READFIXED(save_p);
players[i].shieldscale = READFIXED(save_p);
//SetPlayerSkinByNum(i, players[i].skin);
players[i].charability = READUINT8(save_p);
players[i].charability2 = READUINT8(save_p);
players[i].charflags = READUINT32(save_p);
players[i].thokitem = (mobjtype_t)READUINT32(save_p);
players[i].spinitem = (mobjtype_t)READUINT32(save_p);
players[i].revitem = (mobjtype_t)READUINT32(save_p);
players[i].followitem = (mobjtype_t)READUINT32(save_p);
players[i].actionspd = READFIXED(save_p);
players[i].mindash = READFIXED(save_p);
players[i].maxdash = READFIXED(save_p);
players[i].normalspeed = READFIXED(save_p);
players[i].runspeed = READFIXED(save_p);
players[i].thrustfactor = READUINT8(save_p);
players[i].accelstart = READUINT8(save_p);
players[i].acceleration = READUINT8(save_p);
players[i].jumpfactor = READFIXED(save_p);
players[i].height = READFIXED(save_p);
players[i].spinheight = READFIXED(save_p);
players[i].viewheight = 41*players[i].height/48; // scale cannot be factored in at this point
}
}
#define SD_FLOORHT 0x01
#define SD_CEILHT 0x02
#define SD_FLOORPIC 0x04
#define SD_CEILPIC 0x08
#define SD_LIGHT 0x10
#define SD_SPECIAL 0x20
#define SD_DIFF2 0x40
#define SD_FFLOORS 0x80
// diff2 flags
#define SD_FXOFFS 0x01
#define SD_FYOFFS 0x02
#define SD_CXOFFS 0x04
#define SD_CYOFFS 0x08
#define SD_TAG 0x10
#define SD_FLOORANG 0x20
#define SD_CEILANG 0x40
#define SD_TAGLIST 0x80
#define LD_FLAG 0x01
#define LD_SPECIAL 0x02
#define LD_CLLCOUNT 0x04
#define LD_S1TEXOFF 0x08
#define LD_S1TOPTEX 0x10
#define LD_S1BOTTEX 0x20
#define LD_S1MIDTEX 0x40
#define LD_DIFF2 0x80
// diff2 flags
#define LD_S2TEXOFF 0x01
#define LD_S2TOPTEX 0x02
#define LD_S2BOTTEX 0x04
#define LD_S2MIDTEX 0x08
//
// P_NetArchiveWorld
//
static void P_NetArchiveWorld(void)
{
size_t i;
INT32 statsec = 0, statline = 0;
const line_t *li = lines;
const side_t *si;
UINT8 *put;
// reload the map just to see difference
mapsector_t *ms;
mapsidedef_t *msd;
maplinedef_t *mld;
const sector_t *ss = sectors;
UINT8 diff, diff2;
WRITEUINT32(save_p, ARCHIVEBLOCK_WORLD);
put = save_p;
if (W_IsLumpWad(lastloadedmaplumpnum)) // welp it's a map wad in a pk3
{ // HACK: Open wad file rather quickly so we can get the data from the relevant lumps
UINT8 *wadData = W_CacheLumpNum(lastloadedmaplumpnum, PU_STATIC);
filelump_t *fileinfo = (filelump_t *)(wadData + ((wadinfo_t *)wadData)->infotableofs);
#define retrieve_mapdata(d, f)\
d = Z_Malloc((f)->size, PU_CACHE, NULL); \
M_Memcpy(d, wadData + (f)->filepos, (f)->size)
retrieve_mapdata(ms, fileinfo + ML_SECTORS);
retrieve_mapdata(mld, fileinfo + ML_LINEDEFS);
retrieve_mapdata(msd, fileinfo + ML_SIDEDEFS);
#undef retrieve_mapdata
Z_Free(wadData); // we're done with this now
}
else // phew it's just a WAD
{
ms = W_CacheLumpNum(lastloadedmaplumpnum+ML_SECTORS, PU_CACHE);
mld = W_CacheLumpNum(lastloadedmaplumpnum+ML_LINEDEFS, PU_CACHE);
msd = W_CacheLumpNum(lastloadedmaplumpnum+ML_SIDEDEFS, PU_CACHE);
}
for (i = 0; i < numsectors; i++, ss++, ms++)
{
diff = diff2 = 0;
if (ss->floorheight != SHORT(ms->floorheight)<<FRACBITS)
diff |= SD_FLOORHT;
if (ss->ceilingheight != SHORT(ms->ceilingheight)<<FRACBITS)
diff |= SD_CEILHT;
//
// flats
//
if (ss->floorpic != P_CheckLevelFlat(ms->floorpic))
diff |= SD_FLOORPIC;
if (ss->ceilingpic != P_CheckLevelFlat(ms->ceilingpic))
diff |= SD_CEILPIC;
if (ss->lightlevel != SHORT(ms->lightlevel))
diff |= SD_LIGHT;
if (ss->special != SHORT(ms->special))
diff |= SD_SPECIAL;
if (ss->floor_xoffs != ss->spawn_flr_xoffs)
diff2 |= SD_FXOFFS;
if (ss->floor_yoffs != ss->spawn_flr_yoffs)
diff2 |= SD_FYOFFS;
if (ss->ceiling_xoffs != ss->spawn_ceil_xoffs)
diff2 |= SD_CXOFFS;
if (ss->ceiling_yoffs != ss->spawn_ceil_yoffs)
diff2 |= SD_CYOFFS;
if (ss->floorpic_angle != ss->spawn_flrpic_angle)
diff2 |= SD_FLOORANG;
if (ss->ceilingpic_angle != ss->spawn_flrpic_angle)
diff2 |= SD_CEILANG;
if (ss->tag != SHORT(ms->tag))
diff2 |= SD_TAG;
if (ss->nexttag != ss->spawn_nexttag || ss->firsttag != ss->spawn_firsttag)
diff2 |= SD_TAGLIST;
// Check if any of the sector's FOFs differ from how they spawned
if (ss->ffloors)
{
ffloor_t *rover;
for (rover = ss->ffloors; rover; rover = rover->next)
{
if (rover->flags != rover->spawnflags
|| rover->alpha != rover->spawnalpha)
{
diff |= SD_FFLOORS; // we found an FOF that changed!
break; // don't bother checking for more, we do that later
}
}
}
if (diff2)
diff |= SD_DIFF2;
if (diff)
{
statsec++;
WRITEUINT16(put, i);
WRITEUINT8(put, diff);
if (diff & SD_DIFF2)
WRITEUINT8(put, diff2);
if (diff & SD_FLOORHT)
WRITEFIXED(put, ss->floorheight);
if (diff & SD_CEILHT)
WRITEFIXED(put, ss->ceilingheight);
if (diff & SD_FLOORPIC)
WRITEMEM(put, levelflats[ss->floorpic].name, 8);
if (diff & SD_CEILPIC)
WRITEMEM(put, levelflats[ss->ceilingpic].name, 8);
if (diff & SD_LIGHT)
WRITEINT16(put, ss->lightlevel);
if (diff & SD_SPECIAL)
WRITEINT16(put, ss->special);
if (diff2 & SD_FXOFFS)
WRITEFIXED(put, ss->floor_xoffs);
if (diff2 & SD_FYOFFS)
WRITEFIXED(put, ss->floor_yoffs);
if (diff2 & SD_CXOFFS)
WRITEFIXED(put, ss->ceiling_xoffs);
if (diff2 & SD_CYOFFS)
WRITEFIXED(put, ss->ceiling_yoffs);
if (diff2 & SD_TAG) // save only the tag
WRITEINT16(put, ss->tag);
if (diff2 & SD_FLOORANG)
WRITEANGLE(put, ss->floorpic_angle);
if (diff2 & SD_CEILANG)
WRITEANGLE(put, ss->ceilingpic_angle);
if (diff2 & SD_TAGLIST) // save both firsttag and nexttag
{ // either of these could be changed even if tag isn't
WRITEINT32(put, ss->firsttag);
WRITEINT32(put, ss->nexttag);
}
// Special case: save the stats of all modified ffloors along with their ffloor "number"s
// we don't bother with ffloors that haven't changed, that would just add to savegame even more than is really needed
if (diff & SD_FFLOORS)
{
size_t j = 0; // ss->ffloors is saved as ffloor #0, ss->ffloors->next is #1, etc
ffloor_t *rover;
UINT8 fflr_diff;
for (rover = ss->ffloors; rover; rover = rover->next)
{
fflr_diff = 0; // reset diff flags
if (rover->flags != rover->spawnflags)
fflr_diff |= 1;
if (rover->alpha != rover->spawnalpha)
fflr_diff |= 2;
if (fflr_diff)
{
WRITEUINT16(put, j); // save ffloor "number"
WRITEUINT8(put, fflr_diff);
if (fflr_diff & 1)
WRITEUINT32(put, rover->flags);
if (fflr_diff & 2)
WRITEINT16(put, rover->alpha);
}
j++;
}
WRITEUINT16(put, 0xffff);
}
}
}
WRITEUINT16(put, 0xffff);
// do lines
for (i = 0; i < numlines; i++, mld++, li++)
{
diff = diff2 = 0;
if (li->special != SHORT(mld->special))
diff |= LD_SPECIAL;
if (SHORT(mld->special) == 321 || SHORT(mld->special) == 322) // only reason li->callcount would be non-zero is if either of these are involved
diff |= LD_CLLCOUNT;
if (li->sidenum[0] != 0xffff)
{
si = &sides[li->sidenum[0]];
if (si->textureoffset != SHORT(msd[li->sidenum[0]].textureoffset)<<FRACBITS)
diff |= LD_S1TEXOFF;
//SoM: 4/1/2000: Some textures are colormaps. Don't worry about invalid textures.
