mirror of
https://github.com/ZDoom/gzdoom-last-svn.git
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- fixed: WIF_STAFF2_KICKBACK did not work anymore because it depended on conditions that were changed some time ago. - fixed: The damage inflictor for a rail attack was the shooter, not the puff. - Fixed: Floor and ceiling huggers may not change their z-velocity when seeking. - Fixed: UDMF set the secret sector flag before parsing the sector's properties, resulting in it always being false. - Renamed sector's oldspecial variable to secretsector to better reflect its only use. - Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget, not itself contrarily to other projectile spawning functions. A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the BossEye when in fact it wasn't. - Added Gez's submission for a DEHACKED hack introduced by Boom. (using code pointers of the form 'Pointer 0 (x statenumber)'. - fixed: Attaching 3DMidtex lines by sector tag did not work because lines were marked by index in the sector's line list but needed to be marked by line index in the global array. - fixed: On Linux ZDoom was creating a directory called "~.zdoom" for save files because of a missing slash. - fixed: UDMF was unable to read floating point values in exponential format because the C Mode scanner was missing a definition for them. - fixed: The recent changes for removing pointer aliasing got the end sequence info from an incorrect variable. To make this more robust the sequence index is now stored as a hexadecimal string to avoid storing binary data in a string. Also moved end sequence lookup from f_finale.cpp to the calling code so that the proper end sequences can be retrieved for secret exits, too. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@427 b0f79afe-0144-0410-b225-9a4edf0717df
532 lines
13 KiB
C++
532 lines
13 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_interpolate.h"
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#include "g_level.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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//
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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.netname);
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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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}
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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.netname, 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.netname);
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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 = dst->userinfo;
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int chasecam = dst->cheats & CF_CHASECAM; // Remember the chasecam setting
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*dst = *src;
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dst->cheats |= chasecam;
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if (dst->isbot)
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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 = true;
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}
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bglobal.botnum++;
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bglobal.botingame[dst - players] = true;
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}
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else
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{
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dst->userinfo = uibackup;
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}
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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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}
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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]);
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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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<< sec->lightlevel
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<< sec->special
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<< sec->tag
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<< 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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<< sec->damage
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<< sec->mod
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<< 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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<< sec->secretsector
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<< 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->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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arc << sec->ceiling_reflect << sec->floor_reflect;
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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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<< li->id
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<< li->args[0] << 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->sidenum[j] == NO_SIDE)
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continue;
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side_t *si = &sides[li->sidenum[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;// << p.Light;
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if (SaveVersion >= 1645)
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{
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arc << p.xscale << p.yscale;
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}
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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;
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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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//==========================================================================
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//
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// ArchiveSounds
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//
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//==========================================================================
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void P_SerializeSounds (FArchive &arc)
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{
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S_SerializeSounds (arc);
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DSeqNode::SerializeSequences (arc);
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char *name = NULL;
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BYTE order;
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if (arc.IsStoring ())
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{
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order = S_GetMusic (&name);
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}
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arc << name << order;
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if (arc.IsLoading ())
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{
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if (!S_ChangeMusic (name, order))
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if (level.cdtrack == 0 || !S_ChangeCDMusic (level.cdtrack, level.cdid))
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S_ChangeMusic (level.Music, level.musicorder);
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}
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delete[] name;
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}
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//==========================================================================
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//
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// ArchivePolyobjs
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//
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//==========================================================================
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#define ASEG_POLYOBJS 104
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void P_SerializePolyobjs (FArchive &arc)
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{
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int i;
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FPolyObj *po;
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if (arc.IsStoring ())
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{
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int seg = ASEG_POLYOBJS;
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arc << seg << po_NumPolyobjs;
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for(i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++)
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{
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arc << po->tag << po->angle << po->startSpot[0] <<
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po->startSpot[1] << po->interpolation;
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}
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}
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else
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{
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int data;
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angle_t angle;
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fixed_t deltaX, deltaY;
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arc << data;
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if (data != ASEG_POLYOBJS)
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I_Error ("Polyobject marker missing");
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arc << data;
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if (data != po_NumPolyobjs)
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{
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I_Error ("UnarchivePolyobjs: Bad polyobj count");
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}
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for (i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++)
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{
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arc << data;
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if (data != po->tag)
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{
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I_Error ("UnarchivePolyobjs: Invalid polyobj tag");
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}
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arc << angle;
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PO_RotatePolyobj (po->tag, angle);
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arc << deltaX << deltaY << po->interpolation;
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deltaX -= po->startSpot[0];
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deltaY -= po->startSpot[1];
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PO_MovePolyobj (po->tag, deltaX, deltaY, true);
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}
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|
}
|
|
}
|