2016-03-01 15:47:10 +00:00
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/*
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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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2016-09-19 08:34:54 +00:00
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** Copyright 1998-2016 Randy Heit
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** Copyright 2005-2016 Christoph Oelckers
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2016-03-01 15:47:10 +00:00
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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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#include "p_spec.h"
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// State.
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#include "d_player.h"
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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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#include "p_terrain.h"
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2016-09-19 08:34:54 +00:00
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#include "am_map.h"
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#include "r_data/r_translate.h"
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#include "sbar.h"
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#include "r_utility.h"
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#include "r_sky.h"
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#include "r_renderer.h"
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#include "serializer.h"
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// just the stuff that already got converted to FSerializer so that it can be seen as 'done' when searching.
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2016-09-19 08:47:59 +00:00
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#define COMMON_STUFF
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2016-09-19 08:34:54 +00:00
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#include "zzz_old.cpp"
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2016-03-01 15:47:10 +00:00
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2016-06-17 08:08:45 +00:00
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void CopyPlayer (player_t *dst, player_t *src, const char *name);
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2016-03-01 15:47:10 +00:00
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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.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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2016-06-17 08:08:45 +00:00
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void CopyPlayer (player_t *dst, player_t *src, const char *name)
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2016-03-01 15:47:10 +00:00
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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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2016-05-09 18:03:47 +00:00
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if (dst->Bot != nullptr)
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2016-03-01 15:47:10 +00:00
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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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2016-05-09 18:03:47 +00:00
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if (dst->mo != nullptr)
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2016-03-01 15:47:10 +00:00
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{
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dst->mo->player = dst;
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}
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2016-05-09 18:03:47 +00:00
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// Same for the psprites.
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DPSprite *pspr = dst->psprites;
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while (pspr)
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{
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pspr->Owner = dst;
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pspr = pspr->Next;
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}
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// Don't let the psprites be destroyed when src is destroyed.
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src->psprites = nullptr;
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2016-03-01 15:47:10 +00:00
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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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2016-09-19 08:34:54 +00:00
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2016-03-01 15:47:10 +00:00
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//
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2016-09-19 08:34:54 +00:00
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// Thinkers
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2016-03-01 15:47:10 +00:00
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//
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2016-09-19 08:34:54 +00:00
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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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2016-03-01 15:47:10 +00:00
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{
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2016-09-19 08:34:54 +00:00
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arc.EnableThinkers();
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2016-09-19 22:41:22 +00:00
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//DImpactDecal::Im ::SerializeTime (arc);
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2016-09-19 08:34:54 +00:00
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DThinker::SerializeAll (arc, hubLoad);
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}
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void P_DestroyThinkers(bool hubLoad)
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{
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if (hubLoad)
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DThinker::DestroyMostThinkers();
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else
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DThinker::DestroyAllThinkers();
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}
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|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FSerializer &Serialize(FSerializer &arc, const char *key, line_t &line, line_t *def)
|
|
|
|
{
|
|
|
|
if (arc.BeginObject(key))
|
|
|
|
{
|
|
|
|
arc("flags", line.flags, def->flags)
|
|
|
|
("activation", line.activation, def->activation)
|
|
|
|
("special", line.special, def->special)
|
|
|
|
("alpha", line.alpha, def->alpha)
|
|
|
|
.Args("args", line.args, def->args, line.special)
|
|
|
|
("portalindex", line.portalindex, def->portalindex)
|
|
|
|
// Unless the map loader is changed the sidedef references will not change between map loads so there's no need to save them.
