mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 01:02:03 +00:00
6adb069506
This was to resolve some circular dependencies with the portal code. The most notable changees: * FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures. * split off the parts from p_maputl into a separate header. * consolidated all blockmap related data into p_blockmap.h * split off the polyobject parts into po_man.h
748 lines
17 KiB
C++
748 lines
17 KiB
C++
/*
|
|
** p_saveg.cpp
|
|
** Code for serializing the world state in an archive
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 1998-2006 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"
|
|
#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 "portal.h"
|
|
|
|
static 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 ();
|
|
|
|
inline FArchive &operator<< (FArchive &arc, FLinkedSector &link)
|
|
{
|
|
arc << link.Sector << link.Type;
|
|
return arc;
|
|
}
|
|
|
|
//
|
|
// 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;
|
|
}
|
|
|
|
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;
|
|
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 != NULL)
|
|
{
|
|
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 != NULL)
|
|
{
|
|
dst->mo->player = dst;
|
|
}
|
|
// 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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;
|
|
if (SaveVersion < 3223)
|
|
{
|
|
BYTE bytelight;
|
|
arc << bytelight;
|
|
sec->lightlevel = bytelight;
|
|
}
|
|
else
|
|
{
|
|
arc << sec->lightlevel;
|
|
}
|
|
arc << sec->special;
|
|
if (SaveVersion < 4523)
|
|
{
|
|
short tag;
|
|
arc << tag;
|
|
}
|
|
arc << sec->soundtraversed
|
|
<< sec->seqType
|
|
<< sec->friction
|
|
<< sec->movefactor
|
|
<< sec->floordata
|
|
<< sec->ceilingdata
|
|
<< sec->lightingdata
|
|
<< sec->stairlock
|
|
<< sec->prevsec
|
|
<< sec->nextsec
|
|
<< sec->planes[sector_t::floor]
|
|
<< sec->planes[sector_t::ceiling]
|
|
<< sec->heightsec
|
|
<< sec->bottommap << sec->midmap << sec->topmap
|
|
<< sec->gravity;
|
|
if (SaveVersion >= 4530)
|
|
{
|
|
P_SerializeTerrain(arc, sec->terrainnum[0]);
|
|
P_SerializeTerrain(arc, sec->terrainnum[1]);
|
|
}
|
|
if (SaveVersion >= 4529)
|
|
{
|
|
arc << sec->damageamount;
|
|
}
|
|
else
|
|
{
|
|
short dmg;
|
|
arc << dmg;
|
|
sec->damageamount = dmg;
|
|
}
|
|
if (SaveVersion >= 4528)
|
|
{
|
|
arc << sec->damageinterval
|
|
<< sec->leakydamage
|
|
<< sec->damagetype;
|
|
}
|
|
else
|
|
{
|
|
short damagemod;
|
|
arc << damagemod;
|
|
sec->damagetype = MODtoDamageType(damagemod);
|
|
if (sec->damageamount < 20)
|
|
{
|
|
sec->leakydamage = 0;
|
|
sec->damageinterval = 32;
|
|
}
|
|
else if (sec->damageamount < 50)
|
|
{
|
|
sec->leakydamage = 5;
|
|
sec->damageinterval = 32;
|
|
}
|
|
else
|
|
{
|
|
sec->leakydamage = 256;
|
|
sec->damageinterval = 1;
|
|
}
|
|
}
|
|
|
|
arc << sec->SoundTarget
|
|
<< sec->SecActTarget
|
|
<< sec->sky
|
|
<< sec->MoreFlags
|
|
<< sec->Flags
|
|
<< sec->SkyBoxes[sector_t::floor] << sec->SkyBoxes[sector_t::ceiling]
|
|
<< sec->ZoneNumber;
|
|
if (SaveVersion < 4529)
|
|
{
|
|
short secretsector;