if (R_CheckTextureNumForName(msd[li->sidenum[0]].toptexture) != -1
&& si->toptexture != R_TextureNumForName(msd[li->sidenum[0]].toptexture))
diff |= LD_S1TOPTEX;
if (R_CheckTextureNumForName(msd[li->sidenum[0]].bottomtexture) != -1
&& si->bottomtexture != R_TextureNumForName(msd[li->sidenum[0]].bottomtexture))
diff |= LD_S1BOTTEX;
if (R_CheckTextureNumForName(msd[li->sidenum[0]].midtexture) != -1
&& si->midtexture != R_TextureNumForName(msd[li->sidenum[0]].midtexture))
diff |= LD_S1MIDTEX;
}
if (li->sidenum[1] != 0xffff)
{
si = &sides[li->sidenum[1]];
if (si->textureoffset != SHORT(msd[li->sidenum[1]].textureoffset)<<FRACBITS)
diff2 |= LD_S2TEXOFF;
if (R_CheckTextureNumForName(msd[li->sidenum[1]].toptexture) != -1
&& si->toptexture != R_TextureNumForName(msd[li->sidenum[1]].toptexture))
diff2 |= LD_S2TOPTEX;
if (R_CheckTextureNumForName(msd[li->sidenum[1]].bottomtexture) != -1
&& si->bottomtexture != R_TextureNumForName(msd[li->sidenum[1]].bottomtexture))
diff2 |= LD_S2BOTTEX;
if (R_CheckTextureNumForName(msd[li->sidenum[1]].midtexture) != -1
&& si->midtexture != R_TextureNumForName(msd[li->sidenum[1]].midtexture))
diff2 |= LD_S2MIDTEX;
if (diff2)
diff |= LD_DIFF2;
}
if (diff)
{
statline++;
WRITEINT16(put, i);
WRITEUINT8(put, diff);
if (diff & LD_DIFF2)
WRITEUINT8(put, diff2);
if (diff & LD_FLAG)
WRITEINT16(put, li->flags);
if (diff & LD_SPECIAL)
WRITEINT16(put, li->special);
if (diff & LD_CLLCOUNT)
WRITEINT16(put, li->callcount);
si = &sides[li->sidenum[0]];
if (diff & LD_S1TEXOFF)
WRITEFIXED(put, si->textureoffset);
if (diff & LD_S1TOPTEX)
WRITEINT32(put, si->toptexture);
if (diff & LD_S1BOTTEX)
WRITEINT32(put, si->bottomtexture);
if (diff & LD_S1MIDTEX)
WRITEINT32(put, si->midtexture);
si = &sides[li->sidenum[1]];
if (diff2 & LD_S2TEXOFF)
WRITEFIXED(put, si->textureoffset);
if (diff2 & LD_S2TOPTEX)
WRITEINT32(put, si->toptexture);
if (diff2 & LD_S2BOTTEX)
WRITEINT32(put, si->bottomtexture);
if (diff2 & LD_S2MIDTEX)
WRITEINT32(put, si->midtexture);
}
}
WRITEUINT16(put, 0xffff);
R_ClearTextureNumCache(false);
save_p = put;
}
//
// P_NetUnArchiveWorld
//
static void P_NetUnArchiveWorld(void)
{
UINT16 i;
line_t *li;
side_t *si;
UINT8 *get;
UINT8 diff, diff2;
if (READUINT32(save_p) != ARCHIVEBLOCK_WORLD)
I_Error("Bad $$$.sav at archive block World");
get = save_p;
for (;;)
{
i = READUINT16(get);
if (i == 0xffff)
break;
if (i > numsectors)
I_Error("Invalid sector number %u from server (expected end at %s)", i, sizeu1(numsectors));
diff = READUINT8(get);
if (diff & SD_DIFF2)
diff2 = READUINT8(get);
else
diff2 = 0;
if (diff & SD_FLOORHT)
sectors[i].floorheight = READFIXED(get);
if (diff & SD_CEILHT)
sectors[i].ceilingheight = READFIXED(get);
if (diff & SD_FLOORPIC)
{
sectors[i].floorpic = P_AddLevelFlatRuntime((char *)get);
get += 8;
}
if (diff & SD_CEILPIC)
{
sectors[i].ceilingpic = P_AddLevelFlatRuntime((char *)get);
get += 8;
}
if (diff & SD_LIGHT)
sectors[i].lightlevel = READINT16(get);
if (diff & SD_SPECIAL)
sectors[i].special = READINT16(get);
if (diff2 & SD_FXOFFS)
sectors[i].floor_xoffs = READFIXED(get);
if (diff2 & SD_FYOFFS)
sectors[i].floor_yoffs = READFIXED(get);
if (diff2 & SD_CXOFFS)
sectors[i].ceiling_xoffs = READFIXED(get);
if (diff2 & SD_CYOFFS)
sectors[i].ceiling_yoffs = READFIXED(get);
if (diff2 & SD_TAG)
sectors[i].tag = READINT16(get); // DON'T use P_ChangeSectorTag
if (diff2 & SD_TAGLIST)
{
sectors[i].firsttag = READINT32(get);
sectors[i].nexttag = READINT32(get);
}
if (diff2 & SD_FLOORANG)
sectors[i].floorpic_angle = READANGLE(get);
if (diff2 & SD_CEILANG)
sectors[i].ceilingpic_angle = READANGLE(get);
if (diff & SD_FFLOORS)
{
UINT16 j = 0; // number of current ffloor in loop
UINT16 fflr_i; // saved ffloor "number" of next modified ffloor
UINT16 fflr_diff; // saved ffloor diff
ffloor_t *rover;
rover = sectors[i].ffloors;
if (!rover) // it is assumed sectors[i].ffloors actually exists, but just in case...
I_Error("Sector does not have any ffloors!");
fflr_i = READUINT16(get); // get first modified ffloor's number ready
for (;;) // for some reason the usual for (rover = x; ...) thing doesn't work here?
{
if (fflr_i == 0xffff) // end of modified ffloors list, let's stop already
break;
// should NEVER need to be checked
//if (rover == NULL)
//break;
if (j != fflr_i) // this ffloor was not modified
{
j++;
rover = rover->next;
continue;
}
fflr_diff = READUINT8(get);
if (fflr_diff & 1)
rover->flags = READUINT32(get);
if (fflr_diff & 2)
rover->alpha = READINT16(get);
fflr_i = READUINT16(get); // get next ffloor "number" ready
j++;
rover = rover->next;
}
}
}
for (;;)
{
i = READUINT16(get);
if (i == 0xffff)
break;
if (i > numlines)
I_Error("Invalid line number %u from server", i);
diff = READUINT8(get);
li = &lines[i];
if (diff & LD_DIFF2)
diff2 = READUINT8(get);
else
diff2 = 0;
if (diff & LD_FLAG)
li->flags = READINT16(get);
if (diff & LD_SPECIAL)
li->special = READINT16(get);
if (diff & LD_CLLCOUNT)
li->callcount = READINT16(get);
si = &sides[li->sidenum[0]];
if (diff & LD_S1TEXOFF)
si->textureoffset = READFIXED(get);
if (diff & LD_S1TOPTEX)
si->toptexture = READINT32(get);
if (diff & LD_S1BOTTEX)
si->bottomtexture = READINT32(get);
if (diff & LD_S1MIDTEX)
si->midtexture = READINT32(get);
si = &sides[li->sidenum[1]];
if (diff2 & LD_S2TEXOFF)
si->textureoffset = READFIXED(get);
if (diff2 & LD_S2TOPTEX)
si->toptexture = READINT32(get);
if (diff2 & LD_S2BOTTEX)
si->bottomtexture = READINT32(get);
if (diff2 & LD_S2MIDTEX)
si->midtexture = READINT32(get);
}
save_p = get;
}
//
// Thinkers
//
typedef enum
{
MD_SPAWNPOINT = 1,
MD_POS = 1<<1,
MD_TYPE = 1<<2,
MD_MOM = 1<<3,
MD_RADIUS = 1<<4,
MD_HEIGHT = 1<<5,
MD_FLAGS = 1<<6,
MD_HEALTH = 1<<7,
MD_RTIME = 1<<8,
MD_STATE = 1<<9,
MD_TICS = 1<<10,
MD_SPRITE = 1<<11,
MD_FRAME = 1<<12,
MD_EFLAGS = 1<<13,
MD_PLAYER = 1<<14,
MD_MOVEDIR = 1<<15,
MD_MOVECOUNT = 1<<16,
MD_THRESHOLD = 1<<17,
MD_LASTLOOK = 1<<18,
MD_TARGET = 1<<19,
MD_TRACER = 1<<20,
MD_FRICTION = 1<<21,
MD_MOVEFACTOR = 1<<22,
MD_FLAGS2 = 1<<23,
MD_FUSE = 1<<24,
MD_WATERTOP = 1<<25,
MD_WATERBOTTOM = 1<<26,
MD_SCALE = 1<<27,
MD_DSCALE = 1<<28,
MD_BLUEFLAG = 1<<29,
MD_REDFLAG = 1<<30,
MD_MORE = 1<<31
} mobj_diff_t;
typedef enum
{
MD2_CUSVAL = 1,
MD2_CVMEM = 1<<1,
MD2_SKIN = 1<<2,
MD2_COLOR = 1<<3,
MD2_SCALESPEED = 1<<4,
MD2_EXTVAL1 = 1<<5,
MD2_EXTVAL2 = 1<<6,
MD2_HNEXT = 1<<7,
#ifdef ESLOPE
MD2_HPREV = 1<<8,
MD2_SLOPE = 1<<9
#else
MD2_HPREV = 1<<8
#endif
} mobj_diff2_t;
typedef enum
{
tc_mobj,
tc_ceiling,
tc_floor,
tc_flash,
tc_strobe,
tc_glow,
tc_fireflicker,
tc_thwomp,
tc_camerascanner,
tc_elevator,
tc_continuousfalling,
tc_bouncecheese,
tc_startcrumble,
tc_marioblock,
tc_spikesector,
tc_floatsector,
tc_bridgethinker,
tc_crushceiling,
tc_scroll,
tc_friction,
tc_pusher,
tc_laserflash,
tc_lightfade,
tc_executor,
tc_raisesector,
tc_noenemies,
tc_eachtime,
tc_disappear,
tc_planedisplace,
#ifdef POLYOBJECTS
tc_polyrotate, // haleyjd 03/26/06: polyobjects
tc_polymove,
tc_polywaypoint,
tc_polyslidedoor,
tc_polyswingdoor,
tc_polyflag,
tc_polydisplace,
#endif
tc_end
} specials_e;
static inline UINT32 SaveMobjnum(const mobj_t *mobj)
{
if (mobj) return mobj->mobjnum;
return 0;
}
static UINT32 SaveSector(const sector_t *sector)
{
if (sector) return (UINT32)(sector - sectors);
return 0xFFFFFFFF;
}
static UINT32 SaveLine(const line_t *line)
{
if (line) return (UINT32)(line - lines);
return 0xFFFFFFFF;
}
static inline UINT32 SavePlayer(const player_t *player)
{
if (player) return (UINT32)(player - players);
return 0xFFFFFFFF;
}
//
// SaveMobjThinker
//
// Saves a mobj_t thinker
//
static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
{
const mobj_t *mobj = (const mobj_t *)th;
UINT32 diff;
UINT16 diff2;
// Ignore stationary hoops - these will be respawned from mapthings.
if (mobj->type == MT_HOOP)
return;
// These are NEVER saved.
if (mobj->type == MT_HOOPCOLLIDE)
return;
// This hoop has already been collected.