|
|
|
|
//.Array("sides", line.sidedef, 2)
|
|
|
|
.EndObject();
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
2016-09-19 08:34:54 +00:00
|
|
|
return arc;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2016-09-19 08:34:54 +00:00
|
|
|
FSerializer &Serialize(FSerializer &arc, const char *key, side_t::part &part, side_t::part *def)
|
|
|
|
{
|
|
|
|
if (arc.canSkip() && def != nullptr && !memcmp(&part, def, sizeof(part)))
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2016-09-19 08:34:54 +00:00
|
|
|
return arc;
|
|
|
|
}
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2016-09-19 08:34:54 +00:00
|
|
|
if (arc.BeginObject(key))
|
|
|
|
{
|
|
|
|
arc("xoffset", part.xOffset, def->xOffset)
|
|
|
|
("yoffset", part.yOffset, def->yOffset)
|
|
|
|
("xscale", part.xScale, def->xScale)
|
|
|
|
("yscale", part.yScale, def->yScale)
|
|
|
|
("texture", part.texture, def->texture)
|
|
|
|
("interpolation", part.interpolation)
|
|
|
|
.EndObject();
|
|
|
|
}
|
|
|
|
return arc;
|
|
|
|
}
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2016-09-19 08:34:54 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FSerializer &Serialize(FSerializer &arc, const char *key, side_t &side, side_t *def)
|
|
|
|
{
|
|
|
|
if (arc.BeginObject(key))
|
|
|
|
{
|
|
|
|
arc.Array("textures", side.textures, def->textures, 3, true)
|
|
|
|
("light", side.Light, def->Light)
|
|
|
|
("flags", side.Flags, def->Flags)
|
|
|
|
// These also remain identical across map loads
|
|
|
|
//("leftside", side.LeftSide)
|
|
|
|
//("rightside", side.RightSide)
|
|
|
|
//("index", side.Index)
|
|
|
|
("attacheddecals", side.AttachedDecals)
|
|
|
|
.EndObject();
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
2016-09-19 08:34:54 +00:00
|
|
|
return arc;
|
|
|
|
}
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2016-09-19 08:34:54 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2016-09-19 08:34:54 +00:00
|
|
|
FSerializer &Serialize(FSerializer &arc, const char *key, FLinkedSector &ls, FLinkedSector *def)
|
|
|
|
{
|
|
|
|
if (arc.BeginObject(key))
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2016-09-19 08:34:54 +00:00
|
|
|
arc("sector", ls.Sector)
|
|
|
|
("type", ls.Type)
|
|
|
|
.EndObject();
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
2016-09-19 08:34:54 +00:00
|
|
|
return arc;
|
|
|
|
}
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2016-09-19 08:34:54 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FSerializer &Serialize(FSerializer &arc, const char *key, sector_t::splane &p, sector_t::splane *def)
|
|
|
|
{
|
|
|
|
if (arc.canSkip() && def != nullptr && !memcmp(&p, def, sizeof(p)))
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2016-09-19 08:34:54 +00:00
|
|
|
return arc;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
2016-09-19 08:34:54 +00:00
|
|
|
if (arc.BeginObject(key))
|
|
|
|
{
|
|
|
|
arc("xoffs", p.xform.xOffs, def->xform.xOffs)
|
|
|
|
("yoffs", p.xform.yOffs, def->xform.yOffs)
|
|
|
|
("xscale", p.xform.xScale, def->xform.xScale)
|
|
|
|
("yscale", p.xform.yScale, def->xform.yScale)
|
|
|
|
("angle", p.xform.Angle, def->xform.Angle)
|
|
|
|
("baseyoffs", p.xform.baseyOffs, def->xform.baseyOffs)
|
|
|
|
("baseangle", p.xform.baseAngle, def->xform.baseAngle)
