//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2020 - Christoph Oelckers This file is part of Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "serializer.h" #include "mapinfo.h" #include "duke3d.h" #include "gamestate.h" BEGIN_DUKE_NS void SerializeActorGlobals(FSerializer& arc); void lava_serialize(FSerializer& arc); void SerializeGameVars(FSerializer &arc); static void recreateinterpolations() { numinterpolations = 0; int k = headspritestat[STAT_EFFECTOR]; while (k >= 0) { switch (sprite[k].lotag) { case SE_31_FLOOR_RISE_FALL: setinterpolation(§or[sprite[k].sectnum].floorz); break; case SE_32_CEILING_RISE_FALL: setinterpolation(§or[sprite[k].sectnum].ceilingz); break; case SE_17_WARP_ELEVATOR: case SE_25_PISTON: setinterpolation(§or[sprite[k].sectnum].floorz); setinterpolation(§or[sprite[k].sectnum].ceilingz); break; case SE_0_ROTATING_SECTOR: case SE_5_BOSS: case SE_6_SUBWAY: case SE_11_SWINGING_DOOR: case SE_14_SUBWAY_CAR: case SE_15_SLIDING_DOOR: case SE_16_REACTOR: case SE_26: case SE_30_TWO_WAY_TRAIN: setsectinterpolate(k); break; } k = nextspritestat[k]; } for (int i = numinterpolations - 1; i >= 0; i--) bakipos[i] = *curipos[i]; for (int i = animatecnt - 1; i >= 0; i--) setinterpolation(animateptr(i)); } FSerializer& Serialize(FSerializer& arc, const char* keyname, animwalltype& w, animwalltype* def) { if (arc.BeginObject(keyname)) { arc("wallnum", w.wallnum) ("tag", w.tag) .EndObject(); } return arc; } FSerializer& Serialize(FSerializer& arc, const char* keyname, player_orig& w, player_orig* def) { if (arc.BeginObject(keyname)) { arc("ox", w.ox) ("oy", w.oy) ("oz", w.oz) ("oa", w.oa) ("os", w.os) .EndObject(); } return arc; } FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w, player_struct* def) { if (arc.BeginObject(keyname)) { arc("posx", w.posx) ("posy", w.posy) ("posz", w.posz) ("q16ang", w.q16ang) ("q16horiz", w.q16horiz) ("q16horizoff", w.q16horizoff) ("q16rotscrnang", w.q16rotscrnang) ("q16look_ang", w.q16look_ang) ("one_eighty_count", w.one_eighty_count) ("gotweapon", w.gotweapon) ("palette", w.palette) ("pals", w.pals) ("fricx", w.fric.x) ("fricy", w.fric.y) ("zoom", w.zoom) ("exitx", w.exitx) ("exity", w.exity) ("numloogs", w.numloogs) ("loogcnt", w.loogcnt) .Array("loogiex", w.loogiex, w.numloogs) .Array("loogiey", w.loogiey, w.numloogs) ("bobposx", w.bobposx) ("bobposy", w.bobposy) ("pyoff", w.pyoff) ("posxv", w.posxv) ("posyv", w.posyv) ("poszv", w.poszv) ("last_pissed_time", w.last_pissed_time) ("truefz", w.truefz) ("truecz", w.truecz) ("player_par", w.player_par) ("visibility", w.visibility) ("bobcounter", w.bobcounter) ("weapon_sway", w.weapon_sway) ("pals_time", w.pals_time) ("randomflamex", w.randomflamex) ("crack_time", w.crack_time) ("aim.mode", w.aim_mode) ("auto_aim", w.auto_aim) ("q16angvel", w.q16angvel) ("cursectnum", w.cursectnum) ("last_extra", w.last_extra) ("subweapon", w.subweapon) .Array("ammo_count", w.ammo_amount, MAX_WEAPONS) ("wackedbyactor", w.wackedbyactor) ("frag", w.frag) ("fraggedself", w.fraggedself) ("curr_weapon", w.curr_weapon) ("last_weapon", w.last_weapon) ("tipincs", w.tipincs) ("wantweaponfire", w.wantweaponfire) ("holoduke_amount", w.holoduke_amount) ("newowner", w.newowner) ("hurt_delay", w.hurt_delay) ("hbomb_hold_delay", w.hbomb_hold_delay) ("jumping_counter", w.jumping_counter) ("airleft", w.airleft) ("knee_incs", w.knee_incs) ("access_incs", w.access_incs) ("ftq", w.ftq