gzdoom/src/p_saveg.cpp
Randy Heit 7e7ab6b4ec - Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
  deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
  compatible: Custom door sounds can now use different opening and closing
  sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
  it's implemented the way it is.
    <http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
  which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
  be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
  select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
  their names rather than on their connection order. Using connection
  order was sensible when -net was the only way to start a network game,
  but with -host/-join, it's not so nice. Also, if there aren't enough
  players in the save, then the extra players will be spawned normally,
  so you can continue a saved game with more players than you started it
  with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
  ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
  delayonce, and restart. With these, it is basically possible to obsolete
  all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
  ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
  act like a redundant playrepeat. I have removed all the logic that
  caused playloop to play repeating sounds, and now it acts like an
  infinite sequence of play/delay commands until the sequence is
  stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
  the delay commands were timed incorrectly and varied depending on your
  framerate. Since this is useful for restarting looping sounds that got
  cut off, I have not changed this. Instead, the delay commands now
  record the tic when execution should resume, not the number of tics
  left to delay.


SVN r57 (trunk)
2006-04-21 01:22:55 +00:00

506 lines
12 KiB
C++

/*
** p_saveg.cpp
** Code for serializing the world state in an archive
**
**---------------------------------------------------------------------------
** Copyright 1998-2005 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "i_system.h"
#include "p_local.h"
// State.
#include "dobject.h"
#include "doomstat.h"
#include "r_state.h"
#include "m_random.h"
#include "p_saveg.h"
#include "p_acs.h"
#include "s_sndseq.h"
#include "v_palette.h"
#include "a_sharedglobal.h"
extern void P_SpawnPlayer (mapthing2_t *mthing);
static void CopyPlayer (player_t *dst, player_t *src, const char *name);
static void ReadOnePlayer (FArchive &arc);
static void ReadMultiplePlayers (FArchive &arc, int numPlayers, int numPlayersNow);
static void SpawnExtraPlayers ();
//
// P_ArchivePlayers
//
void P_SerializePlayers (FArchive &arc)
{
BYTE numPlayers, numPlayersNow;
int i;
// Count the number of players present right now.
for (numPlayersNow = 0, i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
++numPlayersNow;
}
}
if (arc.IsStoring())
{
// Record the number of players in this save.
arc << numPlayersNow;
// Record each player's name, followed by their data.
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
arc.WriteString (players[i].userinfo.netname);
players[i].Serialize (arc);
}
}
}
else
{
arc << numPlayers;
// If there is only one player in the game, they go to the
// first player present, no matter what their name.
if (numPlayers == 1)
{
ReadOnePlayer (arc);
}
else
{
ReadMultiplePlayers (arc, numPlayers, numPlayersNow);
}
if (numPlayersNow > numPlayers)
{
SpawnExtraPlayers ();
}
}
}
static void ReadOnePlayer (FArchive &arc)
{
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;
memset (&playerTemp, 0, sizeof(playerTemp));
playerTemp.Serialize (arc);
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)
{
// 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 = new BYTE[MAXPLAYERS];
memset (playertemp, 0, numPlayers*sizeof(player_t));
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;
}
// Now try to match players from the savegame with players present
// based on their names. If two players in the savegame have the
// same name, then they are assigned to players in the current game
// on a first-come, first-served basis.
for (i = 0; i < numPlayers; ++i)
{
for (j = 0; j < MAXPLAYERS; ++j)
{
if (playerUsed[j] == 0 && stricmp(players[j].userinfo.netname, nametemp[i]) == 0)
{ // Found a match, so copy our temp player to the real player
Printf ("Found player %d (%s) at %d\n", i, nametemp[i], j);
CopyPlayer (&players[j], &playertemp[i], nametemp[i]);
playerUsed[j] = 1;
tempPlayerUsed[i] = 1;
break;
}
}
}
// Any players that didn't have matching names are assigned to existing
// players on a first-come, first-served basis.
for (i = 0; i < numPlayers; ++i)
{
if (tempPlayerUsed[i] == 0)
{
for (j = 0; j < MAXPLAYERS; ++j)
{
if (playerUsed[j] == 0)
{
Printf ("Assigned player %d (%s) to %d (%s)\n", i, nametemp[i], j, players[j].userinfo.netname);
CopyPlayer (&players[j], &playertemp[i], nametemp[i]);
playerUsed[j] = 1;
tempPlayerUsed[i] = 1;
break;
}
}
}