|
|
|
|
("flags", p.Flags, def->Flags)
|
|
|
|
("light", p.Light, def->Light)
|
|
|
|
("texture", p.Texture, def->Texture)
|
|
|
|
("texz", p.TexZ, def->TexZ)
|
|
|
|
("alpha", p.alpha, def->alpha)
|
|
|
|
.EndObject();
|
|
|
|
}
|
|
|
|
return arc;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
2016-09-19 08:34:54 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FSerializer &Serialize(FSerializer &arc, const char *key, secplane_t &p, secplane_t *def)
|
2016-04-20 17:42:00 +00:00
|
|
|
{
|
2016-09-19 08:34:54 +00:00
|
|
|
if (arc.canSkip() && def != nullptr && !memcmp(&p, def, sizeof(p)))
|
|
|
|
{
|
|
|
|
return arc;
|
|
|
|
}
|
2016-04-20 17:42:00 +00:00
|
|
|
|
2016-09-19 08:34:54 +00:00
|
|
|
if (arc.BeginObject(key))
|
2016-04-20 17:42:00 +00:00
|
|
|
{
|
2016-09-19 08:34:54 +00:00
|
|
|
arc("normal", p.normal, def->normal)
|
|
|
|
("d", p.D, def->D)
|
|
|
|
.EndObject();
|
|
|
|
|
|
|
|
if (arc.isReading() && p.normal.Z != 0)
|
|
|
|
{
|
|
|
|
p.negiC = 1 / p.normal.Z;
|
|
|
|
}
|
2016-04-20 17:42:00 +00:00
|
|
|
}
|
2016-09-19 08:34:54 +00:00
|
|
|
return arc;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FSerializer &Serialize(FSerializer &arc, const char *key, sector_t &p, sector_t *def)
|
|
|
|
{
|
|
|
|
if (arc.BeginObject(key))
|
2016-04-20 17:42:00 +00:00
|
|
|
{
|
2016-09-19 08:34:54 +00:00
|
|
|
arc("floorplane", p.floorplane, def->floorplane)
|
|
|
|
("ceilingplane", p.ceilingplane, def->ceilingplane)
|
|
|
|
("lightlevel", p.lightlevel, def->lightlevel)
|
|
|
|
("special", p.special, def->special)
|
|
|
|
("soundtraversed", p.soundtraversed, def->soundtraversed)
|
|
|
|
("seqtype", p.seqType, def->seqType)
|
|
|
|
("seqname", p.SeqName, def->SeqName)
|
|
|
|
("friction", p.friction, def->friction)
|
|
|
|
("movefactor", p.movefactor, def->movefactor)
|
|
|
|
("stairlock", p.stairlock, def->stairlock)
|
|
|
|
("prevsec", p.prevsec, def->prevsec)
|
|
|
|
("nextsec", p.nextsec, def->nextsec)
|
|
|
|
.Array("planes", p.planes, def->planes, 2, true)
|
|
|
|
// These cannot change during play.
|
|
|
|
//("heightsec", p.heightsec)
|
|
|
|
//("bottommap", p.bottommap)
|
|
|
|
//("midmap", p.midmap)
|
|
|
|
//("topmap", p.topmap)
|
|
|
|
("damageamount", p.damageamount, def->damageamount)
|
|
|
|
("damageinterval", p.damageinterval, def->damageinterval)
|
|
|
|
("leakydamage", p.leakydamage, def->leakydamage)
|
|
|
|
("damagetype", p.damagetype, def->damagetype)
|
|
|
|
("sky", p.sky, def->sky)
|
|
|
|
("moreflags", p.MoreFlags, def->MoreFlags)
|
|
|
|
("flags", p.Flags, def->Flags)
|
|
|
|
.Array("portals", p.Portals, def->Portals, 2, true)
|
|
|
|
("zonenumber", p.ZoneNumber, def->ZoneNumber)
|
|
|
|
.Array("interpolations", p.interpolations, 4, true)
|
|
|
|
("soundtarget", p.SoundTarget)
|
|
|
|
("secacttarget", p.SecActTarget)
|
|
|
|
("floordata", p.floordata)
|
|
|
|
("ceilingdata", p.ceilingdata)
|
|
|
|
("lightingdata", p.lightingdata)
|
|
|
|
("fakefloor_sectors", p.e->FakeFloor.Sectors)
|
|
|
|
("midtexf_lines", p.e->Midtex.Floor.AttachedLines)
|
|
|
|
("midtexf_sectors", p.e->Midtex.Floor.AttachedSectors)
|
|
|
|
("midtexc_lines", p.e->Midtex.Ceiling.AttachedLines)
|
|
|
|
("midtexc_sectors", p.e->Midtex.Ceiling.AttachedSectors)
|
|
|
|