) ("access_wallnum", w.access_wallnum) ("access_spritenum", w.access_spritenum) ("kickback_pic", w.kickback_pic) ("got_access", w.got_access) ("weapon_ang", w.weapon_ang) ("firstaid_amount", w.firstaid_amount) ("somethingonplayer", w.somethingonplayer) ("on_crane", w.on_crane) ("i", w.i) ("one_parallax_sectnum", w.one_parallax_sectnum) ("over_shoulder_on", w.over_shoulder_on) ("random_club_frame", w.random_club_frame) ("fist_incs", w.fist_incs) ("dummyplayersprite", w.dummyplayersprite) ("extra_extra8", w.extra_extra8) ("quick_kick", w.quick_kick) ("last_quick_kick", w.last_quick_kick) ("heat_amount", w.heat_amount) ("actorsqu", w.actorsqu) ("timebeforeexit", w.timebeforeexit) ("customexitsound", w.customexitsound) ("weapreccnt", w.weapreccnt) .Array("weaprecs", w.weaprecs, w.weapreccnt) ("interface_toggle_flag", w.interface_toggle_flag) ("dead_flag", w.dead_flag) ("show_empty_weapon", w.show_empty_weapon) ("scuba_amount", w.scuba_amount) ("jetpack_amount", w.jetpack_amount) ("steroids_amount", w.steroids_amount) ("shield_amount", w.shield_amount) ("holoduke_on", w.holoduke_on) ("pycount", w.pycount) ("weapon_pos", w.weapon_pos) ("frag_ps", w.frag_ps) ("transporter_hold", w.transporter_hold) ("last_full_weapon", w.last_full_weapon) ("footprintshade", w.footprintshade) ("boot_amount", w.boot_amount) ("scream_voice", w.scream_voice) ("gm", w.gm) ("on_warping_sector", w.on_warping_sector) ("footprintcount", w.footprintcount) ("hbomb_on", w.hbomb_on) ("jumping_toggle", w.jumping_toggle) ("rapid_fire_hold", w.rapid_fire_hold) ("on_ground", w.on_ground) .Array("name", w.name, 32) ("inven_icon", w.inven_icon) ("buttonpalette", w.buttonpalette) ("jetpack_on", w.jetpack_on) ("spritebridge", w.spritebridge) ("lastrandomspot", w.lastrandomspot) ("scuba_on", w.scuba_on) ("footprintpal", w.footprintpal) ("heat_on", w.heat_on) ("holster_weapon", w.holster_weapon) ("falling_counter", w.falling_counter) ("refresh_inventory", w.refresh_inventory) ("toggle_key_flag", w.toggle_key_flag) ("knuckle_incs", w.knuckle_incs) ("walking_snd_toggle", w.walking_snd_toggle) ("palookup", w.palookup) ("hard_landing", w.hard_landing) ("return_to_center", w.return_to_center) ("max_secret_rooms", w.max_secret_rooms) ("secret_rooms", w.secret_rooms) ("max_actors_killed", w.max_actors_killed) ("actors_killed", w.actors_killed) // RR from here on ("stairs", w.stairs) ("detonate_count", w.detonate_count) ("noise_x", w.noise_x) ("noise_y", w.noise_y) ("noise_radius", w.noise_radius) ("drink_timer", w.drink_timer) ("eat_timer", w.eat_timer) ("slotwin", w.SlotWin) ("recoil", w.recoil) ("detonate_time", w.detonate_time) ("yehaa_timer", w.yehaa_timer) ("drink_amt", w.drink_amt) ("eat", w.eat) ("drunkang", w.drunkang) ("eatang", w.eatang) .Array("shotgun_state", w.shotgun_state, 2) ("donoise", w.donoise) .Array("keys", w.keys, 5) // RRRA from here on ("drug_aspect", w.drug_aspect) ("drug_timer", w.drug_timer) ("seasick", w.SeaSick) ("mamaend", w.MamaEnd) ("motospeed", w.MotoSpeed) ("moto_drink", w.moto_drink) ("tiltstatus", w.TiltStatus) ("vbumpnow", w.VBumpNow) ("vbumptarget", w.VBumpTarget) ("turbcount", w.TurbCount) .Array("drug_stat", w.drug_stat, 3) ("drugmode", w.DrugMode) ("lotag800kill", w.lotag800kill) ("sea_sick_stat", w.sea_sick_stat) ("hurt_delay2", w.hurt_delay2) ("nocheat", w.nocheat) ("onmotorcycle", w.OnMotorcycle) ("onboat", w.OnBoat) ("moto_underwater", w.moto_underwater) ("notonwater", w.NotOnWater) ("motoonground", w.MotoOnGround) ("moto_do_bump", w.moto_do_bump) ("moto_bump_fast", w.moto_bump_fast) ("moto_on_oil", w.moto_on_oil) ("moto_on_mud", w.moto_on_mud) // new