mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-17 10:00:54 +00:00
71c7f2b42c
'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling. Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
728 lines
17 KiB
C++
728 lines
17 KiB
C++
/*
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** p_saveg.cpp
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** Code for serializing the world state in an archive
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "i_system.h"
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#include "p_local.h"
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// State.
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#include "dobject.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "m_random.h"
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#include "p_saveg.h"
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#include "s_sndseq.h"
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#include "v_palette.h"
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#include "a_sharedglobal.h"
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#include "r_data/r_interpolate.h"
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#include "g_level.h"
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#include "po_man.h"
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#include "p_setup.h"
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#include "r_data/colormaps.h"
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#include "farchive.h"
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#include "p_lnspec.h"
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#include "p_acs.h"
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static void CopyPlayer (player_t *dst, player_t *src, const char *name);
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static void ReadOnePlayer (FArchive &arc, bool skipload);
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static void ReadMultiplePlayers (FArchive &arc, int numPlayers, int numPlayersNow, bool skipload);
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static void SpawnExtraPlayers ();
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inline FArchive &operator<< (FArchive &arc, FLinkedSector &link)
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{
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arc << link.Sector << link.Type;
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return arc;
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}
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//
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// P_ArchivePlayers
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//
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void P_SerializePlayers (FArchive &arc, bool skipload)
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{
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BYTE numPlayers, numPlayersNow;
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int i;
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// Count the number of players present right now.
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for (numPlayersNow = 0, i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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{
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++numPlayersNow;
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}
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}
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if (arc.IsStoring())
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{
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// Record the number of players in this save.
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arc << numPlayersNow;
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// Record each player's name, followed by their data.
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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{
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arc.WriteString (players[i].userinfo.GetName());
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players[i].Serialize (arc);
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}
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}
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}
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else
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{
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arc << numPlayers;
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// If there is only one player in the game, they go to the
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// first player present, no matter what their name.
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if (numPlayers == 1)
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{
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ReadOnePlayer (arc, skipload);
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}
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else
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{
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ReadMultiplePlayers (arc, numPlayers, numPlayersNow, skipload);
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}
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if (!skipload && numPlayersNow > numPlayers)
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{
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SpawnExtraPlayers ();
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}
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// Redo pitch limits, since the spawned player has them at 0.
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players[consoleplayer].SendPitchLimits();
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}
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}
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static void ReadOnePlayer (FArchive &arc, bool skipload)
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{
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int i;
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char *name = NULL;
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bool didIt = false;
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arc << name;
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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{
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if (!didIt)
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{
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didIt = true;
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player_t playerTemp;
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playerTemp.Serialize (arc);
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if (!skipload)
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{
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CopyPlayer (&players[i], &playerTemp, name);
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}
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}
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else
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{
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if (players[i].mo != NULL)
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{
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players[i].mo->Destroy();
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players[i].mo = NULL;
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}
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}
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}
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}
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delete[] name;
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}
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static void ReadMultiplePlayers (FArchive &arc, int numPlayers, int numPlayersNow, bool skipload)
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{
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// For two or more players, read each player into a temporary array.
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int i, j;
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char **nametemp = new char *[numPlayers];
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player_t *playertemp = new player_t[numPlayers];
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BYTE *tempPlayerUsed = new BYTE[numPlayers];
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BYTE playerUsed[MAXPLAYERS];
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for (i = 0; i < numPlayers; ++i)
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{
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nametemp[i] = NULL;
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arc << nametemp[i];
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playertemp[i].Serialize (arc);
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tempPlayerUsed[i] = 0;
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}
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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playerUsed[i] = playeringame[i] ? 0 : 2;
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}
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if (!skipload)
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{
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// Now try to match players from the savegame with players present
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// based on their names. If two players in the savegame have the
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// same name, then they are assigned to players in the current game
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// on a first-come, first-served basis.