("linked_floor", p.e->Linked.Floor.Sectors)
|
|
|
|
("linked_ceiling", p.e->Linked.Ceiling.Sectors)
|
|
|
|
("colormap", p.ColorMap, def->ColorMap)
|
|
|
|
.Terrain("floorterrain", p.terrainnum[0], &def->terrainnum[0])
|
|
|
|
.Terrain("ceilingterrain", p.terrainnum[1], &def->terrainnum[1])
|
|
|
|
.EndObject();
|
2016-04-20 17:42:00 +00:00
|
|
|
}
|
2016-09-19 08:34:54 +00:00
|
|
|
return arc;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// 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++)
|
2016-04-29 09:44:17 +00:00
|
|
|
{
|
2016-09-19 08:34:54 +00:00
|
|
|
subsector_t *sub = &subsectors[i];
|
|
|
|
for (unsigned int j = 0; j<sub->numlines; j++)
|
2016-04-29 09:44:17 +00:00
|
|
|
{
|
2016-09-19 08:34:54 +00:00
|
|
|
if (sub->firstline[j].linedef != NULL &&
|
|
|
|
(sub->firstline[j].linedef->flags & ML_MAPPED))
|
2016-04-29 09:44:17 +00:00
|
|
|
{
|
2016-09-19 08:34:54 +00:00
|
|
|
sub->flags |= SSECF_DRAWN;
|
2016-04-29 09:44:17 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2016-04-20 17:42:00 +00:00
|
|
|
}
|
|
|
|
|
2016-09-19 08:34:54 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2016-09-19 08:34:54 +00:00
|
|
|
FSerializer &Serialize(FSerializer &arc, const char *key, subsector_t *&ss, subsector_t **)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2016-09-19 08:34:54 +00:00
|
|
|
BYTE by;
|
|
|
|
const char *str;
|
|
|
|
|
|
|
|
if (arc.isWriting())
|
|
|
|
{
|
|
|
|
if (hasglnodes)
|
|
|
|
{
|
|
|
|
TArray<char> encoded(1 + (numsubsectors + 5) / 6);
|
|
|
|
int p = 0;
|
|
|
|
for (int i = 0; i < numsubsectors; i += 6)
|
|
|
|
{
|
|
|
|
by = 0;
|
|
|
|
for (int j = 0; j < 6; j++)
|
|
|
|
{
|
|
|
|
if (i + j < numsubsectors && (subsectors[i + j].flags & SSECF_DRAWN))
|
|
|
|
{
|
|
|
|
by |= (1 << j);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (by < 10) by += '0';
|
|
|
|
else if (by < 36) by += 'A' - 10;
|
|
|
|
else if (by < 62) by += 'a' - 36;
|
|
|
|
else if (by == 62) by = '-';
|
|
|
|
else if (by == 63) by = '+';
|
|
|
|
encoded[p++] = by;
|
|
|
|
}
|
|
|
|
encoded[p] = 0;
|
|
|
|
str = &encoded[0];
|
|
|
|
if (arc.BeginArray(key))
|
|
|
|
{
|
|
|
|
arc(nullptr, numvertexes)
|
|
|
|
(nullptr, numsubsectors)
|
|
|
|
.StringPtr(nullptr, str)
|
|
|
|
.EndArray();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int num_verts, num_subs;
|
|
|
|
bool success = false;
|
|
|
|
if (arc.BeginArray(key))
|
|
|
|
{
|
|
|
|
arc(nullptr, num_verts)
|
|
|
|
(nullptr, num_subs)
|
|
|
|
.StringPtr(nullptr, str)
|
|
|
|
.EndArray();
|
|
|
|
|
|
|
|
if (num_verts == numvertexes && num_subs == numsubsectors && hasglnodes)
|
|
|
|
{
|
|
|
|
success = true;
|
|
|
|
for (int i = 0; str[i] != 0; i++)
|
|
|
|
{
|
|
|
|
by = str[i];
|
|
|
|
if (by >= '0' && by <= '9') by -= '0';
|
|
|
|
else if (by >= 'A' && by <= 'Z') by -= 'A' - 10;
|
|
|
|
else if (by >= 'a' && by <= 'z') by -= 'a' - 36;
|
|
|
|
else if (by == '-') by = 62;
|
|
|
|
else if (by == '+') by = 63;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
success = false;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (hasglnodes && !success)
|
|
|
|
{
|
|
|
|
RecalculateDrawnSubsectors();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
2016-03-01 15:47:10 +00:00
|
|
|
return arc;
|
|
|
|
}
|
|
|
|
|