stuff ("crouch_toggle", w.crouch_toggle) .EndObject(); w.invdisptime = 0; w.oq16ang = w.q16ang; w.oq16horiz = w.q16horiz; w.oq16horizoff = w.q16horizoff; w.oq16rotscrnang = w.q16rotscrnang; w.oposx = w.posx; w.oposy = w.posy; w.oposz = w.posz; w.opyoff = w.pyoff; w.horizAngleAdjust = 0; w.horizSkew = 0; w.lookLeft = false; w.lookRight = false; } return arc; } FSerializer& Serialize(FSerializer& arc, const char* keyname, weaponhit& w, weaponhit* def) { if (arc.BeginObject(keyname)) { arc("cgg", w.cgg, def->cgg) ("spriteextra", w.spriteextra, def->spriteextra) ("picnum", w.picnum, def->picnum) ("ang", w.ang, def->ang) ("extra", w.extra, def->extra) ("owner", w.owner, def->owner) ("movflag", w.movflag, def->movflag) ("tempang", w.tempang, def->tempang) ("actorstayput", w.actorstayput, def->actorstayput) ("dispicnum", w.dispicnum, def->dispicnum) ("timetosleep", w.timetosleep, def->timetosleep) ("floorz", w.floorz, def->floorz) ("ceilingz", w.ceilingz, def->ceilingz) ("lastvx", w.lastvx, def->lastvx) ("lastvy", w.lastvy, def->lastvy) ("bposx", w.bposx, def->bposx) ("bposy", w.bposy, def->bposy) ("bposz", w.bposz, def->bposz) ("aflags", w.aflags, def->aflags) .Array("temp_data", w.temp_data, def->temp_data, 6) .EndObject(); } return arc; } void GameInterface::SerializeGameState(FSerializer& arc) { if (arc.isReading()) { memset(hittype, 0, sizeof(hittype)); memset(sectorextra, 0, sizeof(sectorextra)); memset(shadedsector, 0, sizeof(shadedsector)); memset(geosectorwarp, -1, sizeof(geosectorwarp)); memset(geosectorwarp2, -1, sizeof(geosectorwarp2)); memset(ambienthitag, -1, sizeof(ambienthitag)); memset(ambientlotag, -1, sizeof(ambientlotag)); } if (arc.BeginObject("duke.gamestate")) { arc("multimode", ud.multimode); if (ud.multimode > 1) arc.Array("frags", &frags[0][0], MAXPLAYERS * MAXPLAYERS); // Here we must only save the used entries, otherwise the savegame would get too large. weaponhit def = {}; if (arc.isWriting()) { if (arc.BeginArray("weaponhit")) { // Save this in a way that's easy to read out again. RapidJSON sucks at iterating over objects. :( for (int i = 0; i < MAXSPRITES; i++) { if (sprite[i].statnum != MAXSTATUS) { arc(nullptr, i); arc(nullptr, hittype[i], def); } } } arc.EndArray(); } else { if (arc.BeginArray("weaponhit")) { auto s = arc.ArraySize()/2; for (unsigned i = 0; i < s; i++) { int ii; arc(nullptr, ii); arc(nullptr, hittype[ii], def); } arc.EndArray(); } } arc("skill", ud.player_skill) ("from_bonus", ud.from_bonus) ("secretlevel", ud.secretlevel) ("respawn_monsters", ud.respawn_monsters) ("respawn_items", ud.respawn_items) ("respawn_inventory", ud.respawn_inventory) ("god", ud.god) //("auto_run", ud.auto_run) ("monsters_off", ud.monsters_off) ("last_level", ud.last_level) ("eog", ud.eog) ("coop", ud.coop) ("marker", ud.marker) ("ffire", ud.ffire) .Array("sectorextra", sectorextra, numsectors) ("rtsplaying", rtsplaying) ("tempwallptr", tempwallptr) ("sound445done", sound445done) ("leveltexttime", levelTextTime) .Array("players", ps, ud.multimode) ("spriteqamount", spriteqamount) .Array("shadedsector", shadedsector, numsectors) ("lastvisinc", lastvisinc) ("numanimwalls", numanimwalls) .Array("animwall", animwall, numanimwalls) ("camsprite