raze/source/games/duke/src/savegame.cpp
Christoph Oelckers 61f5247b71 -let's hope this will solve the pausing problem for good.
The checks for game pause were totally inconsistent, so now there is a utility function that tells whether the game is supposed to run or not.
pause can also take 3 values now - 0 for no pause, 1 for pause from opening the menu or console or 2 for hitting the pause button.
2020-07-21 22:46:26 +02:00

543 lines
16 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
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
Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "serializer.h"
#include "mapinfo.h"
#include "duke3d.h"
#include "gamestate.h"
BEGIN_DUKE_NS
static void recreateinterpolations()
{
numinterpolations = 0;
int k = headspritestat[STAT_EFFECTOR];
while (k >= 0)
{
switch (sprite[k].lotag)
{
case SE_31_FLOOR_RISE_FALL:
setinterpolation(&sector[sprite[k].sectnum].floorz);
break;
case SE_32_CEILING_RISE_FALL:
setinterpolation(&sector[sprite[k].sectnum].ceilingz);
break;
case SE_17_WARP_ELEVATOR:
case SE_25_PISTON:
setinterpolation(&sector[sprite[k].sectnum].floorz);
setinterpolation(&sector[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)
("weaponswitch", w.weaponswitch)
("angvel", w.angvel)
("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)
("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();
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_marker = ud.marker;
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