2016-09-19 08:34:54 +00:00
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// Save a line portal for savegames.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
FSerializer &Serialize(FSerializer &arc, const char *key, FLinePortal &port, FLinePortal *def)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2016-09-19 08:34:54 +00:00
|
|
|
if (arc.BeginObject(key))
|
|
|
|
{
|
|
|
|
arc("origin", port.mOrigin)
|
|
|
|
("destination", port.mDestination)
|
|
|
|
("displacement", port.mDisplacement)
|
|
|
|
("type", port.mType)
|
|
|
|
("flags", port.mFlags)
|
|
|
|
("defflags", port.mDefFlags)
|
|
|
|
("align", port.mAlign)
|
|
|
|
.EndObject();
|
|
|
|
}
|
2016-03-01 15:47:10 +00:00
|
|
|
return arc;
|
|
|
|
}
|
|
|
|
|
2016-09-19 08:34:54 +00:00
|
|
|
//============================================================================
|
2016-03-01 15:47:10 +00:00
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//
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2016-09-19 08:34:54 +00:00
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// Save a sector portal for savegames.
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2016-03-01 15:47:10 +00:00
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//
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2016-09-19 08:34:54 +00:00
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//============================================================================
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2016-03-01 15:47:10 +00:00
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2016-09-19 08:34:54 +00:00
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FSerializer &Serialize(FSerializer &arc, const char *key, FSectorPortal &port, FSectorPortal *def)
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{
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if (arc.BeginObject(key))
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{
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arc("type", port.mType)
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("flags", port.mFlags)
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("partner", port.mPartner)
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("plane", port.mPlane)
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("origin", port.mOrigin)
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("destination", port.mDestination)
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("displacement", port.mDisplacement)
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("planez", port.mPlaneZ)
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("skybox", port.mSkybox)
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.EndObject();
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}
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return arc;
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}
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2016-09-20 07:11:13 +00:00
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//============================================================================
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//
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// one polyobject.