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for (i = 0; i < numPlayers; ++i)
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{
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for (j = 0; j < MAXPLAYERS; ++j)
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{
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if (playerUsed[j] == 0 && stricmp(players[j].userinfo.GetName(), nametemp[i]) == 0)
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{ // Found a match, so copy our temp player to the real player
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Printf ("Found player %d (%s) at %d\n", i, nametemp[i], j);
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CopyPlayer (&players[j], &playertemp[i], nametemp[i]);
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playerUsed[j] = 1;
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tempPlayerUsed[i] = 1;
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break;
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}
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}
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}
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// Any players that didn't have matching names are assigned to existing
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// players on a first-come, first-served basis.
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for (i = 0; i < numPlayers; ++i)
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{
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if (tempPlayerUsed[i] == 0)
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{
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for (j = 0; j < MAXPLAYERS; ++j)
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{
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if (playerUsed[j] == 0)
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{
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Printf ("Assigned player %d (%s) to %d (%s)\n", i, nametemp[i], j, players[j].userinfo.GetName());
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CopyPlayer (&players[j], &playertemp[i], nametemp[i]);
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playerUsed[j] = 1;
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tempPlayerUsed[i] = 1;
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break;
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}
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}
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}
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}
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// Make sure any extra players don't have actors spawned yet. Happens if the players
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// present now got the same slots as they had in the save, but there are not as many
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// as there were in the save.
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for (j = 0; j < MAXPLAYERS; ++j)
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{
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if (playerUsed[j] == 0)
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{
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if (players[j].mo != NULL)
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{
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players[j].mo->Destroy();
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players[j].mo = NULL;
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}
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}
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}
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// Remove any temp players that were not used. Happens if there are fewer players
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// than there were in the save, and they got shuffled.
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for (i = 0; i < numPlayers; ++i)
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{
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if (tempPlayerUsed[i] == 0)
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{
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playertemp[i].mo->Destroy();
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playertemp[i].mo = NULL;
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}
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}
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}
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delete[] tempPlayerUsed;
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delete[] playertemp;
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for (i = 0; i < numPlayers; ++i)
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{
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delete[] nametemp[i];
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}
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delete[] nametemp;
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}
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static void CopyPlayer (player_t *dst, player_t *src, const char *name)
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{
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// The userinfo needs to be saved for real players, but it
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// needs to come from the save for bots.
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userinfo_t uibackup;
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userinfo_t uibackup2;
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uibackup.TransferFrom(dst->userinfo);
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uibackup2.TransferFrom(src->userinfo);
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int chasecam = dst->cheats & CF_CHASECAM; // Remember the chasecam setting
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bool attackdown = dst->attackdown;
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bool usedown = dst->usedown;
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*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.
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dst->cheats |= chasecam;
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if (dst->Bot != NULL)
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{
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botinfo_t *thebot = bglobal.botinfo;
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while (thebot && stricmp (name, thebot->name))
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{
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thebot = thebot->next;
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}
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if (thebot)
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{
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thebot->inuse = BOTINUSE_Yes;
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}
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bglobal.botnum++;
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dst->userinfo.TransferFrom(uibackup2);
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}
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else
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{
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dst->userinfo.TransferFrom(uibackup);
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}
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// Validate the skin
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dst->userinfo.SkinNumChanged(R_FindSkin(skins[dst->userinfo.GetSkin()].name, dst->CurrentPlayerClass));
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// Make sure the player pawn points to the proper player struct.
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if (dst->mo != NULL)
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{
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dst->mo->player = dst;
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}
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// These 2 variables may not be overwritten.
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dst->attackdown = attackdown;
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dst->usedown = usedown;
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}
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static void SpawnExtraPlayers ()
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{
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// If there are more players now than there were in the savegame,
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// be sure to spawn the extra players.
