qzdoom/src/p_saveg.cpp
2019-08-23 17:15:19 +02:00

1118 lines
29 KiB
C++

/*
** 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 "p_local.h"
#include "p_spec.h"
// State.
#include "d_player.h"
#include "p_saveg.h"
#include "s_sndseq.h"
#include "a_sharedglobal.h"
#include "r_data/r_interpolate.h"
#include "po_man.h"
#include "p_setup.h"
#include "p_lnspec.h"
#include "p_acs.h"
#include "p_terrain.h"
#include "am_map.h"
#include "sbar.h"
#include "r_utility.h"
#include "r_sky.h"
#include "serializer.h"
#include "g_levellocals.h"
#include "events.h"
#include "p_destructible.h"
#include "r_sky.h"
#include "version.h"
#include "fragglescript/t_script.h"
#include "s_music.h"
EXTERN_CVAR(Bool, save_formatted)
//==========================================================================
//
//
//
//==========================================================================
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)
("locknumber", line.locknumber, def->locknumber)
("health", line.health, def->health)
// 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)
("flags", part.flags, def->flags)
("color1", part.SpecialColors[0], def->SpecialColors[0])
("color2", part.SpecialColors[1], def->SpecialColors[1])
("addcolor", part.AdditiveColor, def->AdditiveColor)
.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;
}
//============================================================================
//
// Save a sector portal for savegames.
//
//============================================================================
FSerializer &Serialize(FSerializer &arc, const char *key, FColormap &port, FColormap *def)
{
if (arc.canSkip() && def != nullptr && port == *def)
{
return arc;
}
if (arc.BeginObject(key))
{
arc("lightcolor", port.LightColor)
("fadecolor", port.FadeColor)
("desaturation", port.Desaturation)
("fogdensity", port.FogDensity)
.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)
("glowcolor", p.GlowColor, def->GlowColor)
("glowheight", p.GlowHeight, def->GlowHeight)
.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))
{
Serialize(arc, "normal", p.normal, def ? &def->normal : nullptr);
Serialize(arc, "d", p.D, def ? &def->D : nullptr);
arc.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)
("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)
.Array("specialcolors", p.SpecialColors, def->SpecialColors, 5, true)
.Array("additivecolors", p.AdditiveColors, def->AdditiveColors, 5, true)
("gravity", p.gravity, def->gravity)
.Terrain("floorterrain", p.terrainnum[0], &def->terrainnum[0])
.Terrain("ceilingterrain", p.terrainnum[1], &def->terrainnum[1])
("healthfloor", p.healthfloor, def->healthfloor)
("healthceiling", p.healthceiling, def->healthceiling)
("health3d", p.health3d, def->health3d)
// GZDoom exclusive:
.Array("reflect", p.reflect, def->reflect, 2, true)
.EndObject();
}
return arc;
}
//==========================================================================
//
// RecalculateDrawnSubsectors
//
// In case the subsector data is unusable this function tries to reconstruct
// if from the linedefs' ML_MAPPED info.
//
//==========================================================================
void FLevelLocals::RecalculateDrawnSubsectors()
{
for (auto &sub : subsectors)
{
for (unsigned int j = 0; j<sub.numlines; j++)
{
if (sub.firstline[j].linedef != NULL &&
(sub.firstline[j].linedef->flags & ML_MAPPED))
{
sub.flags |= SSECMF_DRAWN;
}
}
}
}
//==========================================================================
//
//
//
//==========================================================================
FSerializer &FLevelLocals::SerializeSubsectors(FSerializer &arc, const char *key)
{
uint8_t by;
const char *str;
auto numsubsectors = subsectors.Size();
if (arc.isWriting())
{
TArray<char> encoded(1 + (numsubsectors + 5) / 6);
int p = 0;
for (unsigned i = 0; i < numsubsectors; i += 6)
{
by = 0;
for (unsigned j = 0; j < 6; j++)
{
if (i + j < numsubsectors && (subsectors[i + j].flags & SSECMF_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))
{
auto numvertexes = vertexes.Size();
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 == (int)vertexes.Size() && num_subs == (int)numsubsectors)
{
success = true;
int sub = 0;
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;
}
for (int s = 0; s < 6; s++)
{
if (sub + s < (int)numsubsectors && (by & (1 << s)))
{
subsectors[sub + s].flags |= SSECMF_DRAWN;
}
}
sub += 6;
}
}
if (!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;
}
//============================================================================
//
// one polyobject.
