mirror of
https://github.com/ZDoom/qzdoom.git
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fbff5ca932
- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used. SVN r3255 (trunk)
643 lines
15 KiB
C++
643 lines
15 KiB
C++
/*
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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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** Copyright 1998-2006 Randy Heit
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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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// State.
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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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static void CopyPlayer (player_t *dst, player_t *src, const char *name);
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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.netname);
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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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}
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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.netname, 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.netname);
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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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static void CopyPlayer (player_t *dst, player_t *src, const char *name)
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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 = dst->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;
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dst->cheats |= chasecam;
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if (dst->isbot)
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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 = true;
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}
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bglobal.botnum++;
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bglobal.botingame[dst - players] = true;
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}
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else
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{
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dst->userinfo = uibackup;
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}
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// Make sure the player pawn points to the proper player struct.
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if (dst->mo != NULL)
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{
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dst->mo->player = dst;
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}
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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]);
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}
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}
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}
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//
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// P_ArchiveWorld
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//
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void P_SerializeWorld (FArchive &arc)
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{
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int i, j;
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sector_t *sec;
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line_t *li;
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zone_t *zn;
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// do sectors
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for (i = 0, sec = sectors; i < numsectors; i++, sec++)
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{
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arc << sec->floorplane
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<< sec->ceilingplane;
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if (SaveVersion < 3223)
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{
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BYTE bytelight;
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arc << bytelight;
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sec->lightlevel = bytelight;
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}
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else
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{
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arc << sec->lightlevel;
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}
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arc << sec->special
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<< sec->tag
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<< sec->soundtraversed
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<< sec->seqType
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<< sec->friction
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<< sec->movefactor
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<< sec->floordata
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<< sec->ceilingdata
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<< sec->lightingdata
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<< sec->stairlock
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<< sec->prevsec
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<< sec->nextsec
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<< sec->planes[sector_t::floor]
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<< sec->planes[sector_t::ceiling]
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<< sec->heightsec
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<< sec->bottommap << sec->midmap << sec->topmap
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<< sec->gravity
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<< sec->damage
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<< sec->mod
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<< sec->SoundTarget
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<< sec->SecActTarget
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<< sec->sky
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<< sec->MoreFlags
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<< sec->Flags
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<< sec->FloorSkyBox << sec->CeilingSkyBox
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<< sec->ZoneNumber
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<< sec->secretsector
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<< sec->interpolations[0]
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<< sec->interpolations[1]
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<< sec->interpolations[2]
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<< sec->interpolations[3]
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<< sec->SeqName;
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sec->e->Serialize(arc);
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if (arc.IsStoring ())
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{
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arc << sec->ColorMap->Color
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<< sec->ColorMap->Fade;
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BYTE sat = sec->ColorMap->Desaturate;
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arc << sat;
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}
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else
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{
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PalEntry color, fade;
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BYTE desaturate;
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arc << color << fade
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<< desaturate;
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sec->ColorMap = GetSpecialLights (color, fade, desaturate);
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}
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}
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// do lines
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for (i = 0, li = lines; i < numlines; i++, li++)
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{
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arc << li->flags
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<< li->activation
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<< li->special
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<< li->Alpha
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<< li->id
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<< li->args[0] << li->args[1] << li->args[2] << li->args[3] << li->args[4];
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for (j = 0; j < 2; j++)
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{
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if (li->sidedef[j] == NULL)
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continue;
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side_t *si = li->sidedef[j];
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arc << si->textures[side_t::top]
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<< si->textures[side_t::mid]
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<< si->textures[side_t::bottom]
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<< si->Light
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<< si->Flags
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<< si->LeftSide
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<< si->RightSide
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<< si->Index;
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DBaseDecal::SerializeChain (arc, &si->AttachedDecals);
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}
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}
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// do zones
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arc << numzones;
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if (arc.IsLoading())
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{
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if (zones != NULL)
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{
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delete[] zones;
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}
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zones = new zone_t[numzones];
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}
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for (i = 0, zn = zones; i < numzones; ++i, ++zn)
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{
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arc << zn->Environment;
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}
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}
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void extsector_t::Serialize(FArchive &arc)
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{
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arc << FakeFloor.Sectors
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<< Midtex.Floor.AttachedLines
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<< Midtex.Floor.AttachedSectors
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<< Midtex.Ceiling.AttachedLines
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<< Midtex.Ceiling.AttachedSectors
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<< Linked.Floor.Sectors
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<< Linked.Ceiling.Sectors;
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}
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FArchive &operator<< (FArchive &arc, side_t::part &p)
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{
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arc << p.xoffset << p.yoffset << p.interpolation << p.texture
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<< p.xscale << p.yscale;// << p.Light;
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return arc;
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}
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FArchive &operator<< (FArchive &arc, sector_t::splane &p)
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{
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arc << p.xform.xoffs << p.xform.yoffs << p.xform.xscale << p.xform.yscale
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<< p.xform.angle << p.xform.base_yoffs << p.xform.base_angle
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<< p.Flags << p.Light << p.Texture << p.TexZ << p.alpha;
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return arc;
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}
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//
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// Thinkers
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//
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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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{
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DImpactDecal::SerializeTime (arc);
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DThinker::SerializeAll (arc, hubLoad);
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}
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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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{
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arc << po->tag << po->angle << po->StartSpot.x <<
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po->StartSpot.y << po->interpolation;
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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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angle_t angle;
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fixed_t deltaX, deltaY;
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arc << data;
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if (data != ASEG_POLYOBJS)
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I_Error ("Polyobject marker missing");
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arc << data;
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if (data != po_NumPolyobjs)
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{
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I_Error ("UnarchivePolyobjs: Bad polyobj count");
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}
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for (i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++)
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{
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arc << data;
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if (data != po->tag)
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{
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I_Error ("UnarchivePolyobjs: Invalid polyobj tag");
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}
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arc << angle;
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po->RotatePolyobj (angle);
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arc << deltaX << deltaY << po->interpolation;
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deltaX -= po->StartSpot.x;
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deltaY -= po->StartSpot.y;
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po->MovePolyobj (deltaX, deltaY, true);
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}
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}
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}
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//==========================================================================
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//
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// RecalculateDrawnSubsectors
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//
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// In case the subsector data is unusable this function tries to reconstruct
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// if from the linedefs' ML_MAPPED info.
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//
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//==========================================================================
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void RecalculateDrawnSubsectors()
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{
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for(int i=0;i<numsubsectors;i++)
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|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|