if (mobj->type == MT_HOOPCENTER && mobj->threshold == 4242)
return;
if (mobj->spawnpoint && mobj->info->doomednum != -1)
{
// spawnpoint is not modified but we must save it since it is an identifier
diff = MD_SPAWNPOINT;
if ((mobj->x != mobj->spawnpoint->x << FRACBITS) ||
(mobj->y != mobj->spawnpoint->y << FRACBITS) ||
(mobj->angle != FixedAngle(mobj->spawnpoint->angle*FRACUNIT)))
diff |= MD_POS;
if (mobj->info->doomednum != mobj->spawnpoint->type)
diff |= MD_TYPE;
}
else
diff = MD_POS | MD_TYPE; // not a map spawned thing so make it from scratch
diff2 = 0;
// not the default but the most probable
if (mobj->momx != 0 || mobj->momy != 0 || mobj->momz != 0)
diff |= MD_MOM;
if (mobj->radius != mobj->info->radius)
diff |= MD_RADIUS;
if (mobj->height != mobj->info->height)
diff |= MD_HEIGHT;
if (mobj->flags != mobj->info->flags)
diff |= MD_FLAGS;
if (mobj->flags2)
diff |= MD_FLAGS2;
if (mobj->health != mobj->info->spawnhealth)
diff |= MD_HEALTH;
if (mobj->reactiontime != mobj->info->reactiontime)
diff |= MD_RTIME;
if ((statenum_t)(mobj->state-states) != mobj->info->spawnstate)
diff |= MD_STATE;
if (mobj->tics != mobj->state->tics)
diff |= MD_TICS;
if (mobj->sprite != mobj->state->sprite)
diff |= MD_SPRITE;
if (mobj->sprite == SPR_PLAY && mobj->sprite2 != 0)
diff |= MD_SPRITE;
if (mobj->frame != mobj->state->frame)
diff |= MD_FRAME;
if (mobj->anim_duration != (UINT16)mobj->state->var2)
diff |= MD_FRAME;
if (mobj->eflags)
diff |= MD_EFLAGS;
if (mobj->player)
diff |= MD_PLAYER;
if (mobj->movedir)
diff |= MD_MOVEDIR;
if (mobj->movecount)
diff |= MD_MOVECOUNT;
if (mobj->threshold)
diff |= MD_THRESHOLD;
if (mobj->lastlook != -1)
diff |= MD_LASTLOOK;
if (mobj->target)
diff |= MD_TARGET;
if (mobj->tracer)
diff |= MD_TRACER;
if (mobj->friction != ORIG_FRICTION)
diff |= MD_FRICTION;
if (mobj->movefactor != FRACUNIT)
diff |= MD_MOVEFACTOR;
if (mobj->fuse)
diff |= MD_FUSE;
if (mobj->watertop)
diff |= MD_WATERTOP;
if (mobj->waterbottom)
diff |= MD_WATERBOTTOM;
if (mobj->scale != FRACUNIT)
diff |= MD_SCALE;
if (mobj->destscale != mobj->scale)
diff |= MD_DSCALE;
if (mobj->scalespeed != FRACUNIT/12)
diff2 |= MD2_SCALESPEED;
if (mobj == redflag)
diff |= MD_REDFLAG;
if (mobj == blueflag)
diff |= MD_BLUEFLAG;
if (mobj->cusval)
diff2 |= MD2_CUSVAL;
if (mobj->cvmem)
diff2 |= MD2_CVMEM;
if (mobj->color)
diff2 |= MD2_COLOR;
if (mobj->skin)
diff2 |= MD2_SKIN;
if (mobj->extravalue1)
diff2 |= MD2_EXTVAL1;
if (mobj->extravalue2)
diff2 |= MD2_EXTVAL2;
if (mobj->hnext)
diff2 |= MD2_HNEXT;
if (mobj->hprev)
diff2 |= MD2_HPREV;
#ifdef ESLOPE
if (mobj->standingslope)
diff2 |= MD2_SLOPE;
#endif
if (diff2 != 0)
diff |= MD_MORE;
// Scrap all of that. If we're a hoop center, this is ALL we're saving.
if (mobj->type == MT_HOOPCENTER)
diff = MD_SPAWNPOINT;
WRITEUINT8(save_p, type);
WRITEUINT32(save_p, diff);
if (diff & MD_MORE)
WRITEUINT16(save_p, diff2);
// save pointer, at load time we will search this pointer to reinitilize pointers
WRITEUINT32(save_p, (size_t)mobj);
WRITEFIXED(save_p, mobj->z); // Force this so 3dfloor problems don't arise.
WRITEFIXED(save_p, mobj->floorz);
WRITEFIXED(save_p, mobj->ceilingz);
if (diff & MD_SPAWNPOINT)
{
size_t z;
for (z = 0; z < nummapthings; z++)
if (&mapthings[z] == mobj->spawnpoint)
WRITEUINT16(save_p, z);
if (mobj->type == MT_HOOPCENTER)
return;
}
if (diff & MD_TYPE)
WRITEUINT32(save_p, mobj->type);
if (diff & MD_POS)
{
WRITEFIXED(save_p, mobj->x);
WRITEFIXED(save_p, mobj->y);
WRITEANGLE(save_p, mobj->angle);
}
if (diff & MD_MOM)
{
WRITEFIXED(save_p, mobj->momx);
WRITEFIXED(save_p, mobj->momy);
WRITEFIXED(save_p, mobj->momz);
}
if (diff & MD_RADIUS)
WRITEFIXED(save_p, mobj->radius);
if (diff & MD_HEIGHT)
WRITEFIXED(save_p, mobj->height);
if (diff & MD_FLAGS)
WRITEUINT32(save_p, mobj->flags);
if (diff & MD_FLAGS2)
WRITEUINT32(save_p, mobj->flags2);
if (diff & MD_HEALTH)
WRITEINT32(save_p, mobj->health);
if (diff & MD_RTIME)
WRITEINT32(save_p, mobj->reactiontime);
if (diff & MD_STATE)
WRITEUINT16(save_p, mobj->state-states);
if (diff & MD_TICS)
WRITEINT32(save_p, mobj->tics);
if (diff & MD_SPRITE) {
WRITEUINT16(save_p, mobj->sprite);
if (mobj->sprite == SPR_PLAY)
WRITEUINT8(save_p, mobj->sprite2);
}
if (diff & MD_FRAME)
{
WRITEUINT32(save_p, mobj->frame);
WRITEUINT16(save_p, mobj->anim_duration);
}
if (diff & MD_EFLAGS)
WRITEUINT16(save_p, mobj->eflags);
if (diff & MD_PLAYER)
WRITEUINT8(save_p, mobj->player-players);
if (diff & MD_MOVEDIR)
WRITEANGLE(save_p, mobj->movedir);
if (diff & MD_MOVECOUNT)
WRITEINT32(save_p, mobj->movecount);
if (diff & MD_THRESHOLD)
WRITEINT32(save_p, mobj->threshold);
if (diff & MD_LASTLOOK)
WRITEINT32(save_p, mobj->lastlook);
if (diff & MD_TARGET)
WRITEUINT32(save_p, mobj->target->mobjnum);
if (diff & MD_TRACER)
WRITEUINT32(save_p, mobj->tracer->mobjnum);
if (diff & MD_FRICTION)
WRITEFIXED(save_p, mobj->friction);
if (diff & MD_MOVEFACTOR)
WRITEFIXED(save_p, mobj->movefactor);
if (diff & MD_FUSE)
WRITEINT32(save_p, mobj->fuse);
if (diff & MD_WATERTOP)
WRITEFIXED(save_p, mobj->watertop);
if (diff & MD_WATERBOTTOM)
WRITEFIXED(save_p, mobj->waterbottom);
if (diff & MD_SCALE)
WRITEFIXED(save_p, mobj->scale);
if (diff & MD_DSCALE)
WRITEFIXED(save_p, mobj->destscale);
if (diff2 & MD2_SCALESPEED)
WRITEFIXED(save_p, mobj->scalespeed);
if (diff2 & MD2_CUSVAL)
WRITEINT32(save_p, mobj->cusval);
if (diff2 & MD2_CVMEM)
WRITEINT32(save_p, mobj->cvmem);
if (diff2 & MD2_SKIN)
WRITEUINT8(save_p, (UINT8)((skin_t *)mobj->skin - skins));
if (diff2 & MD2_COLOR)
WRITEUINT8(save_p, mobj->color);
if (diff2 & MD2_EXTVAL1)
WRITEINT32(save_p, mobj->extravalue1);
if (diff2 & MD2_EXTVAL2)
WRITEINT32(save_p, mobj->extravalue2);
if (diff2 & MD2_HNEXT)
WRITEUINT32(save_p, mobj->hnext->mobjnum);
if (diff2 & MD2_HPREV)
WRITEUINT32(save_p, mobj->hprev->mobjnum);
#ifdef ESLOPE
if (diff2 & MD2_SLOPE)
WRITEUINT16(save_p, mobj->standingslope->id);
#endif
WRITEUINT32(save_p, mobj->mobjnum);
}
//
// SaveSpecialLevelThinker
//
// Saves a levelspecthink_t thinker
//
static void SaveSpecialLevelThinker(const thinker_t *th, const UINT8 type)
{
const levelspecthink_t *ht = (const void *)th;
size_t i;
WRITEUINT8(save_p, type);
for (i = 0; i < 16; i++)
WRITEFIXED(save_p, ht->vars[i]); //var[16]
WRITEUINT32(save_p, SaveLine(ht->sourceline));
WRITEUINT32(save_p, SaveSector(ht->sector));
}
//
// SaveCeilingThinker
//
// Saves a ceiling_t thinker
//
static void SaveCeilingThinker(const thinker_t *th, const UINT8 type)
{
const ceiling_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEUINT8(save_p, ht->type);
WRITEUINT32(save_p, SaveSector(ht->sector));
WRITEFIXED(save_p, ht->bottomheight);
WRITEFIXED(save_p, ht->topheight);
WRITEFIXED(save_p, ht->speed);
WRITEFIXED(save_p, ht->oldspeed);
WRITEFIXED(save_p, ht->delay);
WRITEFIXED(save_p, ht->delaytimer);
WRITEUINT8(save_p, ht->crush);
WRITEINT32(save_p, ht->texture);
WRITEINT32(save_p, ht->direction);
WRITEINT32(save_p, ht->tag);
WRITEINT32(save_p, ht->olddirection);
WRITEFIXED(save_p, ht->origspeed);
WRITEFIXED(save_p, ht->sourceline);
}
//
// SaveFloormoveThinker
//
// Saves a floormove_t thinker
//
static void SaveFloormoveThinker(const thinker_t *th, const UINT8 type)
{
const floormove_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEUINT8(save_p, ht->type);
WRITEUINT8(save_p, ht->crush);
WRITEUINT32(save_p, SaveSector(ht->sector));
WRITEINT32(save_p, ht->direction);
WRITEINT32(save_p, ht->texture);
WRITEFIXED(save_p, ht->floordestheight);
WRITEFIXED(save_p, ht->speed);
WRITEFIXED(save_p, ht->origspeed);
WRITEFIXED(save_p, ht->delay);
WRITEFIXED(save_p, ht->delaytimer);
}
//
// SaveLightflashThinker
//
// Saves a lightflash_t thinker
//
static void SaveLightflashThinker(const thinker_t *th, const UINT8 type)
{
const lightflash_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEUINT32(save_p, SaveSector(ht->sector));
WRITEINT32(save_p, ht->maxlight);
WRITEINT32(save_p, ht->minlight);
}
//
// SaveStrobeThinker
//
// Saves a strobe_t thinker
//
static void SaveStrobeThinker(const thinker_t *th, const UINT8 type)
{
const strobe_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEUINT32(save_p, SaveSector(ht->sector));
WRITEINT32(save_p, ht->count);
WRITEINT32(save_p, ht->minlight);
WRITEINT32(save_p, ht->maxlight);
WRITEINT32(save_p, ht->darktime);
WRITEINT32(save_p, ht->brighttime);
}
//
// SaveGlowThinker
//
// Saves a glow_t thinker
//
static void SaveGlowThinker(const thinker_t *th, const UINT8 type)
{
const glow_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEUINT32(save_p, SaveSector(ht->sector));
WRITEINT32(save_p, ht->minlight);
WRITEINT32(save_p, ht->maxlight);
WRITEINT32(save_p, ht->direction);
WRITEINT32(save_p, ht->speed);
}
//
// SaveFireflickerThinker
//
// Saves a fireflicker_t thinker
//
static inline void SaveFireflickerThinker(const thinker_t *th, const UINT8 type)
{
const fireflicker_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEUINT32(save_p, SaveSector(ht->sector));
WRITEINT32(save_p, ht->count);
WRITEINT32(save_p, ht->resetcount);
WRITEINT32(save_p, ht->maxlight);
WRITEINT32(save_p, ht->minlight);
}
//
// SaveElevatorThinker
//
// Saves a elevator_t thinker
//
static void SaveElevatorThinker(const thinker_t *th, const UINT8 type)
{
const elevator_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEUINT8(save_p, ht->type);
WRITEUINT32(save_p, SaveSector(ht->sector));
WRITEUINT32(save_p, SaveSector(ht->actionsector));
WRITEINT32(save_p, ht->direction);
WRITEFIXED(save_p, ht->floordestheight);
WRITEFIXED(save_p, ht->ceilingdestheight);
WRITEFIXED(save_p, ht->speed);
WRITEFIXED(save_p, ht->origspeed);
WRITEFIXED(save_p, ht->low);
WRITEFIXED(save_p, ht->high);
WRITEFIXED(save_p, ht->distance);
WRITEFIXED(save_p, ht->delay);
WRITEFIXED(save_p, ht->delaytimer);
WRITEFIXED(save_p, ht->floorwasheight);
WRITEFIXED(save_p, ht->ceilingwasheight);
WRITEUINT32(save_p, SavePlayer(ht->player)); // was dummy
WRITEUINT32(save_p, SaveLine(ht->sourceline));
}
//
// SaveScrollThinker
//
// Saves a scroll_t thinker
//
static inline void SaveScrollThinker(const thinker_t *th, const UINT8 type)
{
const scroll_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEFIXED(save_p, ht->dx);
WRITEFIXED(save_p, ht->dy);
WRITEINT32(save_p, ht->affectee);
WRITEINT32(save_p, ht->control);
WRITEFIXED(save_p, ht->last_height);
WRITEFIXED(save_p, ht->vdx);
WRITEFIXED(save_p, ht->vdy);
WRITEINT32(save_p, ht->accel);
WRITEINT32(save_p, ht->exclusive);
WRITEUINT8(save_p, ht->type);
}
//
// SaveFrictionThinker
//
// Saves a friction_t thinker
//
static inline void SaveFrictionThinker(const thinker_t *th, const UINT8 type)
{
const friction_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEINT32(save_p, ht->friction);