//
//============================================================================
FSerializer &Serialize(FSerializer &arc, const char *key, FPolyObj &poly, FPolyObj *def)
{
if (arc.BeginObject(key))
{
DAngle angle = poly.Angle;
DVector2 delta = poly.StartSpot.pos;
arc("angle", angle)
("pos", delta)
("interpolation", poly.interpolation)
("blocked", poly.bBlocked)
("hasportals", poly.bHasPortals)
("specialdata", poly.specialdata)
("level", poly.Level)
.EndObject();
if (arc.isReading())
{
poly.RotatePolyobj(angle, true);
delta -= poly.StartSpot.pos;
poly.MovePolyobj(delta, true);
}
}
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);
}
//==========================================================================
//
// ArchiveSounds
//
//==========================================================================
void FLevelLocals::SerializeSounds(FSerializer &arc)
{
if (isPrimaryLevel())
{
S_SerializeSounds(arc);
const char *name = NULL;
uint8_t order;
float musvol = MusicVolume;
if (arc.isWriting())
{
order = S_GetMusic(&name);
}
arc.StringPtr("musicname", name)
("musicorder", order)
("musicvolume", musvol);
if (arc.isReading())
{
if (!S_ChangeMusic(name, order))
SetMusic();
SetMusicVolume(musvol);
}
}
}
//==========================================================================
//
// P_ArchivePlayers
//
//==========================================================================
void FLevelLocals::SerializePlayers(FSerializer &arc, bool skipload)
{
int 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.isWriting())
{
// Record the number of players in this save.
arc("numplayers", numPlayersNow);
if (arc.BeginArray("players"))
{
// Record each player's name, followed by their data.
for (i = 0; i < MAXPLAYERS; ++i)
{
if (PlayerInGame(i))
{
if (arc.BeginObject(nullptr))
{
const char *n = Players[i]->userinfo.GetName();
arc.StringPtr("playername", n);
Players[i]->Serialize(arc);
arc.EndObject();
}
}
}
arc.EndArray();
}
}
else
{
arc("numplayers", numPlayers);
if (arc.BeginArray("players"))
{
// 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);
}
arc.EndArray();
}
if (!skipload && numPlayersNow > numPlayers)
{
SpawnExtraPlayers();
}
// Redo pitch limits, since the spawned player has them at 0.
auto p = GetConsolePlayer();
if (p) p->SendPitchLimits();
}
}
//==========================================================================
//
//
//
//==========================================================================
void FLevelLocals::ReadOnePlayer(FSerializer &arc, bool skipload)
{
int i;
const char *name = NULL;
bool didIt = false;
if (arc.BeginObject(nullptr))
{
arc.StringPtr("playername", name);
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
if (!didIt)
{
didIt = true;
player_t playerTemp;
playerTemp.Serialize(arc);
if (!skipload)
{
// This temp player has undefined pitch limits, so set them to something
// that should leave the pitch stored in the savegame intact when
// rendering. The real pitch limits will be set by P_SerializePlayers()
// via a net command, but that won't be processed in time for a screen
// wipe, so we need something here.
playerTemp.MaxPitch = playerTemp.MinPitch = playerTemp.mo->Angles.Pitch;
CopyPlayer(Players[i], &playerTemp, name);
}
else
{
// we need the player actor, so that G_FinishTravel can destroy it later.