|
|
arc << secretsector;
|
|
if (secretsector) sec->Flags |= SECF_WASSECRET;
|
|
P_InitSectorSpecial(sec, sec->special, true);
|
|
}
|
|
arc << sec->interpolations[0]
|
|
<< sec->interpolations[1]
|
|
<< sec->interpolations[2]
|
|
<< sec->interpolations[3]
|
|
<< sec->SeqName;
|
|
|
|
sec->e->Serialize(arc);
|
|
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->activation
|
|
<< li->special
|
|
<< li->Alpha;
|
|
|
|
if (SaveVersion < 4523)
|
|
{
|
|
int id;
|
|
arc << id;
|
|
}
|
|
if (P_IsACSSpecial(li->special))
|
|
{
|
|
P_SerializeACSScriptNumber(arc, li->args[0], false);
|
|
}
|
|
else
|
|
{
|
|
arc << li->args[0];
|
|
}
|
|
arc << li->args[1] << li->args[2] << li->args[3] << li->args[4];
|
|
|
|
if (SaveVersion >= 4532)
|
|
{
|
|
arc << li->portalindex;
|
|
}
|
|
else li->portalindex = UINT_MAX;
|
|
|
|
for (j = 0; j < 2; j++)
|
|
{
|
|
if (li->sidedef[j] == NULL)
|
|
continue;
|
|
|
|
side_t *si = li->sidedef[j];
|
|
arc << si->textures[side_t::top]
|
|
<< si->textures[side_t::mid]
|
|
<< si->textures[side_t::bottom]
|
|
<< si->Light
|
|
<< si->Flags
|
|
<< si->LeftSide
|
|
<< si->RightSide
|
|
<< si->Index;
|
|
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;
|
|
}
|
|
|
|
if (SaveVersion >= 4532)
|
|
{
|
|
arc << linePortals;
|
|
}
|
|
else
|
|
{
|
|
linePortals.Clear();
|
|
}
|
|
P_CollectLinkedPortals();
|
|
}
|
|
|
|
void extsector_t::Serialize(FArchive &arc)
|
|
{
|
|
arc << FakeFloor.Sectors
|
|
<< Midtex.Floor.AttachedLines
|
|
<< Midtex.Floor.AttachedSectors
|
|
<< Midtex.Ceiling.AttachedLines
|
|
<< Midtex.Ceiling.AttachedSectors
|
|
<< Linked.Floor.Sectors
|
|
<< Linked.Ceiling.Sectors;
|
|
}
|
|
|
|
FArchive &operator<< (FArchive &arc, side_t::part &p)
|
|
{
|
|
arc << p.xoffset << p.yoffset << p.interpolation << p.texture
|
|
<< p.xscale << p.yscale;// << p.Light;
|
|
return arc;
|
|
}
|
|
|
|
FArchive &operator<< (FArchive &arc, sector_t::splane &p)
|
|
{
|
|
arc << p.xform.xoffs << p.xform.yoffs << p.xform.xscale << p.xform.yscale
|
|
<< p.xform.angle << p.xform.base_yoffs << p.xform.base_angle
|
|
<< p.Flags << p.Light << p.Texture << p.TexZ << p.alpha;
|
|
return arc;
|
|
}
|
|
|
|
|
|
//
|
|
// Thinkers
|
|
//
|
|
|
|
//
|
|
// P_ArchiveThinkers
|
|
//
|
|
|
|
void P_SerializeThinkers (FArchive &arc, bool hubLoad)
|
|
{
|
|
DImpactDecal::SerializeTime (arc);
|
|
DThinker::SerializeAll (arc, hubLoad);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ArchiveSounds
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_SerializeSounds (FArchive &arc)
|
|
{
|
|
S_SerializeSounds (arc);
|
|
DSeqNode::SerializeSequences (arc);
|
|
char *name = NULL;
|
|
BYTE order;
|
|
|
|
if (arc.IsStoring ())
|
|
{
|
|
order = S_GetMusic (&name);
|
|
}
|
|
arc << name << order;
|
|
if (arc.IsLoading ())
|
|
{
|
|
if (!S_ChangeMusic (name, order))
|
|
if (level.cdtrack == 0 || !S_ChangeCDMusic (level.cdtrack, level.cdid))
|
|
S_ChangeMusic (level.Music, level.musicorder);
|
|
}
|
|
delete[] name;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ArchivePolyobjs
|
|
//
|
|
//==========================================================================
