- Exhumed: added JSON serialization for view and switch - also renamed the fields in the switch struct.

Some refactoring was needed to put a plain C array into a TArray to remove the limits.
This commit is contained in:
Christoph Oelckers 2020-11-29 23:32:28 +01:00
parent a51b77b95b
commit 0b797b0ccd
3 changed files with 152 additions and 137 deletions

View file

@ -29,6 +29,9 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_PS_NS
void SerializeSwitch(FSerializer& arc);
void SerializeView(FSerializer& arc);
void SerializeAnubis(FSerializer& arc);
void SerializeFish(FSerializer& arc);
void SerializeLavadude(FSerializer& arc);
@ -56,6 +59,9 @@ bool GameInterface::SaveGame()
void GameInterface::SerializeGameState(FSerializer& arc)
{
SerializeSwitch(arc);
SerializeView(arc);
SerializeAnubis(arc);
SerializeFish(arc);
SerializeLavadude(arc);

View file

@ -26,51 +26,71 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_PS_NS
short LinkCount = -1;
short SwitchCount = -1;
struct Link
{
int8_t v[8];
};
int8_t LinkMap[kMaxLinks][8];
struct Switch
{
short field_0;
short field_2;
short nWaitTimer;
short nWait;
short nChannel;
short nLink;
short field_8;
short nRunPtr;
short nSector;
short field_C;
short nRun2;
short nWall;
short field_10;
uint16_t field_12;
short field_14;
char pad[10];
short nRun3;
uint16_t nKeyMask;
};
Switch SwitchData[kMaxSwitches];
TArray<Link> LinkMap;
TArray<Switch> SwitchData;
static SavegameHelper sghswitch("switch",
SV(LinkCount),
SV(SwitchCount),
SA(LinkMap),
SA(SwitchData),
nullptr);
FSerializer& Serialize(FSerializer& arc, const char* keyname, Link& w, Link* def)
{
arc.Array(keyname, w.v, 8);
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, Switch& w, Switch* def)
{
if (arc.BeginObject(keyname))
{
arc("waittimer", w.nWaitTimer)
("wait", w.nWait)
("channel", w.nChannel)
("link", w.nLink)
("runptr", w.nRunPtr)
("sector", w.nSector)
("run2", w.nRun2)
("wall", w.nWall)
("run3", w.nRun3)
("keymask", w.nKeyMask)
.EndObject();
}
return arc;
}
void SerializeSwitch(FSerializer& arc)
{
arc("switch", SwitchData)
("linkmap", LinkMap);
}
void InitLink()
{
LinkCount = kMaxLinks;
LinkMap.Clear();
}
int BuildLink(int nCount, ...)
{
if (LinkCount <= 0) {
return -1;
}
va_list list;
va_start(list, nCount);
LinkCount--;
unsigned LinkCount = LinkMap.Reserve(1);
for (int i = 0; i < 8; i++)
{
@ -85,7 +105,7 @@ int BuildLink(int nCount, ...)
ebx = va_arg(list, int);
}
LinkMap[LinkCount][i] = (int8_t)ebx;
LinkMap[LinkCount].v[i] = (int8_t)ebx;
}
va_end(list);
@ -94,28 +114,25 @@ int BuildLink(int nCount, ...)
void InitSwitch()
{
SwitchCount = kMaxSwitches;
memset(SwitchData, 0, sizeof(SwitchData));
SwitchData.Clear();
}
int BuildSwReady(int nChannel, short nLink)
{
if (SwitchCount <= 0 || nLink < 0) {
if (nLink < 0) {
I_Error("Too many switch readys!\n");
return -1;
}
SwitchCount--;
unsigned SwitchCount = SwitchData.Reserve(1);
SwitchData[SwitchCount].nChannel = nChannel;
SwitchData[SwitchCount].nLink = nLink;
return SwitchCount | 0x10000;
}
void FuncSwReady(int a, int, int nRun)
{
short nSwitch = RunData[nRun].nVal;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
assert(nSwitch >= 0 && nSwitch < (int)SwitchData.Size());
int nMessage = a & 0x7F0000;
@ -130,7 +147,7 @@ void FuncSwReady(int a, int, int nRun)
case 0x30000:
{
assert(sRunChannels[nChannel].c < 8);
int8_t nVal = LinkMap[nLink][sRunChannels[nChannel].c];
int8_t nVal = LinkMap[nLink].v[sRunChannels[nChannel].c];
if (nVal >= 0) {
runlist_ChangeChannel(nChannel, nVal);
}
@ -145,24 +162,23 @@ void FuncSwReady(int a, int, int nRun)
int BuildSwPause(int nChannel, int nLink, int ebx)
{
for (int i = kMaxSwitches - 1; i >= SwitchCount; i--)
for (unsigned i = 0; i < SwitchData.Size(); i++)
{
if (SwitchData[i].nChannel == nChannel && SwitchData[i].field_2 != 0) {