Players[i]->mo = playerTemp.mo;
}
}
else
{
if (Players[i]->mo != NULL)
{
Players[i]->mo->Destroy();
Players[i]->mo = NULL;
}
}
}
}
arc.EndObject();
}
}
//==========================================================================
//
//
//
//==========================================================================
void FLevelLocals::ReadMultiplePlayers(FSerializer &arc, int numPlayers, int numPlayersNow, bool skipload)
{
// For two or more players, read each player into a temporary array.
int i, j;
const char **nametemp = new const char *[numPlayers];
player_t *playertemp = new player_t[numPlayers];
uint8_t *tempPlayerUsed = new uint8_t[numPlayers];
uint8_t playerUsed[MAXPLAYERS];
for (i = 0; i < numPlayers; ++i)
{
nametemp[i] = NULL;
if (arc.BeginObject(nullptr))
{
arc.StringPtr("playername", nametemp[i]);
playertemp[i].Serialize(arc);
arc.EndObject();
}
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;
}
}
}
else
{
for (i = 0; i < MAXPLAYERS; ++i)
{
players[i].mo = playertemp[i].mo;
}
}
delete[] tempPlayerUsed;
delete[] playertemp;
delete[] nametemp;
}
//==========================================================================
//
//
//
//==========================================================================
void FLevelLocals::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->CopyFrom(*src, true); // 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 = BotInfo.botinfo;
while (thebot && stricmp(name, thebot->name))
{
thebot = thebot->next;
}
if (thebot)
{
thebot->inuse = BOTINUSE_Yes;
}
BotInfo.botnum++;
dst->userinfo.TransferFrom(uibackup2);
}
else
{
dst->userinfo.TransferFrom(uibackup);
// The player class must come from the save, so that the menu reflects the currently playing one.
dst->userinfo.PlayerClassChanged(src->mo->GetInfo()->DisplayName);
}
// 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;
}
// These 2 variables may not be overwritten.
dst->attackdown = attackdown;
dst->usedown = usedown;
}
//==========================================================================
//
//
//
//==========================================================================
void FLevelLocals::SpawnExtraPlayers()
{
// If there are more players now than there were in the savegame,
// be sure to spawn the extra players.
int i;
if (deathmatch || !isPrimaryLevel())
{
return;
}
for (i = 0; i < MAXPLAYERS; ++i)
{
if (PlayerInGame(i) && Players[i]->mo == NULL)
{
Players[i]->playerstate = PST_ENTER;
SpawnPlayer(&playerstarts[i], i, (flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
}
}
}
//============================================================================
//
//
//
//============================================================================
void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
{
int i = totaltime;
if (arc.isWriting())
{
arc.Array("checksum", md5, 16);
}
else
{
// prevent bad things from happening by doing a check on the size of level arrays and the map's entire checksum.
// The old code happily tried to load savegames with any mismatch here, often causing meaningless errors
// deep down in the deserializer or just a crash if the few insufficient safeguards were not triggered.
uint8_t chk[16] = { 0 };
arc.Array("checksum", chk, 16);
if (arc.GetSize("linedefs") != lines.Size() ||
arc.GetSize("sidedefs") != sides.Size() ||
arc.GetSize("sectors") != sectors.Size() ||
arc.GetSize("polyobjs") != Polyobjects.Size() ||
memcmp(chk, md5, 16))
{
I_Error("Savegame is from a different level");
}
}
arc("saveversion", SaveVersion);
if (arc.isReading())
{
Thinkers.DestroyAllThinkers();
interpolator.ClearInterpolations();
arc.ReadObjects(hubload);
}
arc("multiplayer", multiplayer);
arc("flags", flags)
("flags2", flags2)
("fadeto", fadeto)
("found_secrets", found_secrets)
("found_items", found_items)
("killed_monsters", killed_monsters)
("total_secrets", total_secrets)
("total_items", total_items)
("total_monsters", total_monsters)
("gravity", gravity)
("aircontrol", aircontrol)
("teamdamage", teamdamage)
("maptime", maptime)
("totaltime", i)
("skytexture1", skytexture1)
("skytexture2", skytexture2)
("fogdensity", fogdensity)
("outsidefogdensity", outsidefogdensity)
("skyfog", skyfog)
("deathsequence", deathsequence)
("bodyqueslot", bodyqueslot)
("spawnindex", spawnindex)
.Array("bodyque", bodyque, BODYQUESIZE)
("corpsequeue", CorpseQueue)
("spotstate", SpotState)
("fragglethinker", FraggleScriptThinker)
("acsthinker", ACSThinker)
("scrolls", Scrolls)
("automap", automap)
("interpolator", interpolator)
("frozenstate", frozenstate);
// Hub transitions must keep the current total time
if (!hubload)
totaltime = i;
if (arc.isReading())
{
InitSkyMap(this);
AirControlChanged();
}
Behaviors.SerializeModuleStates(arc);
// The order here is important: First world state, then portal state, then thinkers, and last polyobjects.