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int i;
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if (deathmatch)
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{
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return;
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}
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].mo == NULL)
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{
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players[i].playerstate = PST_ENTER;
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P_SpawnPlayer(&playerstarts[i], i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
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}
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}
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}
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//
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// P_ArchiveWorld
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//
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void P_SerializeWorld (FArchive &arc)
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{
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int i, j;
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sector_t *sec;
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line_t *li;
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zone_t *zn;
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// do sectors
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for (i = 0, sec = sectors; i < numsectors; i++, sec++)
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{
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arc << sec->floorplane
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<< sec->ceilingplane;
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if (SaveVersion < 3223)
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{
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BYTE bytelight;
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arc << bytelight;
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sec->lightlevel = bytelight;
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}
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else
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{
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arc << sec->lightlevel;
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}
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arc << sec->special;
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if (SaveVersion < 4523)
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{
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short tag;
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arc << tag;
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}
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arc << sec->soundtraversed
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<< sec->seqType
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<< sec->friction
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<< sec->movefactor
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<< sec->floordata
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<< sec->ceilingdata
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<< sec->lightingdata
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<< sec->stairlock
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<< sec->prevsec
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<< sec->nextsec
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<< sec->planes[sector_t::floor]
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<< sec->planes[sector_t::ceiling]
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<< sec->heightsec
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<< sec->bottommap << sec->midmap << sec->topmap
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<< sec->gravity;
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if (SaveVersion >= 4530)
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{
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arc << sec->terrainnum[0] << sec->terrainnum[1];
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}
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if (SaveVersion >= 4529)
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{
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arc << sec->damageamount;
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}
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else
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{
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short dmg;
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arc << dmg;
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sec->damageamount = dmg;
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}
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if (SaveVersion >= 4528)
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{
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arc << sec->damageinterval
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<< sec->leakydamage
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<< sec->damagetype;
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}
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else
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{
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short damagemod;
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arc << damagemod;
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sec->damagetype = MODtoDamageType(damagemod);
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if (sec->damageamount < 20)
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{
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sec->leakydamage = 0;
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sec->damageinterval = 32;
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}
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else if (sec->damageamount < 50)
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{
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sec->leakydamage = 5;
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sec->damageinterval = 32;
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}
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else
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{
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sec->leakydamage = 256;
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sec->damageinterval = 1;
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}
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}
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arc << sec->SoundTarget
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<< sec->SecActTarget
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<< sec->sky
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<< sec->MoreFlags
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<< sec->Flags
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<< sec->FloorSkyBox << sec->CeilingSkyBox
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<< sec->ZoneNumber;
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if (SaveVersion < 4529)
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{
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short secretsector;
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arc << secretsector;
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if (secretsector) sec->Flags |= SECF_WASSECRET;
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sec->special &= ~(SECRET_MASK|FRICTION_MASK|PUSH_MASK);
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P_InitSectorSpecial(sec, sec->special, true);
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}
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arc << sec->interpolations[0]
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<< sec->interpolations[1]
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<< sec->interpolations[2]
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<< sec->interpolations[3]
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<< sec->SeqName;
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sec->e->Serialize(arc);
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if (arc.IsStoring ())
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{
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arc << sec->ColorMap->Color
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<< sec->ColorMap->Fade;