|
|
#define ASEG_POLYOBJS 104
|
|
|
|
void P_SerializePolyobjs (FArchive &arc)
|
|
{
|
|
int i;
|
|
FPolyObj *po;
|
|
|
|
if (arc.IsStoring ())
|
|
{
|
|
int seg = ASEG_POLYOBJS;
|
|
arc << seg << po_NumPolyobjs;
|
|
for(i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++)
|
|
{
|
|
arc << po->tag << po->angle << po->StartSpot.x <<
|
|
po->StartSpot.y << po->interpolation;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int data;
|
|
angle_t angle;
|
|
fixed_t deltaX, deltaY;
|
|
|
|
arc << data;
|
|
if (data != ASEG_POLYOBJS)
|
|
I_Error ("Polyobject marker missing");
|
|
|
|
arc << data;
|
|
if (data != po_NumPolyobjs)
|
|
{
|
|
I_Error ("UnarchivePolyobjs: Bad polyobj count");
|
|
}
|
|
for (i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++)
|
|
{
|
|
arc << data;
|
|
if (data != po->tag)
|
|
{
|
|
I_Error ("UnarchivePolyobjs: Invalid polyobj tag");
|
|
}
|
|
arc << angle;
|
|
po->RotatePolyobj (angle, true);
|
|
arc << deltaX << deltaY << po->interpolation;
|
|
deltaX -= po->StartSpot.x;
|
|
deltaY -= po->StartSpot.y;
|
|
po->MovePolyobj (deltaX, deltaY, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// RecalculateDrawnSubsectors
|
|
//
|
|
// In case the subsector data is unusable this function tries to reconstruct
|
|
// if from the linedefs' ML_MAPPED info.
|
|
//
|
|
//==========================================================================
|
|
|
|
void RecalculateDrawnSubsectors()
|
|
{
|
|
for(int i=0;i<numsubsectors;i++)
|
|
{
|
|
subsector_t *sub = &subsectors[i];
|
|
for(unsigned int j=0;j<sub->numlines;j++)
|
|
{
|
|
if (sub->firstline[j].linedef != NULL &&
|
|
(sub->firstline[j].linedef->flags & ML_MAPPED))
|
|
{
|
|
sub->flags |= SSECF_DRAWN;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ArchiveSubsectors
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_SerializeSubsectors(FArchive &arc)
|
|
{
|
|
int num_verts, num_subs, num_nodes;
|
|
BYTE by;
|
|
|
|
if (arc.IsStoring())
|
|
{
|
|
if (hasglnodes)
|
|
{
|
|
arc << numvertexes << numsubsectors << numnodes; // These are only for verification
|
|
for(int i=0;i<numsubsectors;i+=8)
|
|
{
|
|
by = 0;
|
|
for(int j=0;j<8;j++)
|
|
{
|
|
if (i+j<numsubsectors && (subsectors[i+j].flags & SSECF_DRAWN))
|
|
{
|
|
by |= (1<<j);
|
|
}
|
|
}
|
|
arc << by;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int v = 0;
|
|
arc << v << v << v;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
arc << num_verts << num_subs << num_nodes;
|
|
if (num_verts != numvertexes ||
|
|
num_subs != numsubsectors ||
|
|
num_nodes != numnodes)
|
|
{
|
|
// Nodes don't match - we can't use this info
|
|
for(int i=0;i<num_subs;i+=8)
|
|
{
|
|
// Skip the subsector info.
|
|
arc << by;
|
|
}
|
|
if (hasglnodes)
|
|
{
|
|
RecalculateDrawnSubsectors();
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
for(int i=0;i<numsubsectors;i+=8)
|
|
{
|
|
arc << by;
|
|
for(int j=0;j<8;j++)
|
|
{
|
|
if ((by & (1<<j)) && i+j<numsubsectors)
|
|
{
|
|
subsectors[i+j].flags |= SSECF_DRAWN;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|