gzdoom-gles/src/p_saveg.cpp
2010-07-23 05:56:25 +00:00

535 lines
13 KiB
C++

/*
** 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"
// State.
#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_interpolate.h"
#include "g_level.h"
#include "po_man.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 ();
//
// 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.netname);
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 ();
}
}
}
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.netname, 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.netname);
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 = dst->userinfo;
int chasecam = dst->cheats & CF_CHASECAM; // Remember the chasecam setting
bool attackdown = dst->attackdown;
bool usedown = dst->usedown;
*dst = *src;
dst->cheats |= chasecam;
if (dst->isbot)
{
botinfo_t *thebot = bglobal.botinfo;
while (thebot && stricmp (name, thebot->name))
{
thebot = thebot->next;
}
if (thebot)
{
thebot->inuse = true;
}
bglobal.botnum++;
bglobal.botingame[dst - players] = true;
}
else
{
dst->userinfo = uibackup;
}
// 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]);
}
}
}
//
// 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
<< sec->lightlevel
<< sec->special
<< sec->tag
<< sec->soundtraversed
<< sec->seqType
<< sec->friction
<< sec->movefactor
<< sec->floordata
<< sec->ceilingdata
<< sec->lightingdata
<< 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
<< sec->damage
<< sec->mod
<< sec->SoundTarget
<< sec->SecActTarget
<< sec->sky
<< sec->MoreFlags
<< sec->Flags
<< sec->FloorSkyBox << sec->CeilingSkyBox
<< sec->ZoneNumber
<< sec->secretsector
<< sec->interpolations[0]
<< sec->interpolations[1]
<< sec->interpolations[2]
<< sec->interpolations[3];
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
<< li->id
<< li->args[0] << li->args[1] << li->args[2] << li->args[3] << li->args[4];
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;
}
}
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.base_yoffs << p.xform.base_angle
<< p.Flags << p.Light << p.Texture << p.TexZ;
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.x <<
po->StartSpot.y << po->interpolation;
}
}
else
{
int data;
angle_t angle;
fixed_t deltaX, deltaY;
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;
po->RotatePolyobj (angle);
arc << deltaX << deltaY << po->interpolation;
deltaX -= po->StartSpot.x;
deltaY -= po->StartSpot.y;
po->MovePolyobj (deltaX, deltaY, true);
}
}
}