- added some missing End... calls in player deserialization code.

- fixed reading of music name.

In its current state the code is now capable of reading an E1M1 savegame and continuing play.
This commit is contained in:
Christoph Oelckers 2016-09-23 20:05:12 +02:00
parent d28d02839e
commit e4924c3d47
5 changed files with 13 additions and 224 deletions

View file

@ -948,6 +948,7 @@ void ReadUserInfo(FSerializer &arc, userinfo_t &info, FString &skin)
} }
} }
} }
arc.EndObject();
} }
} }

View file

@ -323,7 +323,6 @@ void AActor::PostSerialize()
LinkToWorld(false, Sector); LinkToWorld(false, Sector);
AddToHash(); AddToHash();
SetShade(fillcolor);
if (player) if (player)
{ {
if (playeringame[player - players] && if (playeringame[player - players] &&

View file

@ -523,14 +523,14 @@ void P_SerializeSounds(FSerializer &arc)
{ {
S_SerializeSounds(arc); S_SerializeSounds(arc);
DSeqNode::SerializeSequences (arc); DSeqNode::SerializeSequences (arc);
char *name = NULL; const char *name = NULL;
BYTE order; BYTE order;
if (arc.isWriting()) if (arc.isWriting())
{ {
order = S_GetMusic(&name); order = S_GetMusic((char **)&name);
} }
arc("musicname", name) arc.StringPtr("musicname", name)
("musicorder", order); ("musicorder", order);
if (arc.isReading()) if (arc.isReading())
@ -612,6 +612,7 @@ void P_SerializePlayers(FSerializer &arc, bool skipload)
{ {
ReadMultiplePlayers(arc, numPlayers, numPlayersNow, skipload); ReadMultiplePlayers(arc, numPlayers, numPlayersNow, skipload);
} }
arc.EndArray();
} }
if (!skipload && numPlayersNow > numPlayers) if (!skipload && numPlayersNow > numPlayers)
{ {
@ -662,6 +663,7 @@ static void ReadOnePlayer(FSerializer &arc, bool skipload)
} }
} }
} }
arc.EndObject();
} }
} }
@ -687,6 +689,7 @@ static void ReadMultiplePlayers(FSerializer &arc, int numPlayers, int numPlayers
{ {
arc.StringPtr("playername", nametemp[i]); arc.StringPtr("playername", nametemp[i]);
playertemp[i].Serialize(arc); playertemp[i].Serialize(arc);
arc.EndObject();
} }
tempPlayerUsed[i] = 0; tempPlayerUsed[i] = 0;
} }

View file

@ -695,7 +695,10 @@ FSerializer &FSerializer::StringPtr(const char *key, const char *&charptr)
if (isWriting()) if (isWriting())
{ {
WriteKey(key); WriteKey(key);
if (charptr != nullptr)
w->String(charptr); w->String(charptr);
else
w->Null();
} }
else else
{ {
@ -894,7 +897,7 @@ void FSerializer::ReadObjects(bool hubtravel)
// can occur afterward. At this point everything has been loaded and the substitution is a simple matter of // can occur afterward. At this point everything has been loaded and the substitution is a simple matter of
// calling DObject::StaticPointerSubstitution. // calling DObject::StaticPointerSubstitution.
// If no corresponding player can be founded among the freshly spawned ones, the one from the snapshot is kept. // If no corresponding player can be found among the freshly spawned ones, the one from the snapshot is kept.
if (hubtravel) if (hubtravel)
{ {
for (int i = 0; i < MAXPLAYERS; i++) for (int i = 0; i < MAXPLAYERS; i++)
@ -904,6 +907,7 @@ void FSerializer::ReadObjects(bool hubtravel)
{ {
if (players[i].mo != nullptr) if (players[i].mo != nullptr)
{ {
// Destroy the old pawn before substituting the pointer so that its inventory also gets properly destroyed.
r->mDObjects[pindex]->Destroy(); r->mDObjects[pindex]->Destroy();
DObject::StaticPointerSubstitution(r->mDObjects[pindex], players[i].mo); DObject::StaticPointerSubstitution(r->mDObjects[pindex], players[i].mo);
r->mDObjects[pindex] = players[i].mo; r->mDObjects[pindex] = players[i].mo;