WRITEINT32(save_p, ht->movefactor);
WRITEINT32(save_p, ht->affectee);
WRITEINT32(save_p, ht->referrer);
WRITEUINT8(save_p, ht->roverfriction);
}
//
// SavePusherThinker
//
// Saves a pusher_t thinker
//
static inline void SavePusherThinker(const thinker_t *th, const UINT8 type)
{
const pusher_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEUINT8(save_p, ht->type);
WRITEINT32(save_p, ht->x_mag);
WRITEINT32(save_p, ht->y_mag);
WRITEINT32(save_p, ht->magnitude);
WRITEINT32(save_p, ht->radius);
WRITEINT32(save_p, ht->x);
WRITEINT32(save_p, ht->y);
WRITEINT32(save_p, ht->z);
WRITEINT32(save_p, ht->affectee);
WRITEUINT8(save_p, ht->roverpusher);
WRITEINT32(save_p, ht->referrer);
WRITEINT32(save_p, ht->exclusive);
WRITEINT32(save_p, ht->slider);
}
//
// SaveLaserThinker
//
// Saves a laserthink_t thinker
//
static void SaveLaserThinker(const thinker_t *th, const UINT8 type)
{
const laserthink_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEUINT32(save_p, SaveSector(ht->sector));
WRITEUINT32(save_p, SaveSector(ht->sec));
WRITEUINT32(save_p, SaveLine(ht->sourceline));
}
//
// SaveLightlevelThinker
//
// Saves a lightlevel_t thinker
//
static void SaveLightlevelThinker(const thinker_t *th, const UINT8 type)
{
const lightlevel_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEUINT32(save_p, SaveSector(ht->sector));
WRITEINT32(save_p, ht->destlevel);
WRITEINT32(save_p, ht->speed);
}
//
// SaveExecutorThinker
//
// Saves a executor_t thinker
//
static void SaveExecutorThinker(const thinker_t *th, const UINT8 type)
{
const executor_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEUINT32(save_p, SaveLine(ht->line));
WRITEUINT32(save_p, SaveMobjnum(ht->caller));
WRITEUINT32(save_p, SaveSector(ht->sector));
WRITEINT32(save_p, ht->timer);
}
//
// SaveDisappearThinker
//
// Saves a disappear_t thinker
//
static void SaveDisappearThinker(const thinker_t *th, const UINT8 type)
{
const disappear_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEUINT32(save_p, ht->appeartime);
WRITEUINT32(save_p, ht->disappeartime);
WRITEUINT32(save_p, ht->offset);
WRITEUINT32(save_p, ht->timer);
WRITEINT32(save_p, ht->affectee);
WRITEINT32(save_p, ht->sourceline);
WRITEINT32(save_p, ht->exists);
}
//
// SavePlaneDisplaceThinker
//
// Saves a planedisplace_t thinker
//
static void SavePlaneDisplaceThinker(const thinker_t *th, const UINT8 type)
{
const planedisplace_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEINT32(save_p, ht->affectee);
WRITEINT32(save_p, ht->control);
WRITEFIXED(save_p, ht->last_height);
WRITEFIXED(save_p, ht->speed);
WRITEUINT8(save_p, ht->type);
}
#ifdef POLYOBJECTS
//
// SavePolyrotateThinker
//
// Saves a polyrotate_t thinker
//
static inline void SavePolyrotatetThinker(const thinker_t *th, const UINT8 type)
{
const polyrotate_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEINT32(save_p, ht->polyObjNum);
WRITEINT32(save_p, ht->speed);
WRITEINT32(save_p, ht->distance);
}
//
// SavePolymoveThinker
//
// Saves a polymovet_t thinker
//
static void SavePolymoveThinker(const thinker_t *th, const UINT8 type)
{
const polymove_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEINT32(save_p, ht->polyObjNum);
WRITEINT32(save_p, ht->speed);
WRITEFIXED(save_p, ht->momx);
WRITEFIXED(save_p, ht->momy);
WRITEINT32(save_p, ht->distance);
WRITEANGLE(save_p, ht->angle);
}
//
// SavePolywaypointThinker
//
// Saves a polywaypoint_t thinker
//
static void SavePolywaypointThinker(const thinker_t *th, UINT8 type)
{
const polywaypoint_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEINT32(save_p, ht->polyObjNum);
WRITEINT32(save_p, ht->speed);
WRITEINT32(save_p, ht->sequence);
WRITEINT32(save_p, ht->pointnum);
WRITEINT32(save_p, ht->direction);
WRITEUINT8(save_p, ht->comeback);
WRITEUINT8(save_p, ht->wrap);
WRITEUINT8(save_p, ht->continuous);
WRITEUINT8(save_p, ht->stophere);
WRITEFIXED(save_p, ht->diffx);
WRITEFIXED(save_p, ht->diffy);
WRITEFIXED(save_p, ht->diffz);
}
//
// SavePolyslidedoorThinker
//
// Saves a polyslidedoor_t thinker
//
static void SavePolyslidedoorThinker(const thinker_t *th, const UINT8 type)
{
const polyslidedoor_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEINT32(save_p, ht->polyObjNum);
WRITEINT32(save_p, ht->delay);
WRITEINT32(save_p, ht->delayCount);
WRITEINT32(save_p, ht->initSpeed);
WRITEINT32(save_p, ht->speed);
WRITEINT32(save_p, ht->initDistance);
WRITEINT32(save_p, ht->distance);
WRITEUINT32(save_p, ht->initAngle);
WRITEUINT32(save_p, ht->angle);
WRITEUINT32(save_p, ht->revAngle);
WRITEFIXED(save_p, ht->momx);
WRITEFIXED(save_p, ht->momy);
WRITEUINT8(save_p, ht->closing);
}
//
// SavePolyswingdoorThinker
//
// Saves a polyswingdoor_t thinker
//
static void SavePolyswingdoorThinker(const thinker_t *th, const UINT8 type)
{
const polyswingdoor_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEINT32(save_p, ht->polyObjNum);
WRITEINT32(save_p, ht->delay);
WRITEINT32(save_p, ht->delayCount);
WRITEINT32(save_p, ht->initSpeed);
WRITEINT32(save_p, ht->speed);
WRITEINT32(save_p, ht->initDistance);
WRITEINT32(save_p, ht->distance);
WRITEUINT8(save_p, ht->closing);
}
static void SavePolydisplaceThinker(const thinker_t *th, const UINT8 type)
{
const polydisplace_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEINT32(save_p, ht->polyObjNum);
WRITEUINT32(save_p, SaveSector(ht->controlSector));
WRITEFIXED(save_p, ht->dx);
WRITEFIXED(save_p, ht->dy);
WRITEFIXED(save_p, ht->oldHeights);
}
#endif
/*
//
// SaveWhatThinker
//
// Saves a what_t thinker
//
static inline void SaveWhatThinker(const thinker_t *th, const UINT8 type)
{
const what_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
}
*/
//
// P_NetArchiveThinkers
//
//
static void P_NetArchiveThinkers(void)
{
const thinker_t *th;
UINT32 numsaved = 0;
WRITEUINT32(save_p, ARCHIVEBLOCK_THINKERS);
// save off the current thinkers
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (!(th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed
|| th->function.acp1 == (actionf_p1)P_RainThinker
|| th->function.acp1 == (actionf_p1)P_SnowThinker))
numsaved++;
if (th->function.acp1 == (actionf_p1)P_MobjThinker)
{
SaveMobjThinker(th, tc_mobj);
continue;
}
#ifdef PARANOIA
else if (th->function.acp1 == (actionf_p1)P_RainThinker
|| th->function.acp1 == (actionf_p1)P_SnowThinker);
#endif
else if (th->function.acp1 == (actionf_p1)T_MoveCeiling)
{
SaveCeilingThinker(th, tc_ceiling);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_CrushCeiling)
{
SaveCeilingThinker(th, tc_crushceiling);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_MoveFloor)
{
SaveFloormoveThinker(th, tc_floor);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_LightningFlash)
{
SaveLightflashThinker(th, tc_flash);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_StrobeFlash)
{
SaveStrobeThinker(th, tc_strobe);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_Glow)
{
SaveGlowThinker(th, tc_glow);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_FireFlicker)
{
SaveFireflickerThinker(th, tc_fireflicker);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_MoveElevator)
{
SaveElevatorThinker(th, tc_elevator);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_ContinuousFalling)
{
SaveSpecialLevelThinker(th, tc_continuousfalling);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_ThwompSector)
{
SaveSpecialLevelThinker(th, tc_thwomp);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_NoEnemiesSector)
{
SaveSpecialLevelThinker(th, tc_noenemies);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_EachTimeThinker)
{
SaveSpecialLevelThinker(th, tc_eachtime);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_RaiseSector)
{
SaveSpecialLevelThinker(th, tc_raisesector);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_CameraScanner)
{
SaveElevatorThinker(th, tc_camerascanner);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_Scroll)
{
SaveScrollThinker(th, tc_scroll);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_Friction)
{
SaveFrictionThinker(th, tc_friction);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_Pusher)
{
SavePusherThinker(th, tc_pusher);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_BounceCheese)
{
SaveSpecialLevelThinker(th, tc_bouncecheese);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_StartCrumble)
{
SaveElevatorThinker(th, tc_startcrumble);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_MarioBlock)
{
SaveSpecialLevelThinker(th, tc_marioblock);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_SpikeSector)
{
SaveSpecialLevelThinker(th, tc_spikesector);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_FloatSector)
{
SaveSpecialLevelThinker(th, tc_floatsector);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_BridgeThinker)
{
SaveSpecialLevelThinker(th, tc_bridgethinker);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_LaserFlash)
{
SaveLaserThinker(th, tc_laserflash);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_LightFade)
{
SaveLightlevelThinker(th, tc_lightfade);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_ExecutorDelay)
{
SaveExecutorThinker(th, tc_executor);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_Disappear)
{
SaveDisappearThinker(th, tc_disappear);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_PlaneDisplace)
{
SavePlaneDisplaceThinker(th, tc_planedisplace);
continue;
}
#ifdef POLYOBJECTS
else if (th->function.acp1 == (actionf_p1)T_PolyObjRotate)
{
SavePolyrotatetThinker(th, tc_polyrotate);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_PolyObjMove)
{
SavePolymoveThinker(th, tc_polymove);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_PolyObjWaypoint)
{
SavePolywaypointThinker(th, tc_polywaypoint);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_PolyDoorSlide)
{
SavePolyslidedoorThinker(th, tc_polyslidedoor);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_PolyDoorSwing)
{
SavePolyswingdoorThinker(th, tc_polyswingdoor);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_PolyObjFlag)
{
SavePolymoveThinker(th, tc_polyflag);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_PolyObjDisplace)
{
SavePolydisplaceThinker(th, tc_polydisplace);
continue;
}
#endif
#ifdef PARANOIA
else if (th->function.acv != P_RemoveThinkerDelayed) // wait garbage collection
I_Error("unknown thinker type %p", th->function.acp1);
#endif
}
CONS_Debug(DBG_NETPLAY, "%u thinkers saved\n", numsaved);
WRITEUINT8(save_p, tc_end);
}
// Now save the pointers, tracer and target, but at load time we must
// relink to this; the savegame contains the old position in the pointer
// field copyed in the info field temporarily, but finally we just search
// for the old position and relink to it.