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//
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//============================================================================
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FSerializer &Serialize(FSerializer &arc, const char *key, FPolyObj &poly, FPolyObj *def)
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{
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if (arc.BeginObject(key))
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{
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DAngle angle = poly.Angle;
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DVector2 delta = poly.StartSpot.pos;
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arc("angle", angle)
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("pos", delta)
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("interpolation", poly.interpolation)
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("blocked", poly.bBlocked)
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("hasportals", poly.bHasPortals)
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("specialdata", poly.specialdata)
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.EndObject();
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if (arc.isReading())
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{
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poly.RotatePolyobj(angle, true);
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delta -= poly.StartSpot.pos;
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poly.MovePolyobj(delta, true);
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}
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}
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return arc;
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}
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2016-09-19 08:34:54 +00:00
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//==========================================================================
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2016-03-01 15:47:10 +00:00
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//
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//
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2016-09-19 08:34:54 +00:00
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//
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//==========================================================================
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2016-03-01 15:47:10 +00:00
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2016-09-19 08:34:54 +00:00
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FSerializer &Serialize(FSerializer &arc, const char *key, ReverbContainer *&c, ReverbContainer **def)
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2016-03-01 15:47:10 +00:00
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{
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2016-09-19 08:34:54 +00:00
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int id = (arc.isReading() || c == nullptr) ? 0 : c->ID;
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Serialize(arc, key, id, nullptr);
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if (arc.isReading())
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{
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c = S_FindEnvironment(id);
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}
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return arc;
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2016-03-01 15:47:10 +00:00
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}
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2016-09-19 08:34:54 +00:00
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FSerializer &Serialize(FSerializer &arc, const char *key, zone_t &z, zone_t *def)
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2016-06-01 09:43:56 +00:00
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{
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2016-09-19 08:34:54 +00:00
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return Serialize(arc, key, z.Environment, nullptr);
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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2016-09-20 07:11:13 +00:00
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void G_SerializeLevel(FSerializer &arc, bool hubload)
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2016-09-19 08:34:54 +00:00
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{
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2016-09-20 07:11:13 +00:00
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int i = level.totaltime;
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if (arc.isWriting())
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{
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arc.Array("checksum", level.md5, 16);
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}
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else
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{
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// prevent bad things from happening by doing a check on the size of level arrays and the map's entire checksum.
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// The old code happily tried to load savegames with any mismatch here, often causing meaningless errors
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// deep down in the deserializer or just a crash if the few insufficient safeguards were not triggered.
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BYTE chk[16] = { 0 };
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arc.Array("checksum", chk, 16);
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if (arc.GetSize("linedefs") != numlines ||
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arc.GetSize("sidedefs") != numsides ||
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arc.GetSize("sectors") != numsectors ||
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arc.GetSize("polyobjs") != po_NumPolyobjs ||
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memcmp(chk, level.md5, 16))
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{
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I_Error("Savegame is from a different level");
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}
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}
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//Renderer->StartSerialize(arc);
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if (arc.isReading())
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{
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P_DestroyThinkers(hubload);
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// ReadObjects
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}
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arc("level.flags", level.flags)
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("level.flags2", level.flags2)
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("level.fadeto", level.fadeto)
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("level.found_secrets", level.found_secrets)
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("level.found_items", level.found_items)
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("level.killed_monsters", level.killed_monsters)
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("level.total_secrets", level.total_secrets)
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("level.total_items", level.total_items)
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("level.total_monsters", level.total_monsters)
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("level.gravity", level.gravity)
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("level.aircontrol", level.aircontrol)
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("level.teamdamage", level.teamdamage)
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("level.maptime", level.maptime)
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("level.totaltime", i)
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("level.skytexture1", level.skytexture1)
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("level.skytexture2", level.skytexture2)
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("level.scrolls", level.Scrolls);
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// Hub transitions must keep the current total time
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if (!hubload)
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level.totaltime = i;
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if (arc.isReading())
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{
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sky1texture = level.skytexture1;
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sky2texture = level.skytexture2;
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R_InitSkyMap();
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interpolator.ClearInterpolations();
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}
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G_AirControlChanged();
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2016-09-19 08:34:54 +00:00
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// fixme: This needs to ensure it reads from the correct place. Should be one once there's enough of this code converted to JSON
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2016-09-20 07:11:13 +00:00
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AM_SerializeMarkers(arc);
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//FBehavior::StaticSerializeModuleStates(arc);
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arc.Array("linedefs", lines, &loadlines[0], numlines);
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arc.Array("sidedefs", sides, &loadsides[0], numsides);
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arc.Array("sectors", sectors, &loadsectors[0], numsectors);
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arc.Array("polyobjs", polyobjs, po_NumPolyobjs);
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arc("subsectors", subsectors);
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//StatusBar->Serialize(arc);
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arc("zones", Zones);
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arc("lineportals", linePortals);
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arc("sectorportals", sectorPortals);
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2016-09-19 08:34:54 +00:00
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if (arc.isReading()) P_CollectLinkedPortals();
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2016-06-01 09:43:56 +00:00
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}
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2016-09-19 08:34:54 +00:00
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2016-09-20 07:11:13 +00:00
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2016-03-01 15:47:10 +00:00
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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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{
|
2016-04-17 15:10:11 +00:00
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arc << po->tag << po->Angle << po->StartSpot.pos << po->interpolation << po->bBlocked << po->bHasPortals;
|
2016-05-21 23:26:13 +00:00
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arc << po->specialdata;
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2016-03-01 15:47:10 +00:00
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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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2016-03-30 22:41:21 +00:00
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DAngle angle;
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DVector2 delta;
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2016-03-01 15:47:10 +00:00
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for (i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++)
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{
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}
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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2016-09-19 08:34:54 +00:00
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void G_SerializeLevel(FArchive &arc, bool hubLoad)
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2016-03-01 15:47:10 +00:00
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{
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2016-09-20 07:11:13 +00:00
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#if 0
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2016-09-19 08:34:54 +00:00
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// Does this level have custom translations?