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BYTE sat = sec->ColorMap->Desaturate;
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arc << sat;
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}
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else
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{
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PalEntry color, fade;
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BYTE desaturate;
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arc << color << fade
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<< desaturate;
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sec->ColorMap = GetSpecialLights (color, fade, desaturate);
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}
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}
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// do lines
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for (i = 0, li = lines; i < numlines; i++, li++)
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{
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arc << li->flags
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<< li->activation
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<< li->special
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<< li->Alpha;
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if (SaveVersion < 4523)
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{
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int id;
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arc << id;
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}
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if (P_IsACSSpecial(li->special))
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{
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P_SerializeACSScriptNumber(arc, li->args[0], false);
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}
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else
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{
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arc << li->args[0];
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}
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arc << li->args[1] << li->args[2] << li->args[3] << li->args[4];
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for (j = 0; j < 2; j++)
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{
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if (li->sidedef[j] == NULL)
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continue;
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side_t *si = li->sidedef[j];
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arc << si->textures[side_t::top]
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<< si->textures[side_t::mid]
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<< si->textures[side_t::bottom]
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<< si->Light
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<< si->Flags
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<< si->LeftSide
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<< si->RightSide
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<< si->Index;
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DBaseDecal::SerializeChain (arc, &si->AttachedDecals);
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}
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}
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// do zones
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arc << numzones;
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if (arc.IsLoading())
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{
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if (zones != NULL)
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{
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delete[] zones;
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}
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zones = new zone_t[numzones];
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}
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for (i = 0, zn = zones; i < numzones; ++i, ++zn)
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{
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arc << zn->Environment;
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}
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}
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void extsector_t::Serialize(FArchive &arc)
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{
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arc << FakeFloor.Sectors
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<< Midtex.Floor.AttachedLines
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<< Midtex.Floor.AttachedSectors
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<< Midtex.Ceiling.AttachedLines
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<< Midtex.Ceiling.AttachedSectors
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<< Linked.Floor.Sectors
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<< Linked.Ceiling.Sectors;
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}
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FArchive &operator<< (FArchive &arc, side_t::part &p)
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{
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arc << p.xoffset << p.yoffset << p.interpolation << p.texture
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<< p.xscale << p.yscale;// << p.Light;
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return arc;
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}
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FArchive &operator<< (FArchive &arc, sector_t::splane &p)
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{
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arc << p.xform.xoffs << p.xform.yoffs << p.xform.xscale << p.xform.yscale
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<< p.xform.angle << p.xform.base_yoffs << p.xform.base_angle
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<< p.Flags << p.Light << p.Texture << p.TexZ << p.alpha;
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return arc;
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}
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//
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// Thinkers
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//
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//
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// P_ArchiveThinkers
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//
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void P_SerializeThinkers (FArchive &arc, bool hubLoad)
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{
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DImpactDecal::SerializeTime (arc);
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DThinker::SerializeAll (arc, hubLoad);
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}
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|
//==========================================================================
|
|
//
|
|
// 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, true);
|
|
arc << deltaX << deltaY << po->interpolation;
|
|
deltaX -= po->StartSpot.x;
|
|
deltaY -= po->StartSpot.y;
|
|
po->MovePolyobj (deltaX, deltaY, 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;i<numsubsectors;i++)
|
|
{
|
|
subsector_t *sub = &subsectors[i];
|
|
for(unsigned int j=0;j<sub->numlines;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<numsubsectors;i+=8)
|
|
{
|
|
by = 0;
|
|
for(int j=0;j<8;j++)
|
|
{
|
|
if (i+j<numsubsectors && (subsectors[i+j].flags & SSECF_DRAWN))
|
|
{
|
|
by |= (1<<j);
|
|
}
|
|
}
|
|
arc << by;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int v = 0;
|
|
arc << v << v << v;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
arc << num_verts << num_subs << num_nodes;
|
|
if (num_verts != numvertexes ||
|
|
num_subs != numsubsectors ||
|
|
num_nodes != numnodes)
|
|
{
|
|
// Nodes don't match - we can't use this info
|
|
for(int i=0;i<num_subs;i+=8)
|
|
{
|
|
// Skip the subsector info.
|
|
arc << by;
|
|
}
|
|
if (hasglnodes)
|
|
{
|
|
RecalculateDrawnSubsectors();
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
for(int i=0;i<numsubsectors;i+=8)
|
|
{
|
|
arc << by;
|
|
for(int j=0;j<8;j++)
|
|
{
|
|
if ((by & (1<<j)) && i+j<numsubsectors)
|
|
{
|
|
subsectors[i+j].flags |= SSECF_DRAWN;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|