/* ** p_saveg.cpp ** Code for serializing the world state in an archive ** **--------------------------------------------------------------------------- ** Copyright 1998-2016 Randy Heit ** Copyright 2005-2016 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "i_system.h" #include "p_local.h" #include "p_spec.h" // State. #include "d_player.h" #include "dobject.h" #include "doomstat.h" #include "r_state.h" #include "m_random.h" #include "p_saveg.h" #include "s_sndseq.h" #include "v_palette.h" #include "a_sharedglobal.h" #include "r_data/r_interpolate.h" #include "g_level.h" #include "po_man.h" #include "p_setup.h" #include "r_data/colormaps.h" #include "farchive.h" #include "p_lnspec.h" #include "p_acs.h" #include "p_terrain.h" #include "am_map.h" #include "r_data/r_translate.h" #include "sbar.h" #include "r_utility.h" #include "r_sky.h" #include "r_renderer.h" #include "serializer.h" // just the stuff that already got converted to FSerializer so that it can be seen as 'done' when searching. #include "zzz_old.cpp" void CopyPlayer (player_t *dst, player_t *src, const char *name); static void ReadOnePlayer (FArchive &arc, bool skipload); static void ReadMultiplePlayers (FArchive &arc, int numPlayers, int numPlayersNow, bool skipload); static void SpawnExtraPlayers (); // // P_ArchivePlayers // void P_SerializePlayers (FArchive &arc, bool skipload) { BYTE numPlayers, numPlayersNow; int i; // Count the number of players present right now. for (numPlayersNow = 0, i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { ++numPlayersNow; } } if (arc.IsStoring()) { // Record the number of players in this save. arc << numPlayersNow; // Record each player's name, followed by their data. for (i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { arc.WriteString (players[i].userinfo.GetName()); players[i].Serialize (arc); } } } else { arc << numPlayers; // If there is only one player in the game, they go to the // first player present, no matter what their name. if (numPlayers == 1) { ReadOnePlayer (arc, skipload); } else { ReadMultiplePlayers (arc, numPlayers, numPlayersNow, skipload); } if (!skipload && numPlayersNow > numPlayers) { SpawnExtraPlayers (); } // Redo pitch limits, since the spawned player has them at 0. players[consoleplayer].SendPitchLimits(); } } static void ReadOnePlayer (FArchive &arc, bool skipload) { int i; char *name = NULL; bool didIt = false; arc << name; for (i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { if (!didIt) { didIt = true; player_t playerTemp; playerTemp.Serialize (arc); if (!skipload) { CopyPlayer (&players[i], &playerTemp, name); } } else { if (players[i].mo != NULL) { players[i].mo->Destroy(); players[i].mo = NULL; } } } } delete[] name; } static void ReadMultiplePlayers (FArchive &arc, int numPlayers, int numPlayersNow, bool skipload) { // For two or more players, read each player into a temporary array. int i, j; char **nametemp = new char *[numPlayers]; player_t *playertemp = new player_t[numPlayers]; BYTE *tempPlayerUsed = new BYTE[numPlayers]; BYTE playerUsed[MAXPLAYERS]; for (i = 0; i < numPlayers; ++i) { nametemp[i] = NULL; arc << nametemp[i]; playertemp[i].Serialize (arc); tempPlayerUsed[i] = 0; } for (i = 0; i < MAXPLAYERS; ++i) { playerUsed[i] = playeringame[i] ? 0 : 2; } if (!skipload) { // Now try to match players from the savegame with players present // based on their names. If two players in the savegame have the // same name, then they are assigned to players in the current game // on a first-come, first-served basis. for (i = 0; i < numPlayers; ++i) { for (j = 0; j < MAXPLAYERS; ++j) { if (playerUsed[j] == 0 && stricmp(players[j].userinfo.GetName(), nametemp[i]) == 0) { // Found a match, so copy our temp player to the real player Printf ("Found player %d (%s) at %d\n", i, nametemp[i], j); CopyPlayer (&players[j], &playertemp[i], nametemp[i]); playerUsed[j] = 1; tempPlayerUsed[i] = 1; break; } } } // Any players that didn't have matching names are assigned to existing // players on a first-come, first-served basis. for (i = 0; i < numPlayers; ++i) { if (tempPlayerUsed[i] == 0) { for (j = 0; j < MAXPLAYERS; ++j) { if (playerUsed[j] == 0) { Printf ("Assigned player %d (%s) to %d (%s)\n", i, nametemp[i], j, players[j].userinfo.GetName()); CopyPlayer (&players[j], &playertemp[i], nametemp[i]); playerUsed[j] = 1; tempPlayerUsed[i] = 1; break; } } } } // Make sure any extra players don't have actors spawned yet. Happens if the players // present now got the same slots as they had in the save, but there are not as many // as there were in the save. for (j = 0; j < MAXPLAYERS; ++j) { if (playerUsed[j] == 0) { if (players[j].mo != NULL) { players[j].mo->Destroy(); players[j].mo = NULL; } } } // Remove any temp players that were not used. Happens if there are fewer players // than there were in the save, and they got shuffled. for (i = 0; i < numPlayers; ++i) { if (tempPlayerUsed[i] == 0) { playertemp[i].mo->Destroy(); playertemp[i].mo = NULL; } } } delete[] tempPlayerUsed; delete[] playertemp; for (i = 0; i < numPlayers; ++i) { delete[] nametemp[i]; } delete[] nametemp; } void CopyPlayer (player_t *dst, player_t *src, const char *name) { // The userinfo needs to be saved for real players, but it // needs to come from the save for bots. userinfo_t uibackup; userinfo_t uibackup2; uibackup.TransferFrom(dst->userinfo); uibackup2.TransferFrom(src->userinfo); int chasecam = dst->cheats & CF_CHASECAM; // Remember the chasecam setting bool attackdown = dst->attackdown; bool usedown = dst->usedown; *dst = *src; // To avoid memory leaks at this point the userinfo in src must be empty which is taken care of by the TransferFrom call above. dst->cheats |= chasecam; if (dst->Bot != nullptr) { botinfo_t *thebot = bglobal.botinfo; while (thebot && stricmp (name, thebot->name)) { thebot = thebot->next; } if (thebot) { thebot->inuse = BOTINUSE_Yes; } bglobal.botnum++; dst->userinfo.TransferFrom(uibackup2); } else { dst->userinfo.TransferFrom(uibackup); } // Validate the skin dst->userinfo.SkinNumChanged(R_FindSkin(skins[dst->userinfo.GetSkin()].name, dst->CurrentPlayerClass)); // Make sure the player pawn points to the proper player struct. if (dst->mo != nullptr) { dst->mo->player = dst; } // Same for the psprites. DPSprite *pspr = dst->psprites; while (pspr) { pspr->Owner = dst; pspr = pspr->Next; } // Don't let the psprites be destroyed when src is destroyed. src->psprites = nullptr; // These 2 variables may not be overwritten. dst->attackdown = attackdown; dst->usedown = usedown; } static void SpawnExtraPlayers () { // If there are more players now than there were in the savegame, // be sure to spawn the extra players. int i; if (deathmatch) { return; } for (i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && players[i].mo == NULL) { players[i].playerstate = PST_ENTER; P_SpawnPlayer(&playerstarts[i], i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0); } } } // // Thinkers // // // P_ArchiveThinkers // void P_SerializeThinkers (FArchive &arc, bool hubLoad) { arc.EnableThinkers(); DImpactDecal::SerializeTime (arc); DThinker::SerializeAll (arc, hubLoad); } void P_DestroyThinkers(bool hubLoad) { if (hubLoad) DThinker::DestroyMostThinkers(); else DThinker::DestroyAllThinkers(); } //========================================================================== // // // //========================================================================== 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(); } return arc; } //========================================================================== // // // //========================================================================== 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))) { return arc; } 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; } //========================================================================== // // // //========================================================================== 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(); } return arc; } //========================================================================== // // // //========================================================================== FSerializer &Serialize(FSerializer &arc, const char *key, FLinkedSector &ls, FLinkedSector *def) { if (arc.BeginObject(key)) { arc("sector", ls.Sector) ("type", ls.Type) .EndObject(); } return