/* ** p_saveg.cpp ** Code for serializing the world state in an archive ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "i_system.h" #include "p_local.h" #include "p_spec.h" // State. #include "d_player.h" #include "dobject.h" #include "doomstat.h" #include "r_state.h" #include "m_random.h" #include "p_saveg.h" #include "s_sndseq.h" #include "v_palette.h" #include "a_sharedglobal.h" #include "r_data/r_interpolate.h" #include "g_level.h" #include "po_man.h" #include "p_setup.h" #include "r_data/colormaps.h" #include "farchive.h" #include "p_lnspec.h" #include "p_acs.h" #include "p_terrain.h" static void CopyPlayer (player_t *dst, player_t *src, const char *name); static void ReadOnePlayer (FArchive &arc, bool skipload); static void ReadMultiplePlayers (FArchive &arc, int numPlayers, int numPlayersNow, bool skipload); static void SpawnExtraPlayers (); inline FArchive &operator<< (FArchive &arc, FLinkedSector &link) { arc << link.Sector << link.Type; return arc; } // // P_ArchivePlayers // void P_SerializePlayers (FArchive &arc, bool skipload) { BYTE numPlayers, numPlayersNow; int i; // Count the number of players present right now. for (numPlayersNow = 0, i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { ++numPlayersNow; } } if (arc.IsStoring()) { // Record the number of players in this save. arc << numPlayersNow; // Record each player's name, followed by their data. for (i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { arc.WriteString (players[i].userinfo.GetName()); players[i].Serialize (arc); } } } else { arc << numPlayers; // If there is only one player in the game, they go to the // first player present, no matter what their name. if (numPlayers == 1) { ReadOnePlayer (arc, skipload); } else { ReadMultiplePlayers (arc, numPlayers, numPlayersNow, skipload); } if (!skipload && numPlayersNow > numPlayers) { SpawnExtraPlayers (); } // Redo pitch limits, since the spawned player has them at 0. players[consoleplayer].SendPitchLimits(); } } static void ReadOnePlayer (FArchive &arc, bool skipload) { int i; char *name = NULL; bool didIt = false; arc << name; for (i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { if (!didIt) { didIt = true; player_t playerTemp; playerTemp.Serialize (arc); if (!skipload) { CopyPlayer (&players[i], &playerTemp, name); } } else { if (players[i].mo != NULL) { players[i].mo->Destroy(); players[i].mo = NULL; } } } } delete[] name; } static void ReadMultiplePlayers (FArchive &arc, int numPlayers, int numPlayersNow, bool skipload) { // For two or more players, read each player into a temporary array. int i, j; char **nametemp = new char *[numPlayers]; player_t *playertemp = new player_t[numPlayers]; BYTE *tempPlayerUsed = new BYTE[numPlayers]; BYTE playerUsed[MAXPLAYERS]; for (i = 0; i < numPlayers; ++i) { nametemp[i] = NULL; arc << nametemp[i]; playertemp[i].Serialize (arc); tempPlayerUsed[i] = 0; } for (i = 0; i < MAXPLAYERS; ++i) { playerUsed[i] = playeringame[i] ? 0 : 2; } if (!skipload) { // Now try to match players from the savegame with players present // based on their names. If two players in the savegame have the // same name, then they are assigned to players in the current game // on a first-come, first-served basis. for (i = 0; i < numPlayers; ++i) { for (j = 0; j < MAXPLAYERS; ++j) { if (playerUsed[j] == 0 && stricmp(players[j].userinfo.GetName(), nametemp[i]) == 0) { // Found a match, so copy our temp player to the real player Printf ("Found player %d (%s) at %d\n", i, nametemp[i], j); CopyPlayer (&players[j], &playertemp[i], nametemp[i]); playerUsed[j] = 1; tempPlayerUsed[i] = 1; break; } } } // Any players that didn't have matching names are assigned to existing // players on a first-come, first-served basis. for (i = 0; i < numPlayers; ++i) { if (tempPlayerUsed[i] == 0) { for (j = 0; j < MAXPLAYERS; ++j) { if (playerUsed[j] == 0) { Printf ("Assigned player %d (%s) to %d (%s)\n", i, nametemp[i], j, players[j].userinfo.GetName()); CopyPlayer (&players[j], &playertemp[i], nametemp[i]); playerUsed[j] = 1; tempPlayerUsed[i] = 1; break; } } } } // Make sure any extra players don't have actors