mobj_t *P_FindNewPosition(UINT32 oldposition)
{
thinker_t *th;
mobj_t *mobj;
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mobj = (mobj_t *)th;
if (mobj->mobjnum == oldposition)
return mobj;
}
CONS_Debug(DBG_GAMELOGIC, "mobj not found\n");
return NULL;
}
static inline mobj_t *LoadMobj(UINT32 mobjnum)
{
if (mobjnum == 0) return NULL;
return (mobj_t *)(size_t)mobjnum;
}
static sector_t *LoadSector(UINT32 sector)
{
if (sector >= numsectors) return NULL;
return &sectors[sector];
}
static line_t *LoadLine(UINT32 line)
{
if (line >= numlines) return NULL;
return &lines[line];
}
static inline player_t *LoadPlayer(UINT32 player)
{
if (player >= MAXPLAYERS) return NULL;
return &players[player];
}
//
// LoadMobjThinker
//
// Loads a mobj_t from a save game
//
static void LoadMobjThinker(actionf_p1 thinker)
{
thinker_t *next;
mobj_t *mobj;
UINT32 diff;
UINT16 diff2;
INT32 i;
fixed_t z, floorz, ceilingz;
diff = READUINT32(save_p);
if (diff & MD_MORE)
diff2 = READUINT16(save_p);
else
diff2 = 0;
next = (void *)(size_t)READUINT32(save_p);
z = READFIXED(save_p); // Force this so 3dfloor problems don't arise.
floorz = READFIXED(save_p);
ceilingz = READFIXED(save_p);
if (diff & MD_SPAWNPOINT)
{
UINT16 spawnpointnum = READUINT16(save_p);
if (mapthings[spawnpointnum].type == 1705 || mapthings[spawnpointnum].type == 1713) // NiGHTS Hoop special case
{
P_SpawnHoopsAndRings(&mapthings[spawnpointnum], false);
return;
}
mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL);
mobj->spawnpoint = &mapthings[spawnpointnum];
mapthings[spawnpointnum].mobj = mobj;
}
else
mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL);
// declare this as a valid mobj as soon as possible.
mobj->thinker.function.acp1 = thinker;
mobj->z = z;
mobj->floorz = floorz;
mobj->ceilingz = ceilingz;
if (diff & MD_TYPE)
mobj->type = READUINT32(save_p);
else
{
for (i = 0; i < NUMMOBJTYPES; i++)
if (mobj->spawnpoint && mobj->spawnpoint->type == mobjinfo[i].doomednum)
break;
if (i == NUMMOBJTYPES)
{
if (mobj->spawnpoint)
CONS_Alert(CONS_ERROR, "Found mobj with unknown map thing type %d\n", mobj->spawnpoint->type);
else
CONS_Alert(CONS_ERROR, "Found mobj with unknown map thing type NULL\n");
I_Error("Savegame corrupted");
}
mobj->type = i;
}
mobj->info = &mobjinfo[mobj->type];
if (diff & MD_POS)
{
mobj->x = READFIXED(save_p);
mobj->y = READFIXED(save_p);
mobj->angle = READANGLE(save_p);
}
else
{
mobj->x = mobj->spawnpoint->x << FRACBITS;
mobj->y = mobj->spawnpoint->y << FRACBITS;
mobj->angle = FixedAngle(mobj->spawnpoint->angle*FRACUNIT);
}
if (diff & MD_MOM)
{
mobj->momx = READFIXED(save_p);
mobj->momy = READFIXED(save_p);
mobj->momz = READFIXED(save_p);
} // otherwise they're zero, and the memset took care of it
if (diff & MD_RADIUS)
mobj->radius = READFIXED(save_p);
else
mobj->radius = mobj->info->radius;
if (diff & MD_HEIGHT)
mobj->height = READFIXED(save_p);
else
mobj->height = mobj->info->height;
if (diff & MD_FLAGS)
mobj->flags = READUINT32(save_p);
else
mobj->flags = mobj->info->flags;
if (diff & MD_FLAGS2)
mobj->flags2 = READUINT32(save_p);
if (diff & MD_HEALTH)
mobj->health = READINT32(save_p);
else
mobj->health = mobj->info->spawnhealth;
if (diff & MD_RTIME)
mobj->reactiontime = READINT32(save_p);
else
mobj->reactiontime = mobj->info->reactiontime;
if (diff & MD_STATE)
mobj->state = &states[READUINT16(save_p)];
else
mobj->state = &states[mobj->info->spawnstate];
if (diff & MD_TICS)
mobj->tics = READINT32(save_p);
else
mobj->tics = mobj->state->tics;
if (diff & MD_SPRITE) {
mobj->sprite = READUINT16(save_p);
if (mobj->sprite == SPR_PLAY)
mobj->sprite2 = READUINT8(save_p);
}
else {
mobj->sprite = mobj->state->sprite;
if (mobj->sprite == SPR_PLAY)
mobj->sprite2 = mobj->state->frame&FF_FRAMEMASK;
}
if (diff & MD_FRAME)
{
mobj->frame = READUINT32(save_p);
mobj->anim_duration = READUINT16(save_p);
}
else
{
mobj->frame = mobj->state->frame;
mobj->anim_duration = (UINT16)mobj->state->var2;
}
if (diff & MD_EFLAGS)
mobj->eflags = READUINT16(save_p);
if (diff & MD_PLAYER)
{
i = READUINT8(save_p);
mobj->player = &players[i];
mobj->player->mo = mobj;
// added for angle prediction
if (consoleplayer == i)
localangle = mobj->angle;
if (secondarydisplayplayer == i)
localangle2 = mobj->angle;
}
if (diff & MD_MOVEDIR)
mobj->movedir = READANGLE(save_p);
if (diff & MD_MOVECOUNT)
mobj->movecount = READINT32(save_p);
if (diff & MD_THRESHOLD)
mobj->threshold = READINT32(save_p);
if (diff & MD_LASTLOOK)
mobj->lastlook = READINT32(save_p);
else
mobj->lastlook = -1;
if (diff & MD_TARGET)
mobj->target = (mobj_t *)(size_t)READUINT32(save_p);
if (diff & MD_TRACER)
mobj->tracer = (mobj_t *)(size_t)READUINT32(save_p);
if (diff & MD_FRICTION)
mobj->friction = READFIXED(save_p);
else
mobj->friction = ORIG_FRICTION;
if (diff & MD_MOVEFACTOR)
mobj->movefactor = READFIXED(save_p);
else
mobj->movefactor = FRACUNIT;
if (diff & MD_FUSE)
mobj->fuse = READINT32(save_p);
if (diff & MD_WATERTOP)
mobj->watertop = READFIXED(save_p);
if (diff & MD_WATERBOTTOM)
mobj->waterbottom = READFIXED(save_p);
if (diff & MD_SCALE)
mobj->scale = READFIXED(save_p);
else
mobj->scale = FRACUNIT;
if (diff & MD_DSCALE)
mobj->destscale = READFIXED(save_p);
else
mobj->destscale = mobj->scale;
if (diff2 & MD2_SCALESPEED)
mobj->scalespeed = READFIXED(save_p);
else
mobj->scalespeed = FRACUNIT/12;
if (diff2 & MD2_CUSVAL)
mobj->cusval = READINT32(save_p);
if (diff2 & MD2_CVMEM)
mobj->cvmem = READINT32(save_p);
if (diff2 & MD2_SKIN)
mobj->skin = &skins[READUINT8(save_p)];
if (diff2 & MD2_COLOR)
mobj->color = READUINT8(save_p);
if (diff2 & MD2_EXTVAL1)
mobj->extravalue1 = READINT32(save_p);
if (diff2 & MD2_EXTVAL2)
mobj->extravalue2 = READINT32(save_p);
if (diff2 & MD2_HNEXT)
mobj->hnext = (mobj_t *)(size_t)READUINT32(save_p);
if (diff2 & MD2_HPREV)
mobj->hprev = (mobj_t *)(size_t)READUINT32(save_p);
#ifdef ESLOPE
if (diff2 & MD2_SLOPE)
mobj->standingslope = P_SlopeById(READUINT16(save_p));
#endif
if (diff & MD_REDFLAG)
{
redflag = mobj;
rflagpoint = mobj->spawnpoint;
}
if (diff & MD_BLUEFLAG)
{
blueflag = mobj;
bflagpoint = mobj->spawnpoint;
}
// set sprev, snext, bprev, bnext, subsector
P_SetThingPosition(mobj);
mobj->mobjnum = READUINT32(save_p);
if (mobj->player)
{
if (mobj->eflags & MFE_VERTICALFLIP)
mobj->player->viewz = mobj->z + mobj->height - mobj->player->viewheight;
else
mobj->player->viewz = mobj->player->mo->z + mobj->player->viewheight;
}
P_AddThinker(&mobj->thinker);
mobj->info = (mobjinfo_t *)next; // temporarily, set when leave this function
}
//
// LoadSpecialLevelThinker
//
// Loads a levelspecthink_t from a save game
//
// floorOrCeiling:
// 0 - Don't set
// 1 - Floor Only
// 2 - Ceiling Only
// 3 - Both
//
static void LoadSpecialLevelThinker(actionf_p1 thinker, UINT8 floorOrCeiling)
{
levelspecthink_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
size_t i;
ht->thinker.function.acp1 = thinker;
for (i = 0; i < 16; i++)
ht->vars[i] = READFIXED(save_p); //var[16]
ht->sourceline = LoadLine(READUINT32(save_p));
ht->sector = LoadSector(READUINT32(save_p));
if (ht->sector)
{
if (floorOrCeiling & 2)
ht->sector->ceilingdata = ht;
if (floorOrCeiling & 1)
ht->sector->floordata = ht;
}
P_AddThinker(&ht->thinker);
}
//
// LoadCeilingThinker
//
// Loads a ceiling_t from a save game
//
static void LoadCeilingThinker(actionf_p1 thinker)
{
ceiling_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->type = READUINT8(save_p);
ht->sector = LoadSector(READUINT32(save_p));
ht->bottomheight = READFIXED(save_p);
ht->topheight = READFIXED(save_p);
ht->speed = READFIXED(save_p);
ht->oldspeed = READFIXED(save_p);
ht->delay = READFIXED(save_p);
ht->delaytimer = READFIXED(save_p);
ht->crush = READUINT8(save_p);
ht->texture = READINT32(save_p);
ht->direction = READINT32(save_p);
ht->tag = READINT32(save_p);
ht->olddirection = READINT32(save_p);
ht->origspeed = READFIXED(save_p);
ht->sourceline = READFIXED(save_p);
if (ht->sector)
ht->sector->ceilingdata = ht;
P_AddThinker(&ht->thinker);
}
//
// LoadFloormoveThinker
//
// Loads a floormove_t from a save game
//
static void LoadFloormoveThinker(actionf_p1 thinker)
{
floormove_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->type = READUINT8(save_p);
ht->crush = READUINT8(save_p);
ht->sector = LoadSector(READUINT32(save_p));
ht->direction = READINT32(save_p);
ht->texture = READINT32(save_p);
ht->floordestheight = READFIXED(save_p);
ht->speed = READFIXED(save_p);
ht->origspeed = READFIXED(save_p);
ht->delay = READFIXED(save_p);
ht->delaytimer = READFIXED(save_p);
if (ht->sector)
ht->sector->floordata = ht;
P_AddThinker(&ht->thinker);
}
//
// LoadLightflashThinker
//
// Loads a lightflash_t from a save game
//
static void LoadLightflashThinker(actionf_p1 thinker)
{
lightflash_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->sector = LoadSector(READUINT32(save_p));
ht->maxlight = READINT32(save_p);
ht->minlight = READINT32(save_p);
if (ht->sector)
ht->sector->lightingdata = ht;
P_AddThinker(&ht->thinker);
}
//
// LoadStrobeThinker
//
// Loads a strobe_t from a save game
//
static void LoadStrobeThinker(actionf_p1 thinker)
{
strobe_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->sector = LoadSector(READUINT32(save_p));
ht->count = READINT32(save_p);
ht->minlight = READINT32(save_p);
ht->maxlight = READINT32(save_p);
ht->darktime = READINT32(save_p);
ht->brighttime = READINT32(save_p);
if (ht->sector)
ht->sector->lightingdata = ht;
P_AddThinker(&ht->thinker);
}
//
// LoadGlowThinker
//
// Loads a glow_t from a save game