View file

@ -1,218 +0,0 @@
#include "a_doomglobal.h"
#include "a_hexenglobal.h"
#include "a_strifeglobal.h"
#include "ravenshared.h"
#include "a_weaponpiece.h"
#include "d_dehacked.h"
// For NULL states, which aren't owned by any actor, the owner
// is recorded as AActor with the following state. AActor should
// never actually have this many states of its own, so this
// is (relatively) safe.
#define NULL_STATE_INDEX 127
// These are special tokens found in the data stream of an archive.
// Whenever a new object is encountered, it gets created using new and
// is then asked to serialize itself before processing of the previous
// object continues. This can result in some very deep recursion if
// you aren't careful about how you organize your data.
#define NEW_OBJ ((BYTE)1) // Data for a new object follows
#define NEW_CLS_OBJ ((BYTE)2) // Data for a new class and object follows
#define OLD_OBJ ((BYTE)3) // Reference to an old object follows
#define NULL_OBJ ((BYTE)4) // Load as NULL
#define M1_OBJ ((BYTE)44) // Load as (DObject*)-1
#define NEW_PLYR_OBJ ((BYTE)5) // Data for a new player follows
#define NEW_PLYR_CLS_OBJ ((BYTE)6) // Data for a new class and player follows
#define NEW_NAME ((BYTE)27) // A new name follows
#define OLD_NAME ((BYTE)28) // Reference to an old name follows
#define NIL_NAME ((BYTE)33) // Load as NULL
#define NEW_SPRITE ((BYTE)11) // A new sprite name follows
#define OLD_SPRITE ((BYTE)12) // Reference to an old sprite name follows
#if 0
// still needed as reference.
FCrap &FCrap::ReadObject(DObject* &obj, PClass *wanttype)
{
BYTE objHead;
const PClass *type;
BYTE playerNum;
DWORD index;
DObject *newobj;
operator<< (objHead);
switch (objHead)
{
case NULL_OBJ:
obj = NULL;
break;
case M1_OBJ:
obj = (DObject *)~0;
break;
case OLD_OBJ:
index = ReadCount();
if (index >= ArchiveToObject.Size())
{
I_Error("Object reference too high (%u; max is %u)\n", index, ArchiveToObject.Size());
}
obj = ArchiveToObject[index];
break;
case NEW_PLYR_CLS_OBJ:
operator<< (playerNum);
if (m_HubTravel)
{
// If travelling inside a hub, use the existing player actor
type = ReadClass(wanttype);
// Printf ("New player class: %s (%u)\n", type->Name, m_File->Tell());
obj = players[playerNum].mo;
// But also create a new one so that we can get past the one
// stored in the archive.
AActor *tempobj = static_cast<AActor *>(type->CreateNew());
MapObject(obj != NULL ? obj : tempobj);
tempobj->SerializeUserVars(*this);
tempobj->Serialize(*this);
tempobj->CheckIfSerialized();
// If this player is not present anymore, keep the new body
// around just so that the load will succeed.
if (obj != NULL)
{
// When the temporary player's inventory items were loaded,
// they became owned by the real player. Undo that now.
for (AInventory *item = tempobj->Inventory; item != NULL; item = item->Inventory)
{
item->Owner = tempobj;
}
tempobj->Destroy();
}
else
{
obj = tempobj;
players[playerNum].mo = static_cast<APlayerPawn *>(obj);
}
break;
}
/* fallthrough when not travelling to a previous level */
case NEW_CLS_OBJ:
type = ReadClass(wanttype);
// Printf ("New class: %s (%u)\n", type->Name, m_File->Tell());
newobj = obj = type->CreateNew();
MapObject(obj);
newobj->SerializeUserVars(*this);
newobj->Serialize(*this);
newobj->CheckIfSerialized();
break;
case NEW_PLYR_OBJ:
operator<< (playerNum);
if (m_HubTravel)
{
type = ReadStoredClass(wanttype);
// Printf ("Use player class: %s (%u)\n", type->Name, m_File->Tell());
obj = players[playerNum].mo;
AActor *tempobj = static_cast<AActor *>(type->CreateNew());
MapObject(obj != NULL ? obj : tempobj);
tempobj->SerializeUserVars(*this);
tempobj->Serialize(*this);
tempobj->CheckIfSerialized();
if (obj != NULL)
{
for (AInventory *item = tempobj->Inventory;
item != NULL; item = item->Inventory)
{
item->Owner = tempobj;
}
tempobj->Destroy();
}
else
{
obj = tempobj;
players[playerNum].mo = static_cast<APlayerPawn *>(obj);
}
break;
}
/* fallthrough when not travelling to a previous level */
case NEW_OBJ:
type = ReadStoredClass(wanttype);
// Printf ("Use class: %s (%u)\n", type->Name, m_File->Tell());
obj = type->CreateNew();
MapObject(obj);
obj->SerializeUserVars(*this);
obj->Serialize(*this);
obj->CheckIfSerialized();
break;
default:
I_Error("Unknown object code (%d) in archive\n", objHead);
}
return *this;
}
#endif
#if 0
void DThinker::SerializeAll(FArchive &arc, bool hubLoad)
{
DThinker *thinker;
BYTE stat;
int statcount;
int i;
if (arc.IsStoring())
{
}
else
{
try
{
arc << statcount;
while (statcount > 0)
{
arc << stat << thinker;
while (thinker != NULL)
{
// This may be a player stored in their ancillary list. Remove
// them first before inserting them into the new list.
if (thinker->NextThinker != NULL)
{
thinker->Remove();
}
// Thinkers with the OF_JustSpawned flag set go in the FreshThinkers
// list. Anything else goes in the regular Thinkers list.
if (thinker->ObjectFlags & OF_EuthanizeMe)
{
// This thinker was destroyed during the loading process. Do
// not link it in to any list.
}
else if (thinker->ObjectFlags & OF_JustSpawned)
{
FreshThinkers[stat].AddTail(thinker);
}
else
{
Thinkers[stat].AddTail(thinker);
}
arc << thinker;
}
statcount--;
}
}
catch (class CDoomError &)
{
DestroyAllThinkers();
throw;
}
}
}
#endif