spawned yet. Happens if the players // present now got the same slots as they had in the save, but there are not as many // as there were in the save. for (j = 0; j < MAXPLAYERS; ++j) { if (playerUsed[j] == 0) { if (players[j].mo != NULL) { players[j].mo->Destroy(); players[j].mo = NULL; } } } // Remove any temp players that were not used. Happens if there are fewer players // than there were in the save, and they got shuffled. for (i = 0; i < numPlayers; ++i) { if (tempPlayerUsed[i] == 0) { playertemp[i].mo->Destroy(); playertemp[i].mo = NULL; } } } delete[] tempPlayerUsed; delete[] playertemp; for (i = 0; i < numPlayers; ++i) { delete[] nametemp[i]; } delete[] nametemp; } static void CopyPlayer (player_t *dst, player_t *src, const char *name) { // The userinfo needs to be saved for real players, but it // needs to come from the save for bots. userinfo_t uibackup; userinfo_t uibackup2; uibackup.TransferFrom(dst->userinfo); uibackup2.TransferFrom(src->userinfo); int chasecam = dst->cheats & CF_CHASECAM; // Remember the chasecam setting bool attackdown = dst->attackdown; bool usedown = dst->usedown; *dst = *src; // To avoid memory leaks at this point the userinfo in src must be empty which is taken care of by the TransferFrom call above. dst->cheats |= chasecam; if (dst->Bot != NULL) { botinfo_t *thebot = bglobal.botinfo; while (thebot && stricmp (name, thebot->name)) { thebot = thebot->next; } if (thebot) { thebot->inuse = BOTINUSE_Yes; } bglobal.botnum++; dst->userinfo.TransferFrom(uibackup2); } else { dst->userinfo.TransferFrom(uibackup); } // Validate the skin dst->userinfo.SkinNumChanged(R_FindSkin(skins[dst->userinfo.GetSkin()].name, dst->CurrentPlayerClass)); // Make sure the player pawn points to the proper player struct. if (dst->mo != NULL) { dst->mo->player = dst; } // These 2 variables may not be overwritten. dst->attackdown = attackdown; dst->usedown = usedown; } static void SpawnExtraPlayers () { // If there are more players now than there were in the savegame, // be sure to spawn the extra players. int i; if (deathmatch) { return; } for (i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && players[i].mo == NULL) { players[i].playerstate = PST_ENTER; P_SpawnPlayer(&playerstarts[i], i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0); } } } // // P_ArchiveWorld // void P_SerializeWorld (FArchive &arc) { int i, j; sector_t *sec; line_t *li; zone_t *zn; // do sectors for (i = 0, sec = sectors; i < numsectors; i++, sec++) { arc << sec->floorplane << sec->ceilingplane; arc << sec->lightlevel; arc << sec->special; arc << sec->soundtraversed << sec->seqType << sec->friction << sec->movefactor << sec->stairlock << sec->prevsec << sec->nextsec << sec->planes[sector_t::floor] << sec->planes[sector_t::ceiling] << sec->heightsec << sec->bottommap << sec->midmap << sec->topmap << sec->gravity; P_SerializeTerrain(arc, sec->terrainnum[0]); P_SerializeTerrain(arc, sec->terrainnum[1]); arc << sec->damageamount; arc << sec->damageinterval << sec->leakydamage << sec->damagetype << sec->sky << sec->MoreFlags << sec->Flags << sec->Portals[sector_t::floor] << sec->Portals[sector_t::ceiling] << sec->ZoneNumber; arc << sec->interpolations[0] << sec->interpolations[1] << sec->interpolations[2] << sec->interpolations[3] << sec->SeqName; sec->e->Serialize(arc); if (arc.IsStoring ()) { arc << sec->ColorMap->Color << sec->ColorMap->Fade; BYTE sat = sec->ColorMap->Desaturate; arc << sat; } else { PalEntry color, fade; BYTE desaturate; arc << color << fade << desaturate; sec->ColorMap = GetSpecialLights (color, fade, desaturate); } } // do lines for (i = 0, li = lines; i < numlines; i++, li++) { arc << li->flags << li->activation << li->special << li->Alpha; if (P_IsACSSpecial(li->special)) { P_SerializeACSScriptNumber(arc, li->args[0], false); } else { arc << li->args[0]; } arc << li->args[1] << li->args[2] << li->args[3] << li->args[4]; arc << li->portalindex; for (j = 0; j < 2; j++) { if (li->sidedef[j] == NULL) continue; side_t *si = li->sidedef[j]; arc << si->textures[side_t::top] << si->textures[side_t::mid] << si->textures[side_t::bottom] << si->Light << si->Flags << si->LeftSide << si->RightSide << si->Index; DBaseDecal::SerializeChain (arc, &si->AttachedDecals); } } // do zones arc << numzones; if (arc.IsLoading()) { if (zones != NULL) { delete[] zones; } zones = new zone_t[numzones]; } for (i = 0, zn = zones; i < numzones; ++i, ++zn) { arc << zn->Environment; } arc << linePortals << sectorPortals; P_CollectLinkedPortals(); } void P_SerializeWorldActors(FArchive &arc) { int i; sector_t *sec; for (i = 0, sec = sectors; i < numsectors; i++, sec++) { arc << sec->SoundTarget << sec->SecActTarget << sec->floordata << sec->ceilingdata << sec->lightingdata; } for (auto &s : sectorPortals) { arc << s.mSkybox; } } void extsector_t::Serialize(FArchive &arc) { arc << FakeFloor.Sectors << Midtex.Floor.AttachedLines << Midtex.Floor.AttachedSectors << Midtex.Ceiling.AttachedLines << Midtex.Ceiling.AttachedSectors << Linked.Floor.Sectors << Linked.Ceiling.Sectors; } FArchive &operator<< (FArchive &arc, side_t::part &p) { arc << p.xOffset << p.yOffset << p.interpolation << p.texture << p.xScale << p.yScale;// << p.Light; return arc; } FArchive &operator<< (FArchive &arc, sector_t::splane &p) { arc << p.xform.xOffs << p.xform.yOffs << p.xform.xScale << p.xform.yScale << p.xform.Angle << p.xform.baseyOffs << p.xform.baseAngle << p.Flags << p.Light << p.Texture << p.TexZ << p.alpha; return arc; } // // Thinkers // // // P_ArchiveThinkers // void P_SerializeThinkers (FArchive &arc, bool hubLoad) { DImpactDecal::SerializeTime (arc); DThinker::SerializeAll (arc, hubLoad); } //========================================================================== // // ArchiveSounds // //========================================================================== void P_SerializeSounds (FArchive &arc) { S_SerializeSounds (arc); DSeqNode::SerializeSequences (arc); char *name = NULL; BYTE order; if (arc.IsStoring ()) { order = S_GetMusic (&name); } arc << name << order; if (arc.IsLoading ()) { if (!S_ChangeMusic (name, order)) if (level.cdtrack == 0 || !S_ChangeCDMusic (level.cdtrack, level.cdid)) S_ChangeMusic (level.Music, level.musicorder); } delete[] name; } //========================================================================== // // ArchivePolyobjs // //========================================================================== #define ASEG_POLYOBJS 104 void P_SerializePolyobjs (FArchive &arc) { int i; FPolyObj *po; if (arc.IsStoring ()) { int seg = ASEG_POLYOBJS; arc << seg << po_NumPolyobjs; for(i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++) { arc << po->tag << po->Angle << po->StartSpot.pos << po->interpolation << po->bBlocked << po->bHasPortals; } } else { int data; DAngle angle; DVector2 delta; arc << data; if (data != ASEG_POLYOBJS) I_Error ("Polyobject marker missing"); arc << data; if (data != po_NumPolyobjs) { I_Error ("UnarchivePolyobjs: Bad polyobj count"); } for (i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++) { arc << data; if (data != po->tag) { I_Error ("UnarchivePolyobjs: Invalid polyobj tag"); } arc << angle << delta << po->interpolation; arc << po->bBlocked; arc << po->bHasPortals; po->RotatePolyobj (angle, true); delta -= po->StartSpot.pos; po->MovePolyobj (delta, true); } } } //========================================================================== // // RecalculateDrawnSubsectors // // In case the subsector data is unusable this function tries to reconstruct // if from the linedefs' ML_MAPPED info. // //========================================================================== void RecalculateDrawnSubsectors() { for(int i=0;inumlines;j++) { if (sub->firstline[j].linedef != NULL && (sub->firstline[j].linedef->flags & ML_MAPPED)) { sub->flags |= SSECF_DRAWN; } } } } //========================================================================== // // ArchiveSubsectors // //========================================================================== void P_SerializeSubsectors(FArchive &arc) { int num_verts, num_subs, num_nodes; BYTE by; if (arc.IsStoring()) { if (hasglnodes) { arc << numvertexes << numsubsectors << numnodes; // These are only for verification for(int i=0;i