//
static void LoadGlowThinker(actionf_p1 thinker)
{
glow_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->sector = LoadSector(READUINT32(save_p));
ht->minlight = READINT32(save_p);
ht->maxlight = READINT32(save_p);
ht->direction = READINT32(save_p);
ht->speed = READINT32(save_p);
if (ht->sector)
ht->sector->lightingdata = ht;
P_AddThinker(&ht->thinker);
}
//
// LoadFireflickerThinker
//
// Loads a fireflicker_t from a save game
//
static void LoadFireflickerThinker(actionf_p1 thinker)
{
fireflicker_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->sector = LoadSector(READUINT32(save_p));
ht->count = READINT32(save_p);
ht->resetcount = READINT32(save_p);
ht->maxlight = READINT32(save_p);
ht->minlight = READINT32(save_p);
if (ht->sector)
ht->sector->lightingdata = ht;
P_AddThinker(&ht->thinker);
}
//
// LoadElevatorThinker
//
// Loads a elevator_t from a save game
//
static void LoadElevatorThinker(actionf_p1 thinker, UINT8 floorOrCeiling)
{
elevator_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->type = READUINT8(save_p);
ht->sector = LoadSector(READUINT32(save_p));
ht->actionsector = LoadSector(READUINT32(save_p));
ht->direction = READINT32(save_p);
ht->floordestheight = READFIXED(save_p);
ht->ceilingdestheight = READFIXED(save_p);
ht->speed = READFIXED(save_p);
ht->origspeed = READFIXED(save_p);
ht->low = READFIXED(save_p);
ht->high = READFIXED(save_p);
ht->distance = READFIXED(save_p);
ht->delay = READFIXED(save_p);
ht->delaytimer = READFIXED(save_p);
ht->floorwasheight = READFIXED(save_p);
ht->ceilingwasheight = READFIXED(save_p);
ht->player = LoadPlayer(READUINT32(save_p)); // was dummy
ht->sourceline = LoadLine(READUINT32(save_p));
if (ht->sector)
{
if (floorOrCeiling & 2)
ht->sector->ceilingdata = ht;
if (floorOrCeiling & 1)
ht->sector->floordata = ht;
}
P_AddThinker(&ht->thinker);
}
//
// LoadScrollThinker
//
// Loads a scroll_t from a save game
//
static void LoadScrollThinker(actionf_p1 thinker)
{
scroll_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->dx = READFIXED(save_p);
ht->dy = READFIXED(save_p);
ht->affectee = READINT32(save_p);
ht->control = READINT32(save_p);
ht->last_height = READFIXED(save_p);
ht->vdx = READFIXED(save_p);
ht->vdy = READFIXED(save_p);
ht->accel = READINT32(save_p);
ht->exclusive = READINT32(save_p);
ht->type = READUINT8(save_p);
P_AddThinker(&ht->thinker);
}
//
// LoadFrictionThinker
//
// Loads a friction_t from a save game
//
static inline void LoadFrictionThinker(actionf_p1 thinker)
{
friction_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->friction = READINT32(save_p);
ht->movefactor = READINT32(save_p);
ht->affectee = READINT32(save_p);
ht->referrer = READINT32(save_p);
ht->roverfriction = READUINT8(save_p);
P_AddThinker(&ht->thinker);
}
//
// LoadPusherThinker
//
// Loads a pusher_t from a save game
//
static void LoadPusherThinker(actionf_p1 thinker)
{
pusher_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->type = READUINT8(save_p);
ht->x_mag = READINT32(save_p);
ht->y_mag = READINT32(save_p);
ht->magnitude = READINT32(save_p);
ht->radius = READINT32(save_p);
ht->x = READINT32(save_p);
ht->y = READINT32(save_p);
ht->z = READINT32(save_p);
ht->affectee = READINT32(save_p);
ht->roverpusher = READUINT8(save_p);
ht->referrer = READINT32(save_p);
ht->exclusive = READINT32(save_p);
ht->slider = READINT32(save_p);
ht->source = P_GetPushThing(ht->affectee);
P_AddThinker(&ht->thinker);
}
//
// LoadLaserThinker
//
// Loads a laserthink_t from a save game
//
static inline void LoadLaserThinker(actionf_p1 thinker)
{
laserthink_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ffloor_t *rover = NULL;
ht->thinker.function.acp1 = thinker;
ht->sector = LoadSector(READUINT32(save_p));
ht->sec = LoadSector(READUINT32(save_p));
ht->sourceline = LoadLine(READUINT32(save_p));
for (rover = ht->sector->ffloors; rover; rover = rover->next)
if (rover->secnum == (size_t)(ht->sec - sectors)
&& rover->master == ht->sourceline)
ht->ffloor = rover;
P_AddThinker(&ht->thinker);
}
//
// LoadLightlevelThinker
//
// Loads a lightlevel_t from a save game
//
static inline void LoadLightlevelThinker(actionf_p1 thinker)
{
lightlevel_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->sector = LoadSector(READUINT32(save_p));
ht->destlevel = READINT32(save_p);
ht->speed = READINT32(save_p);
if (ht->sector)
ht->sector->lightingdata = ht;
P_AddThinker(&ht->thinker);
}
//
// LoadExecutorThinker
//
// Loads a executor_t from a save game
//
static inline void LoadExecutorThinker(actionf_p1 thinker)
{
executor_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->line = LoadLine(READUINT32(save_p));
ht->caller = LoadMobj(READUINT32(save_p));
ht->sector = LoadSector(READUINT32(save_p));
ht->timer = READINT32(save_p);
P_AddThinker(&ht->thinker);
}
//
// LoadDisappearThinker
//
// Loads a disappear_t thinker
//
static inline void LoadDisappearThinker(actionf_p1 thinker)
{
disappear_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->appeartime = READUINT32(save_p);
ht->disappeartime = READUINT32(save_p);
ht->offset = READUINT32(save_p);
ht->timer = READUINT32(save_p);
ht->affectee = READINT32(save_p);
ht->sourceline = READINT32(save_p);
ht->exists = READINT32(save_p);
P_AddThinker(&ht->thinker);
}
//
// LoadPlaneDisplaceThinker
//
// Loads a planedisplace_t thinker
//
static inline void LoadPlaneDisplaceThinker(actionf_p1 thinker)
{
planedisplace_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->affectee = READINT32(save_p);
ht->control = READINT32(save_p);
ht->last_height = READFIXED(save_p);
ht->speed = READFIXED(save_p);
ht->type = READUINT8(save_p);
P_AddThinker(&ht->thinker);
}
#ifdef POLYOBJECTS
//
// LoadPolyrotateThinker
//
// Loads a polyrotate_t thinker
//
static inline void LoadPolyrotatetThinker(actionf_p1 thinker)
{
polyrotate_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->polyObjNum = READINT32(save_p);
ht->speed = READINT32(save_p);
ht->distance = READINT32(save_p);
P_AddThinker(&ht->thinker);
}
//
// LoadPolymoveThinker
//
// Loads a polymovet_t thinker
//
static void LoadPolymoveThinker(actionf_p1 thinker)
{
polymove_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->polyObjNum = READINT32(save_p);
ht->speed = READINT32(save_p);
ht->momx = READFIXED(save_p);
ht->momy = READFIXED(save_p);
ht->distance = READINT32(save_p);
ht->angle = READANGLE(save_p);
P_AddThinker(&ht->thinker);
}
//
// LoadPolywaypointThinker
//
// Loads a polywaypoint_t thinker
//
static inline void LoadPolywaypointThinker(actionf_p1 thinker)
{
polywaypoint_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->polyObjNum = READINT32(save_p);
ht->speed = READINT32(save_p);
ht->sequence = READINT32(save_p);
ht->pointnum = READINT32(save_p);
ht->direction = READINT32(save_p);
ht->comeback = READUINT8(save_p);
ht->wrap = READUINT8(save_p);
ht->continuous = READUINT8(save_p);
ht->stophere = READUINT8(save_p);
ht->diffx = READFIXED(save_p);
ht->diffy = READFIXED(save_p);
ht->diffz = READFIXED(save_p);
P_AddThinker(&ht->thinker);
}
//
// LoadPolyslidedoorThinker
//
// loads a polyslidedoor_t thinker
//
static inline void LoadPolyslidedoorThinker(actionf_p1 thinker)
{
polyslidedoor_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->polyObjNum = READINT32(save_p);
ht->delay = READINT32(save_p);
ht->delayCount = READINT32(save_p);
ht->initSpeed = READINT32(save_p);
ht->speed = READINT32(save_p);
ht->initDistance = READINT32(save_p);
ht->distance = READINT32(save_p);
ht->initAngle = READUINT32(save_p);
ht->angle = READUINT32(save_p);
ht->revAngle = READUINT32(save_p);
ht->momx = READFIXED(save_p);
ht->momy = READFIXED(save_p);
ht->closing = READUINT8(save_p);
P_AddThinker(&ht->thinker);
}
//
// LoadPolyswingdoorThinker
//
// Loads a polyswingdoor_t thinker
//
static inline void LoadPolyswingdoorThinker(actionf_p1 thinker)
{
polyswingdoor_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->polyObjNum = READINT32(save_p);
ht->delay = READINT32(save_p);
ht->delayCount = READINT32(save_p);
ht->initSpeed = READINT32(save_p);
ht->speed = READINT32(save_p);
ht->initDistance = READINT32(save_p);
ht->distance = READINT32(save_p);
ht->closing = READUINT8(save_p);
P_AddThinker(&ht->thinker);
}
//
// LoadPolydisplaceThinker
//
// Loads a polydisplace_t thinker
//
static inline void LoadPolydisplaceThinker(actionf_p1 thinker)
{
polydisplace_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->polyObjNum = READINT32(save_p);
ht->controlSector = LoadSector(READUINT32(save_p));
ht->dx = READFIXED(save_p);
ht->dy = READFIXED(save_p);
ht->oldHeights = READFIXED(save_p);
P_AddThinker(&ht->thinker);
}
#endif
/*
//
// LoadWhatThinker
//
// load a what_t thinker
//
static inline void LoadWhatThinker(actionf_p1 thinker)
{
what_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
}
*/
//
// P_NetUnArchiveThinkers
//
static void P_NetUnArchiveThinkers(void)
{
thinker_t *currentthinker;
thinker_t *next;
UINT8 tclass;
UINT8 restoreNum = false;
UINT32 i;
UINT32 numloaded = 0;
if (READUINT32(save_p) != ARCHIVEBLOCK_THINKERS)
I_Error("Bad $$$.sav at archive block Thinkers");
// remove all the current thinkers
currentthinker = thinkercap.next;
for (currentthinker = thinkercap.next; currentthinker != &thinkercap; currentthinker = next)
{
next = currentthinker->next;
if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker)
P_RemoveSavegameMobj((mobj_t *)currentthinker); // item isn't saved, don't remove it
else
Z_Free(currentthinker);
}