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FRemapTable *trans;
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WORD w;
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2016-03-01 15:47:10 +00:00
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if (arc.IsStoring())
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{
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2016-09-19 08:34:54 +00:00
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for (unsigned int i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i)
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2016-03-01 15:47:10 +00:00
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{
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2016-09-19 08:34:54 +00:00
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trans = translationtables[TRANSLATION_LevelScripted][i];
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if (trans != NULL && !trans->IsIdentity())
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2016-03-01 15:47:10 +00:00
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{
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2016-09-19 08:34:54 +00:00
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w = WORD(i);
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arc << w;
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trans->Serialize(arc);
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2016-03-01 15:47:10 +00:00
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}
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}
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2016-09-19 08:34:54 +00:00
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w = 0xffff;
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arc << w;
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2016-03-01 15:47:10 +00:00
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}
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else
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{
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2016-09-19 08:34:54 +00:00
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while (arc << w, w != 0xffff)
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2016-03-01 15:47:10 +00:00
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{
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2016-09-19 08:34:54 +00:00
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trans = translationtables[TRANSLATION_LevelScripted].GetVal(w);
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if (trans == NULL)
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2016-03-01 15:47:10 +00:00
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{
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2016-09-19 08:34:54 +00:00
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trans = new FRemapTable;
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translationtables[TRANSLATION_LevelScripted].SetVal(w, trans);
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2016-03-01 15:47:10 +00:00
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}
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2016-09-19 08:34:54 +00:00
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trans->Serialize(arc);
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2016-03-01 15:47:10 +00:00
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}
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2016-09-19 08:34:54 +00:00
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}
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// This must be saved, too, of course!
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FCanvasTextureInfo::Serialize(arc);
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2016-09-20 07:11:13 +00:00
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//AM_SerializeMarkers(arc);
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2016-09-19 08:34:54 +00:00
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P_SerializePlayers(arc, hubLoad);
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P_SerializeSounds(arc);
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if (arc.IsLoading())
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{
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2016-09-20 07:11:13 +00:00
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for (int i = 0; i < numsectors; i++)
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2016-03-01 15:47:10 +00:00
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{
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2016-09-19 08:34:54 +00:00
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P_Recalculate3DFloors(§ors[i]);
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}
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2016-09-20 07:11:13 +00:00
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for (int i = 0; i < MAXPLAYERS; ++i)
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2016-09-19 08:34:54 +00:00
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{
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if (playeringame[i] && players[i].mo != NULL)
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2016-03-01 15:47:10 +00:00
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{
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2016-09-19 08:34:54 +00:00
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players[i].mo->SetupWeaponSlots();
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2016-03-01 15:47:10 +00:00
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}
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}
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}
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2016-09-19 08:34:54 +00:00
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Renderer->EndSerialize(arc);
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2016-09-20 07:11:13 +00:00
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#endif
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2016-03-01 15:47:10 +00:00
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}
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2016-09-19 08:34:54 +00:00
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