}
// Make sure any extra players don't have actors spawned yet.
for (j = 0; j < MAXPLAYERS; ++j)
{
if (playerUsed[j] == 0)
{
if (players[j].mo != NULL)
{
players[j].mo->Destroy();
players[j].mo = NULL;
}
}
}
delete[] playerUsed;
delete[] tempPlayerUsed;
delete[] playertemp;
for (i = 0; i < numPlayers; ++i)
{
delete[] nametemp[i];
}
delete[] nametemp;
}
static void CopyPlayer (player_t *dst, player_t *src, const char *name)
{
// The userinfo needs to be saved for real players, but it
// needs to come from the save for bots.
userinfo_t uibackup = dst->userinfo;
memcpy (dst, src, sizeof(player_t));
if (dst->isbot)
{
botinfo_t *thebot = bglobal.botinfo;
while (thebot && stricmp (name, thebot->name))
{
thebot = thebot->next;
}
if (thebot)
{
thebot->inuse = true;
}
bglobal.botnum++;
bglobal.botingame[dst - players] = true;
}
else
{
dst->userinfo = uibackup;
}
}
static void SpawnExtraPlayers ()
{
// If there are more players now than there were in the savegame,
// be sure to spawn the extra players.
int i;
if (deathmatch)
{
return;
}
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].mo == NULL)
{
players[i].playerstate = PST_ENTER;
P_SpawnPlayer (&playerstarts[i]);
}
}
}
//
// P_ArchiveWorld
//
void P_SerializeWorld (FArchive &arc)
{
int i, j;
sector_t *sec;
line_t *li;
zone_t *zn;
// do sectors
for (i = 0, sec = sectors; i < numsectors; i++, sec++)
{
arc << sec->floorplane
<< sec->ceilingplane
<< sec->floortexz
<< sec->ceilingtexz;
if (arc.IsStoring ())
{
TexMan.WriteTexture (arc, sec->floorpic);
TexMan.WriteTexture (arc, sec->ceilingpic);
}
else
{
sec->floorpic = TexMan.ReadTexture (arc);
sec->ceilingpic = TexMan.ReadTexture (arc);
}
arc << sec->lightlevel
<< sec->special
<< sec->tag
<< sec->soundtraversed
<< sec->seqType
<< sec->friction
<< sec->movefactor
<< sec->floordata
<< sec->ceilingdata
<< sec->lightingdata
<< sec->stairlock
<< sec->prevsec
<< sec->nextsec
<< sec->floor_xoffs << sec->floor_yoffs
<< sec->ceiling_xoffs << sec->ceiling_yoffs
<< sec->floor_xscale << sec->floor_yscale
<< sec->ceiling_xscale << sec->ceiling_yscale
<< sec->floor_angle << sec->ceiling_angle
<< sec->base_ceiling_angle << sec->base_ceiling_yoffs
<< sec->base_floor_angle << sec->base_floor_yoffs
<< sec->heightsec
<< sec->bottommap << sec->midmap << sec->topmap
<< sec->gravity
<< sec->damage
<< sec->mod
<< sec->SoundTarget
<< sec->SecActTarget
<< sec->FloorLight
<< sec->CeilingLight
<< sec->FloorFlags
<< sec->CeilingFlags
<< sec->sky
<< sec->MoreFlags
<< sec->FloorSkyBox << sec->CeilingSkyBox
<< sec->ZoneNumber
<< sec->oldspecial;
if (arc.IsStoring ())
{
arc << sec->ColorMap->Color
<< sec->ColorMap->Fade;
BYTE sat = sec->ColorMap->Desaturate;
arc << sat;
}
else
{
PalEntry color, fade;
BYTE desaturate;
arc << color << fade
<< desaturate;
sec->ColorMap = GetSpecialLights (color, fade, desaturate);
}
}
// do lines
for (i = 0, li = lines; i < numlines; i++, li++)
{
arc << li->flags
<< li->special
<< li->alpha
<< li->id
<< li->args[0] << li->args[1] << li->args[2] << li->args[3] << li->args[4];
for (j = 0; j < 2; j++)
{
if (li->sidenum[j] == NO_SIDE)
continue;
side_t *si = &sides[li->sidenum[j]];
arc << si->textureoffset
<< si->rowoffset;
if (arc.IsStoring ())
{
TexMan.WriteTexture (arc, si->toptexture);
TexMan.WriteTexture (arc, si->bottomtexture);
TexMan.WriteTexture (arc, si->midtexture);
}
else
{
si->toptexture = TexMan.ReadTexture (arc);
si->bottomtexture = TexMan.ReadTexture (arc);
si->midtexture = TexMan.ReadTexture (arc);
}
arc << si->Light
<< si->Flags
<< si->LeftSide
<< si->RightSide;
DBaseDecal::SerializeChain (arc, &si->AttachedDecals);
}
}
// do zones
arc << numzones;
if (arc.IsLoading())
{
if (zones != NULL)
{
delete[] zones;
}
zones = new zone_t[numzones];
}
for (i = 0, zn = zones; i < numzones; ++i, ++zn)
{
arc << zn->Environment;
}
}
//
// Thinkers
//
//
// P_ArchiveThinkers
//
void P_SerializeThinkers (FArchive &arc, bool hubLoad)
{
DImpactDecal::SerializeTime (arc);
DThinker::SerializeAll (arc, hubLoad);
}
//==========================================================================
//
// ArchiveSounds
//
//==========================================================================
void P_SerializeSounds (FArchive &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;
polyobj_t *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[0] <<
po->startSpot[1] << po->startSpot[2];
}
}
else
{
int data;
angle_t angle;
fixed_t deltaX, deltaY, deltaZ;
arc << data;
if (data != ASEG_POLYOBJS)
I_Error ("Polyobject marker missing");
arc << data;
if (data != po_NumPolyobjs)
{
I_Error ("UnarchivePolyobjs: Bad polyobj count");
}
for (i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++)
{
arc << data;
if (data != po->tag)
{
I_Error ("UnarchivePolyobjs: Invalid polyobj tag");
}
arc << angle;
PO_RotatePolyobj (po->tag, angle);
arc << deltaX << deltaY << deltaZ;
deltaX -= po->startSpot[0];
deltaY -= po->startSpot[1];
deltaZ -= po->startSpot[2];
PO_MovePolyobj (po->tag, deltaX, deltaY);
}
}
}