", camsprite) ("earthquaketime", earthquaketime) ("freezerhurtowner", freezerhurtowner) ("global_random", global_random) ("impact_damage", impact_damage) ("numplayersprites", numplayersprites) ("spriteqloc", spriteqloc) ("animatecnt", animatecnt) .Array("animatesect", animatesect, animatecnt) .Array("animatetype", animatetype, animatecnt) .Array("animatetarget", animatetarget, animatecnt) .Array("animategoal", animategoal, animatecnt) .Array("animatevel", animatevel, animatecnt) ("numclouds", numclouds) ("cloudx", cloudx) ("cloudy", cloudy) ("cloudtotalclock", cloudtotalclock) .Array("clouds", clouds, numclouds) .Array("spriteq", spriteq, 1024) ("numcyclers", numcyclers) .Array("cyclers", &cyclers[0][0], 6 * numcyclers) ("mirrorcnt", mirrorcnt) .Array("mirrorsector", mirrorsector, mirrorcnt) .Array("mirrorwall", mirrorwall, mirrorcnt) ("lockclock", lockclock) ("wupass", wupass) ("chickenplant", chickenplant) ("thunderon", thunderon) ("ufospawn", ufospawn) ("ufocnt", ufocnt) ("hulkspawn", hulkspawn) ("lastlevel", lastlevel) ("geocnt", geocnt) .Array("geosectorwarp", geosectorwarp, geocnt) .Array("geosectorwarp2", geosectorwarp2, geocnt) .Array("geosector", geosector, geocnt) .Array("geox", geox, geocnt) .Array("geoy", geoy, geocnt) .Array("geox2", geox2, geocnt) .Array("geoy2", geoy2, geocnt) ("ambientfx", ambientfx) .Array("ambientlotag", ambientlotag, ambientfx) .Array("ambienthitag", ambienthitag, ambientfx) .Array("msx", msx, MAXANIMPOINTS) .Array("msy", msy, MAXANIMPOINTS) ("windtime", WindTime) ("winddir", WindDir) ("fakebubba_spawn", fakebubba_spawn) ("mamaspawn_count", mamaspawn_count) ("banjosound", banjosound) ("belltime", BellTime) ("bellsprite", BellSprite) ("enemysizecheat", enemysizecheat) ("ufospawnsminion", ufospawnsminion) ("pistonsound", pistonsound) ("chickenphase", chickenphase) ("RRRA_ExitedLevel", RRRA_ExitedLevel) ("fogactive", fogactive) ("thunder_brightness", thunder_brightness) // Todo: move to backend ("totalclock", totalclock) ("ototalclock", ototalclock) ("totalclocklock", totalclocklock) ("lockclock", lockclock) .Array("po", po, ud.multimode) .EndObject(); SerializeActorGlobals(arc); lava_serialize(arc); SerializeGameVars(arc); if (arc.isReading()) { screenpeek = myconnectindex; ps[myconnectindex].gm = MODE_GAME; gamestate = GS_LEVEL; ud.recstat = 0; ud.m_player_skill = ud.player_skill; ud.m_respawn_monsters = ud.respawn_monsters; ud.m_respawn_items = ud.respawn_items; ud.m_respawn_inventory = ud.respawn_inventory; ud.m_monsters_off = ud.monsters_off; ud.m_coop = ud.coop; ud.m_ffire = ud.ffire; if (ps[myconnectindex].over_shoulder_on != 0) { cameradist = 0; cameraclock = 0; ps[myconnectindex].over_shoulder_on = 1; } setpal(&ps[myconnectindex]); memset(gotpic, 0, sizeof(gotpic)); if (isRR()) cacheit_r(); else cacheit_d(); Mus_ResumeSaved(); Mus_SetPaused(false); FX_SetReverb(0); recreateinterpolations(); show_shareware = 0; everyothertime = 0; clearfifo(); // should be unnecessary with the sounds getting serialized as well. #if 0 if (ps[myconnectindex].jetpack_on) spritesound(DUKE_JETPACK_IDLE, ps[myconnectindex].i); // Update sound state in SFX sprites. for (int i = headspritestat[STAT_FX]; i >= 0; i = nextspritestat[i]) if (sprite[i].picnum == MUSICANDSFX) { hittype[i].temp_data[1] = SoundEnabled(); hittype[i].temp_data[0] = 0; } #endif FX_SetReverb(0); } else { ototalclock = totalclock; } ready2send = 1; } } END_DUKE_NS