arc; } //========================================================================== // // // //========================================================================== 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))) { return arc; } 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; } //========================================================================== // // // //========================================================================== FSerializer &Serialize(FSerializer &arc, const char *key, secplane_t &p, secplane_t *def) { if (arc.canSkip() && def != nullptr && !memcmp(&p, def, sizeof(p))) { return arc; } if (arc.BeginObject(key)) { 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; } } return arc; } //========================================================================== // // // //========================================================================== FSerializer &Serialize(FSerializer &arc, const char *key, sector_t &p, sector_t *def) { if (arc.BeginObject(key)) { 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(); } 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; inumlines; j++) { if (sub->firstline[j].linedef != NULL && (sub->firstline[j].linedef->flags & ML_MAPPED)) { sub->flags |= SSECF_DRAWN; } } } } //========================================================================== // // // //========================================================================== FSerializer &Serialize(FSerializer &arc, const char *key, subsector_t *&ss, subsector_t **) { BYTE by; const char *str; if (arc.isWriting()) { if (hasglnodes) { TArray 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(); } } } return arc; } //============================================================================ // // Save a line portal for savegames. // //============================================================================ FSerializer &Serialize(FSerializer &arc, const char *key, FLinePortal &port, FLinePortal *def) { 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(); } return arc; } //============================================================================ // // Save a sector portal for savegames. // //============================================================================ FSerializer &Serialize(FSerializer &arc, const char *key, FSectorPortal &port, FSectorPortal *def) { if (arc.BeginObject(key)) { arc("type", port.mType) ("flags", port.mFlags) ("partner", port.mPartner) ("plane", port.mPlane) ("origin", port.mOrigin) ("destination", port.mDestination) ("displacement", port.mDisplacement) ("planez", port.mPlaneZ) ("skybox", port.mSkybox) .EndObject(); } return arc; } //========================================================================== // // // //========================================================================== FSerializer &Serialize(FSerializer &arc, const char *key, ReverbContainer *&c, ReverbContainer **def) { int id = (arc.isReading() || c == nullptr) ? 0 : c->ID; Serialize(arc, key, id, nullptr); if (arc.isReading()) { c = S_FindEnvironment(id); } return arc; } FSerializer &Serialize(FSerializer &arc, const char *key, zone_t &z, zone_t *def) { return Serialize(arc, key, z.Environment, nullptr); } //============================================================================ // // // //============================================================================ void SerializeWorld(FSerializer &arc) { // fixme: This needs to ensure it reads from the correct place. Should be one once there's enough of this code converted to JSON arc.Array("linedefs", lines, &loadlines[0], numlines) .Array("sidedefs", sides, &loadsides[0], numsides) .Array("sectors", sectors, &loadsectors[0], numsectors) ("subsectors", subsectors) ("zones", Zones) ("lineportals", linePortals) ("sectorportals", sectorPortals); if (arc.isReading()) P_CollectLinkedPortals(); } //========================================================================== // // ArchiveSounds // //========================================================================== void P_SerializeSounds (FArchive &arc) { S_SerializeSounds (arc); DSeqNode::SerializeSequences (arc); char *name = NULL; BYTE order; if (arc.IsStoring ()) { order = S_GetMusic (&name); } arc << name << order; if (arc.IsLoading ()) { if (!S_ChangeMusic (name, order)) if (level.cdtrack == 0 || !S_ChangeCDMusic (level.cdtrack, level.cdid)) S_ChangeMusic (level.Music, level.musicorder); } delete[] name; } //========================================================================== // // ArchivePolyobjs // //========================================================================== #define ASEG_POLYOBJS 104 void P_SerializePolyobjs (FArchive &arc) { int i; FPolyObj *po; if (arc.IsStoring ()) { int seg = ASEG_POLYOBJS; arc << seg << po_NumPolyobjs; for(i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++) { arc << po->tag << po->Angle << po->StartSpot.pos << po->interpolation << po->bBlocked << po->bHasPortals; arc << po->specialdata; } } else { int data; DAngle angle; DVector2 delta; arc << data; if (data != ASEG_POLYOBJS) I_Error ("Polyobject marker missing"); arc << data; if (data != po_NumPolyobjs) { I_Error ("UnarchivePolyobjs: Bad polyobj count"); } for (i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++) { arc << data; if (data != po->tag) { I_Error ("UnarchivePolyobjs: Invalid polyobj tag"); } arc << angle << delta << po->interpolation; arc << po->bBlocked; arc << po->bHasPortals; if (SaveVersion >= 4548) { arc << po->specialdata; } po->RotatePolyobj (angle, true); delta -= po->StartSpot.pos; po->MovePolyobj (delta, true); } } } //========================================================================== // // //========================================================================== void G_SerializeLevel(FArchive &arc, bool hubLoad) { int i = level.totaltime; unsigned tm = I_MSTime(); Renderer->StartSerialize(arc); if (arc.IsLoading()) P_DestroyThinkers(hubLoad); arc << level.flags << level.flags2 << level.fadeto << level.found_secrets << level.found_items << level.killed_monsters << level.gravity << level.aircontrol << level.teamdamage << level.maptime << i; // Hub transitions must keep the current total time if (!hubLoad) level.totaltime = i; arc << level.skytexture1 << level.skytexture2; if (arc.IsLoading()) { sky1texture = level.skytexture1; sky2texture = level.skytexture2; R_InitSkyMap(); } G_AirControlChanged(); BYTE t; // Does this level have scrollers? if (arc.IsStoring()) { t = level.Scrolls ? 1 : 0; arc << t; } else { arc << t; if (level.Scrolls) { delete[] level.Scrolls; level.Scrolls = NULL; } if (t) { level.Scrolls = new FSectorScrollValues[numsectors]; memset(level.Scrolls, 0, sizeof(level.Scrolls)*numsectors); } } FBehavior::StaticSerializeModuleStates(arc); if (arc.IsLoading()) interpolator.ClearInterpolations(); P_SerializeWorld(arc); P_SerializeThinkers(arc, hubLoad); P_SerializeWorldActors(arc); // serializing actor pointers in the world data must be done after SerializeWorld has restored the entire sector state, otherwise LinkToWorld may fail. P_SerializePolyobjs(arc); P_SerializeSubsectors(arc); StatusBar->Serialize(arc); arc << level.total_monsters << level.total_items << level.total_secrets; // Does this level have custom translations? FRemapTable *trans; WORD w; if (arc.IsStoring()) { for (unsigned int i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i) { trans = translationtables[TRANSLATION_LevelScripted][i]; if (trans != NULL && !trans->IsIdentity()) { w = WORD(i); arc << w; trans->Serialize(arc); } } w = 0xffff; arc << w; } else { while (arc << w, w != 0xffff) { trans = translationtables[TRANSLATION_LevelScripted].GetVal(w); if (trans == NULL) { trans = new FRemapTable; translationtables[TRANSLATION_LevelScripted].SetVal(w, trans); } trans->Serialize(arc); } } // This must be saved, too, of course! FCanvasTextureInfo::Serialize(arc); AM_SerializeMarkers(arc); P_SerializePlayers(arc, hubLoad); P_SerializeSounds(arc); if (arc.IsLoading()) { for (i = 0; i < numsectors; i++) { P_Recalculate3DFloors(§ors[i]); } for (i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && players[i].mo != NULL) { players[i].mo->SetupWeaponSlots(); } } } Renderer->EndSerialize(arc); unsigned tt = I_MSTime(); Printf("Serialization took %d ms\n", tt - tm); }