SetCompatLineOnSide(false); // This flag should not be saved. It solely depends on current compatibility state.
arc("linedefs", lines, loadlines);
SetCompatLineOnSide(true);
arc("sidedefs", sides, loadsides);
arc("sectors", sectors, loadsectors);
arc("zones", Zones);
arc("lineportals", linePortals);
arc("sectorportals", sectorPortals);
if (arc.isReading())
{
FinalizePortals();
}
// [ZZ] serialize health groups
P_SerializeHealthGroups(this, arc);
// [ZZ] serialize events
arc("firstevent", localEventManager->FirstEventHandler)
("lastevent", localEventManager->LastEventHandler);
if (arc.isReading()) localEventManager->CallOnRegister();
Thinkers.SerializeThinkers(arc, hubload);
arc("polyobjs", Polyobjects);
SerializeSubsectors(arc, "subsectors");
StatusBar->SerializeMessages(arc);
FRemapTable::StaticSerializeTranslations(arc);
canvasTextureInfo.Serialize(arc);
SerializePlayers(arc, hubload);
SerializeSounds(arc);
arc("sndseqlisthead", SequenceListHead);
// Regenerate some data that wasn't saved
if (arc.isReading())
{
for (auto &sec : sectors)
{
P_Recalculate3DFloors(&sec);
}
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (PlayerInGame(i) && Players[i]->mo != nullptr)
{
FWeaponSlots::SetupWeaponSlots(Players[i]->mo);
}
}
localEventManager->SetOwnerForHandlers(); // This cannot be automated.
RecreateAllAttachedLights();
InitPortalGroups(this);
auto it = GetThinkerIterator<DImpactDecal>(NAME_None, STAT_AUTODECAL);
ImpactDecalCount = 0;
while (it.Next()) ImpactDecalCount++;
automap->UpdateShowAllLines();
}
}
//==========================================================================
//
// Archives the current level
//
//==========================================================================
void FLevelLocals::SnapshotLevel()
{
info->Snapshot.Clean();
if (info->isValid())
{
FSerializer arc(this);
if (arc.OpenWriter(save_formatted))
{
SaveVersion = SAVEVER;
Serialize(arc, false);
info->Snapshot = arc.GetCompressedOutput();
}
}
}
//==========================================================================
//
// Unarchives the current level based on its snapshot
// The level should have already been loaded and setup.
//
//==========================================================================
void FLevelLocals::UnSnapshotLevel(bool hubLoad)
{
if (info->Snapshot.mBuffer == nullptr)
return;
if (info->isValid())
{
FSerializer arc(this);
if (!arc.OpenReader(&info->Snapshot))
{
I_Error("Failed to load savegame");
return;
}
Serialize(arc, hubLoad);
FromSnapshot = true;
auto it = GetThinkerIterator<AActor>(NAME_PlayerPawn);
AActor *pawn, *next;
next = it.Next();
while ((pawn = next) != 0)
{
next = it.Next();
if (pawn->player == nullptr || pawn->player->mo == nullptr || !PlayerInGame(pawn->player))
{
int i;
// If this isn't the unmorphed original copy of a player, destroy it, because it's extra.
for (i = 0; i < MAXPLAYERS; ++i)
{
if (PlayerInGame(i) && Players[i]->morphTics && Players[i]->mo->alternative == pawn)
{
break;
}
}
if (i == MAXPLAYERS)
{
pawn->Destroy();
}
}
}
arc.Close();
}
// No reason to keep the snapshot around once the level's been entered.
info->Snapshot.Clean();
if (hubLoad)
{
// Unlock ACS global strings that were locked when the snapshot was made.
Behaviors.UnlockLevelVarStrings(levelnum);
}
}