// we don't want the removed mobjs to come back
iquetail = iquehead = 0;
P_InitThinkers();
// clear sector thinker pointers so they don't point to non-existant thinkers for all of eternity
for (i = 0; i < numsectors; i++)
{
sectors[i].floordata = sectors[i].ceilingdata = sectors[i].lightingdata = NULL;
}
// read in saved thinkers
for (;;)
{
tclass = READUINT8(save_p);
if (tclass == tc_end)
break; // leave the saved thinker reading loop
numloaded++;
switch (tclass)
{
case tc_mobj:
LoadMobjThinker((actionf_p1)P_MobjThinker);
break;
case tc_ceiling:
LoadCeilingThinker((actionf_p1)T_MoveCeiling);
break;
case tc_crushceiling:
LoadCeilingThinker((actionf_p1)T_CrushCeiling);
break;
case tc_floor:
LoadFloormoveThinker((actionf_p1)T_MoveFloor);
break;
case tc_flash:
LoadLightflashThinker((actionf_p1)T_LightningFlash);
break;
case tc_strobe:
LoadStrobeThinker((actionf_p1)T_StrobeFlash);
break;
case tc_glow:
LoadGlowThinker((actionf_p1)T_Glow);
break;
case tc_fireflicker:
LoadFireflickerThinker((actionf_p1)T_FireFlicker);
break;
case tc_elevator:
LoadElevatorThinker((actionf_p1)T_MoveElevator, 3);
break;
case tc_continuousfalling:
LoadSpecialLevelThinker((actionf_p1)T_ContinuousFalling, 3);
break;
case tc_thwomp:
LoadSpecialLevelThinker((actionf_p1)T_ThwompSector, 3);
break;
case tc_noenemies:
LoadSpecialLevelThinker((actionf_p1)T_NoEnemiesSector, 0);
break;
case tc_eachtime:
LoadSpecialLevelThinker((actionf_p1)T_EachTimeThinker, 0);
break;
case tc_raisesector:
LoadSpecialLevelThinker((actionf_p1)T_RaiseSector, 0);
break;
/// \todo rewrite all the code that uses an elevator_t but isn't an elevator
/// \note working on it!
case tc_camerascanner:
LoadElevatorThinker((actionf_p1)T_CameraScanner, 0);
break;
case tc_bouncecheese:
LoadSpecialLevelThinker((actionf_p1)T_BounceCheese, 2);
break;
case tc_startcrumble:
LoadElevatorThinker((actionf_p1)T_StartCrumble, 1);
break;
case tc_marioblock:
LoadSpecialLevelThinker((actionf_p1)T_MarioBlock, 3);
break;
case tc_spikesector:
LoadSpecialLevelThinker((actionf_p1)T_SpikeSector, 0);
break;
case tc_floatsector:
LoadSpecialLevelThinker((actionf_p1)T_FloatSector, 0);
break;
case tc_bridgethinker:
LoadSpecialLevelThinker((actionf_p1)T_BridgeThinker, 3);
break;
case tc_laserflash:
LoadLaserThinker((actionf_p1)T_LaserFlash);
break;
case tc_lightfade:
LoadLightlevelThinker((actionf_p1)T_LightFade);
break;
case tc_executor:
LoadExecutorThinker((actionf_p1)T_ExecutorDelay);
restoreNum = true;
break;
case tc_disappear:
LoadDisappearThinker((actionf_p1)T_Disappear);
break;
case tc_planedisplace:
LoadPlaneDisplaceThinker((actionf_p1)T_PlaneDisplace);
break;
#ifdef POLYOBJECTS
case tc_polyrotate:
LoadPolyrotatetThinker((actionf_p1)T_PolyObjRotate);
break;
case tc_polymove:
LoadPolymoveThinker((actionf_p1)T_PolyObjMove);
break;
case tc_polywaypoint:
LoadPolywaypointThinker((actionf_p1)T_PolyObjWaypoint);
break;
case tc_polyslidedoor:
LoadPolyslidedoorThinker((actionf_p1)T_PolyDoorSlide);
break;
case tc_polyswingdoor:
LoadPolyswingdoorThinker((actionf_p1)T_PolyDoorSwing);
break;
case tc_polyflag:
LoadPolymoveThinker((actionf_p1)T_PolyObjFlag);
break;
case tc_polydisplace:
LoadPolydisplaceThinker((actionf_p1)T_PolyObjDisplace);
break;
#endif
case tc_scroll:
LoadScrollThinker((actionf_p1)T_Scroll);
break;
case tc_friction:
LoadFrictionThinker((actionf_p1)T_Friction);
break;
case tc_pusher:
LoadPusherThinker((actionf_p1)T_Pusher);
break;
default:
I_Error("P_UnarchiveSpecials: Unknown tclass %d in savegame", tclass);
}
}
CONS_Debug(DBG_NETPLAY, "%u thinkers loaded\n", numloaded);
if (restoreNum)
{
executor_t *delay = NULL;
UINT32 mobjnum;
for (currentthinker = thinkercap.next; currentthinker != &thinkercap;
currentthinker = currentthinker->next)
{
if (currentthinker->function.acp1 == (actionf_p1)T_ExecutorDelay)
{
delay = (void *)currentthinker;
if ((mobjnum = (UINT32)(size_t)delay->caller))
delay->caller = P_FindNewPosition(mobjnum);
}
}
}
}
///////////////////////////////////////////////////////////////////////////////
//
// haleyjd 03/26/06: PolyObject saving code
//
#ifdef POLYOBJECTS
#define PD_FLAGS 0x01
#define PD_TRANS 0x02
static inline void P_ArchivePolyObj(polyobj_t *po)
{
UINT8 diff = 0;
WRITEINT32(save_p, po->id);
WRITEANGLE(save_p, po->angle);
WRITEFIXED(save_p, po->spawnSpot.x);
WRITEFIXED(save_p, po->spawnSpot.y);
if (po->flags != po->spawnflags)
diff |= PD_FLAGS;
if (po->translucency != po->spawntrans)
diff |= PD_TRANS;
WRITEUINT8(save_p, diff);
if (diff & PD_FLAGS)
WRITEINT32(save_p, po->flags);
if (diff & PD_TRANS)
WRITEINT32(save_p, po->translucency);
}
static inline void P_UnArchivePolyObj(polyobj_t *po)
{
INT32 id;
UINT32 angle;
fixed_t x, y;
UINT8 diff;
// nullify all polyobject thinker pointers;
// the thinkers themselves will fight over who gets the field
// when they first start to run.
po->thinker = NULL;
id = READINT32(save_p);
angle = READANGLE(save_p);
x = READFIXED(save_p);
y = READFIXED(save_p);
diff = READUINT8(save_p);
if (diff & PD_FLAGS)
po->flags = READINT32(save_p);
if (diff & PD_TRANS)
po->translucency = READINT32(save_p);
// if the object is bad or isn't in the id hash, we can do nothing more
// with it, so return now
if (po->isBad || po != Polyobj_GetForNum(id))
return;
// rotate and translate polyobject
Polyobj_MoveOnLoad(po, angle, x, y);
}
static inline void P_ArchivePolyObjects(void)
{
INT32 i;
WRITEUINT32(save_p, ARCHIVEBLOCK_POBJS);
// save number of polyobjects
WRITEINT32(save_p, numPolyObjects);
for (i = 0; i < numPolyObjects; ++i)
P_ArchivePolyObj(&PolyObjects[i]);
}
static inline void P_UnArchivePolyObjects(void)
{
INT32 i, numSavedPolys;
if (READUINT32(save_p) != ARCHIVEBLOCK_POBJS)
I_Error("Bad $$$.sav at archive block Pobjs");
numSavedPolys = READINT32(save_p);
if (numSavedPolys != numPolyObjects)
I_Error("P_UnArchivePolyObjects: polyobj count inconsistency\n");
for (i = 0; i < numSavedPolys; ++i)
P_UnArchivePolyObj(&PolyObjects[i]);
}
#endif
//
// P_FinishMobjs
//
static inline void P_FinishMobjs(void)
{
thinker_t *currentthinker;
mobj_t *mobj;
// put info field there real value
for (currentthinker = thinkercap.next; currentthinker != &thinkercap;
currentthinker = currentthinker->next)
{
if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker)
{
mobj = (mobj_t *)currentthinker;
mobj->info = &mobjinfo[mobj->type];
}
}
}
static void P_RelinkPointers(void)
{
thinker_t *currentthinker;
mobj_t *mobj;
UINT32 temp;
// use info field (value = oldposition) to relink mobjs
for (currentthinker = thinkercap.next; currentthinker != &thinkercap;
currentthinker = currentthinker->next)
{
if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker)
{
mobj = (mobj_t *)currentthinker;
if (mobj->type == MT_HOOP || mobj->type == MT_HOOPCOLLIDE || mobj->type == MT_HOOPCENTER)
continue;
if (mobj->tracer)
{
temp = (UINT32)(size_t)mobj->tracer;
mobj->tracer = NULL;
if (!P_SetTarget(&mobj->tracer, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "tracer not found on %d\n", mobj->type);
}
if (mobj->target)
{
temp = (UINT32)(size_t)mobj->target;
mobj->target = NULL;
if (!P_SetTarget(&mobj->target, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "target not found on %d\n", mobj->type);
}
if (mobj->hnext)
{
temp = (UINT32)(size_t)mobj->hnext;
mobj->hnext = NULL;
if (!(mobj->hnext = P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "hnext not found on %d\n", mobj->type);
}
if (mobj->hprev)
{
temp = (UINT32)(size_t)mobj->hprev;
mobj->hprev = NULL;
if (!(mobj->hprev = P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "hprev not found on %d\n", mobj->type);
}
if (mobj->player && mobj->player->capsule)
{
temp = (UINT32)(size_t)mobj->player->capsule;
mobj->player->capsule = NULL;
if (!P_SetTarget(&mobj->player->capsule, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "capsule not found on %d\n", mobj->type);
}
if (mobj->player && mobj->player->axis1)
{
temp = (UINT32)(size_t)mobj->player->axis1;
mobj->player->axis1 = NULL;
if (!P_SetTarget(&mobj->player->axis1, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "axis1 not found on %d\n", mobj->type);
}
if (mobj->player && mobj->player->axis2)
{
temp = (UINT32)(size_t)mobj->player->axis2;
mobj->player->axis2 = NULL;
if (!P_SetTarget(&mobj->player->axis2, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "axis2 not found on %d\n", mobj->type);
}
if (mobj->player && mobj->player->awayviewmobj)
{
temp = (UINT32)(size_t)mobj->player->awayviewmobj;
mobj->player->awayviewmobj = NULL;
if (!P_SetTarget(&mobj->player->awayviewmobj, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "awayviewmobj not found on %d\n", mobj->type);
}
if (mobj->player && mobj->player->followmobj)
{
temp = (UINT32)(size_t)mobj->player->followmobj;
mobj->player->followmobj = NULL;
if (!P_SetTarget(&mobj->player->followmobj, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "followmobj not found on %d\n", mobj->type);
}
}
}
}
//
// P_NetArchiveSpecials
//
static inline void P_NetArchiveSpecials(void)
{
size_t i, z;
WRITEUINT32(save_p, ARCHIVEBLOCK_SPECIALS);
// itemrespawn queue for deathmatch
i = iquetail;
while (iquehead != i)
{
for (z = 0; z < nummapthings; z++)
{
if (&mapthings[z] == itemrespawnque[i])
{
WRITEUINT32(save_p, z);
break;
}
}
WRITEUINT32(save_p, itemrespawntime[i]);
i = (i + 1) & (ITEMQUESIZE-1);
}
// end delimiter
WRITEUINT32(save_p, 0xffffffff);
// Sky number
WRITEINT32(save_p, globallevelskynum);
// Current global weather type
WRITEUINT8(save_p, globalweather);
if (metalplayback) // Is metal sonic running?
{
WRITEUINT8(save_p, 0x01);
G_SaveMetal(&save_p);
}
else
WRITEUINT8(save_p, 0x00);
}
//
// P_NetUnArchiveSpecials
//
static void P_NetUnArchiveSpecials(void)
{
size_t i;
INT32 j;
if (READUINT32(save_p) != ARCHIVEBLOCK_SPECIALS)
I_Error("Bad $$$.sav at archive block Specials");
// BP: added save itemrespawn queue for deathmatch
iquetail = iquehead = 0;
while ((i = READUINT32(save_p)) != 0xffffffff)
{
itemrespawnque[iquehead] = &mapthings[i];
itemrespawntime[iquehead++] = READINT32(save_p);
}
j = READINT32(save_p);
if (j != globallevelskynum)
P_SetupLevelSky(j, true);
globalweather = READUINT8(save_p);
if (globalweather)
{
if (curWeather == globalweather)
curWeather = PRECIP_NONE;
P_SwitchWeather(globalweather);
}
else // PRECIP_NONE
{
if (curWeather != PRECIP_NONE)
P_SwitchWeather(globalweather);
}
if (READUINT8(save_p) == 0x01) // metal sonic
G_LoadMetal(&save_p);
}
// =======================================================================
// Misc
// =======================================================================
static inline void P_ArchiveMisc(void)
{
if (gamecomplete)
WRITEINT16(save_p, gamemap | 8192);
else
WRITEINT16(save_p, gamemap);
//lastmapsaved = gamemap;
lastmaploaded = gamemap;
WRITEUINT16(save_p, emeralds+357);
WRITESTRINGN(save_p, timeattackfolder, sizeof(timeattackfolder));
}
static inline void P_UnArchiveSPGame(INT16 mapoverride)
{
char testname[sizeof(timeattackfolder)];
gamemap = READINT16(save_p);
if (mapoverride != 0)
{
gamemap = mapoverride;
gamecomplete = true;
}
else
gamecomplete = false;
// gamemap changed; we assume that its map header is always valid,
// so make it so
if(!mapheaderinfo[gamemap-1])
P_AllocMapHeader(gamemap-1);
//lastmapsaved = gamemap;
lastmaploaded = gamemap;
tokenlist = 0;
token = 0;
savedata.emeralds = READUINT16(save_p)-357;
READSTRINGN(save_p, testname, sizeof(testname));
if (strcmp(testname, timeattackfolder))
{
if (modifiedgame)
I_Error("Save game not for this modification.");
else
I_Error("This save file is for a particular mod, it cannot be used with the regular game.");
}
memset(playeringame, 0, sizeof(*playeringame));
playeringame[consoleplayer] = true;
}
static void P_NetArchiveMisc(void)
{
UINT32 pig = 0;
INT32 i;
WRITEUINT32(save_p, ARCHIVEBLOCK_MISC);
WRITEINT16(save_p, gamemap);
WRITEINT16(save_p, gamestate);
for (i = 0; i < MAXPLAYERS; i++)
pig |= (playeringame[i] != 0)<<i;
WRITEUINT32(save_p, pig);
WRITEUINT32(save_p, P_GetRandSeed());
WRITEUINT32(save_p, tokenlist);
WRITEUINT32(save_p, leveltime);
WRITEUINT32(save_p, ssspheres);
WRITEINT16(save_p, lastmap);
WRITEUINT16(save_p, emeralds);
WRITEUINT8(save_p, stagefailed);
WRITEUINT32(save_p, token);
WRITEINT32(save_p, sstimer);
WRITEUINT32(save_p, bluescore);
WRITEUINT32(save_p, redscore);
WRITEINT16(save_p, autobalance);
WRITEINT16(save_p, teamscramble);
for (i = 0; i < MAXPLAYERS; i++)
WRITEINT16(save_p, scrambleplayers[i]);
for (i = 0; i < MAXPLAYERS; i++)
WRITEINT16(save_p, scrambleteams[i]);
WRITEINT16(save_p, scrambletotal);
WRITEINT16(save_p, scramblecount);
WRITEUINT32(save_p, countdown);
WRITEUINT32(save_p, countdown2);
WRITEFIXED(save_p, gravity);
WRITEUINT32(save_p, countdowntimer);
WRITEUINT8(save_p, countdowntimeup);
WRITEUINT32(save_p, hidetime);
// Is it paused?
if (paused)
WRITEUINT8(save_p, 0x2f);
else
WRITEUINT8(save_p, 0x2e);
}
static inline boolean P_NetUnArchiveMisc(void)
{
UINT32 pig;
INT32 i;
if (READUINT32(save_p) != ARCHIVEBLOCK_MISC)
I_Error("Bad $$$.sav at archive block Misc");
gamemap = READINT16(save_p);
// gamemap changed; we assume that its map header is always valid,
// so make it so
if(!mapheaderinfo[gamemap-1])
P_AllocMapHeader(gamemap-1);
// tell the sound code to reset the music since we're skipping what
// normally sets this flag
mapmusflags |= MUSIC_RELOADRESET;
G_SetGamestate(READINT16(save_p));
pig = READUINT32(save_p);
for (i = 0; i < MAXPLAYERS; i++)
{
playeringame[i] = (pig & (1<<i)) != 0;
// playerstate is set in unarchiveplayers
}
P_SetRandSeed(READUINT32(save_p));
tokenlist = READUINT32(save_p);
if (!P_SetupLevel(true))
return false;
// get the time
leveltime = READUINT32(save_p);
ssspheres = READUINT32(save_p);
lastmap = READINT16(save_p);
emeralds = READUINT16(save_p);
stagefailed = READUINT8(save_p);
token = READUINT32(save_p);
sstimer = READINT32(save_p);
bluescore = READUINT32(save_p);
redscore = READUINT32(save_p);
autobalance = READINT16(save_p);
teamscramble = READINT16(save_p);
for (i = 0; i < MAXPLAYERS; i++)
scrambleplayers[i] = READINT16(save_p);
for (i = 0; i < MAXPLAYERS; i++)
scrambleteams[i] = READINT16(save_p);
scrambletotal = READINT16(save_p);
scramblecount = READINT16(save_p);
countdown = READUINT32(save_p);
countdown2 = READUINT32(save_p);
gravity = READFIXED(save_p);
countdowntimer = (tic_t)READUINT32(save_p);
countdowntimeup = (boolean)READUINT8(save_p);
hidetime = READUINT32(save_p);
// Is it paused?
if (READUINT8(save_p) == 0x2f)
paused = true;
return true;
}
void P_SaveGame(void)
{
P_ArchiveMisc();
P_ArchivePlayer();
WRITEUINT8(save_p, 0x1d); // consistency marker
}
void P_SaveNetGame(void)
{
thinker_t *th;
mobj_t *mobj;
INT32 i = 1; // don't start from 0, it'd be confused with a blank pointer otherwise
CV_SaveNetVars(&save_p);
P_NetArchiveMisc();
// Assign the mobjnumber for pointer tracking
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_MobjThinker)
{
mobj = (mobj_t *)th;
if (mobj->type == MT_HOOP || mobj->type == MT_HOOPCOLLIDE || mobj->type == MT_HOOPCENTER)
continue;
mobj->mobjnum = i++;
}
}
P_NetArchivePlayers();
if (gamestate == GS_LEVEL)
{
P_NetArchiveWorld();
#ifdef POLYOBJECTS
P_ArchivePolyObjects();
#endif
P_NetArchiveThinkers();
P_NetArchiveSpecials();
}
#ifdef HAVE_BLUA
LUA_Archive();
#endif
WRITEUINT8(save_p, 0x1d); // consistency marker
}
boolean P_LoadGame(INT16 mapoverride)
{
if (gamestate == GS_INTERMISSION)
Y_EndIntermission();
G_SetGamestate(GS_NULL); // should be changed in P_UnArchiveMisc
P_UnArchiveSPGame(mapoverride);
P_UnArchivePlayer();
// Savegame end marker
if (READUINT8(save_p) != 0x1d)
return false;
// Only do this after confirming savegame is ok
G_DeferedInitNew(false, G_BuildMapName(gamemap), savedata.skin, false, true);
COM_BufAddText("dummyconsvar 1\n"); // G_DeferedInitNew doesn't do this
return true;
}
boolean P_LoadNetGame(void)
{
CV_LoadNetVars(&save_p);
if (!P_NetUnArchiveMisc())
return false;
P_NetUnArchivePlayers();
if (gamestate == GS_LEVEL)
{
P_NetUnArchiveWorld();
#ifdef POLYOBJECTS
P_UnArchivePolyObjects();
#endif
P_NetUnArchiveThinkers();
P_NetUnArchiveSpecials();
P_RelinkPointers();
P_FinishMobjs();
}
#ifdef HAVE_BLUA
LUA_UnArchive();
#endif
// This is stupid and hacky, but maybe it'll work!
P_SetRandSeed(P_GetInitSeed());
// The precipitation would normally be spawned in P_SetupLevel, which is called by
// P_NetUnArchiveMisc above. However, that would place it up before P_NetUnArchiveThinkers,
// so the thinkers would be deleted later. Therefore, P_SetupLevel will *not* spawn
// precipitation when loading a netgame save. Instead, precip has to be spawned here.
// This is done in P_NetUnArchiveSpecials now.
return READUINT8(save_p) == 0x1d;
}