if (SwitchData[i].nChannel == nChannel && SwitchData[i].nWait != 0) {
return i | 0x20000;
}
}
if (SwitchCount <= 0 || nLink < 0) {
if (nLink < 0) {
I_Error("Too many switches!\n");
return -1;
}
SwitchCount--;
unsigned SwitchCount = SwitchData.Reserve(1);
SwitchData[SwitchCount].nChannel = nChannel;
SwitchData[SwitchCount].nLink = nLink;
SwitchData[SwitchCount].field_2 = ebx;
SwitchData[SwitchCount].field_8 = -1;
SwitchData[SwitchCount].nWait = ebx;
SwitchData[SwitchCount].nRunPtr = -1;
return SwitchCount | 0x20000;
}
@ -170,7 +186,7 @@ int BuildSwPause(int nChannel, int nLink, int ebx)
void FuncSwPause(int a, int, int nRun)
{
short nSwitch = RunData[nRun].nVal;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
assert(nSwitch >= 0 && nSwitch < (int)SwitchData.Size());
int nMessage = a & 0x7F0000;
@ -184,10 +200,10 @@ void FuncSwPause(int a, int, int nRun)
case 0x10000:
{
if (SwitchData[nSwitch].field_8 >= 0)
if (SwitchData[nSwitch].nRunPtr >= 0)
{
runlist_SubRunRec(SwitchData[nSwitch].field_8);
SwitchData[nSwitch].field_8 = -1;
runlist_SubRunRec(SwitchData[nSwitch].nRunPtr);
SwitchData[nSwitch].nRunPtr = -1;
}
return;
@ -195,16 +211,16 @@ void FuncSwPause(int a, int, int nRun)
case 0x20000:
{
SwitchData[nSwitch].field_0--;
if (SwitchData[nSwitch].field_0 <= 0)
SwitchData[nSwitch].nWaitTimer--;
if (SwitchData[nSwitch].nWaitTimer <= 0)
{
runlist_SubRunRec(SwitchData[nSwitch].field_8);
SwitchData[nSwitch].field_8 = -1;
runlist_SubRunRec(SwitchData[nSwitch].nRunPtr);
SwitchData[nSwitch].nRunPtr = -1;
assert(sRunChannels[nChannel].c < 8);
assert(nLink < 1024);
runlist_ChangeChannel(nChannel, LinkMap[nLink][sRunChannels[nChannel].c]);
runlist_ChangeChannel(nChannel, LinkMap[nLink].v[sRunChannels[nChannel].c]);
}
return;
@ -214,28 +230,28 @@ void FuncSwPause(int a, int, int nRun)
{
assert(sRunChannels[nChannel].c < 8);
if (LinkMap[nLink][sRunChannels[nChannel].c] < 0) {
if (LinkMap[nLink].v[sRunChannels[nChannel].c] < 0) {
return;
}
if (SwitchData[nSwitch].field_8 >= 0) {
if (SwitchData[nSwitch].nRunPtr >= 0) {
return;
}
SwitchData[nSwitch].field_8 = runlist_AddRunRec(NewRun, RunData[nRun].nMoves);
SwitchData[nSwitch].nRunPtr = runlist_AddRunRec(NewRun, RunData[nRun].nMoves);
int eax;
if (SwitchData[nSwitch].field_2 <= 0)
if (SwitchData[nSwitch].nWait <= 0)
{
eax = 100;
}
else
{
eax = SwitchData[nSwitch].field_2;
eax = SwitchData[nSwitch].nWait;
}
SwitchData[nSwitch].field_0 = eax;
SwitchData[nSwitch].nWaitTimer = eax;
return;
}
}
@ -243,15 +259,14 @@ void FuncSwPause(int a, int, int nRun)
int BuildSwStepOn(int nChannel, int nLink, int nSector)
{
if (SwitchCount <= 0 || nLink < 0 || nSector < 0)
if (nLink < 0 || nSector < 0)
I_Error("Too many switches!\n");
int nSwitch = --SwitchCount;
unsigned nSwitch = SwitchData.Reserve(1);
SwitchData[nSwitch].nChannel = nChannel;
SwitchData[nSwitch].nLink = nLink;
SwitchData[nSwitch].nSector = nSector;
SwitchData[nSwitch].field_C = -1;
SwitchData[nSwitch].nRun2 = -1;
return nSwitch | 0x30000;
}
@ -259,7 +274,7 @@ int BuildSwStepOn(int nChannel, int nLink, int nSector)
void FuncSwStepOn(int a, int, int nRun)
{
short nSwitch = RunData[nRun].nVal;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
assert(nSwitch >= 0 && nSwitch < (int)SwitchData.Size());
short nLink = SwitchData[nSwitch].nLink;
short nChannel = SwitchData[nSwitch].nChannel;
@ -267,7 +282,7 @@ void FuncSwStepOn(int a, int, int nRun)
assert(sRunChannels[nChannel].c < 8);
int8_t var_14 = LinkMap[nLink][sRunChannels[nChannel].c];
int8_t var_14 = LinkMap[nLink].v[sRunChannels[nChannel].c];
int nMessage = a & 0x7F0000;
@ -278,15 +293,15 @@ void FuncSwStepOn(int a, int, int nRun)
case 0x10000:
{
if (SwitchData[nSwitch].field_C >= 0)
if (SwitchData[nSwitch].nRun2 >= 0)
{
runlist_SubRunRec(SwitchData[nSwitch].field_C);
SwitchData[nSwitch].field_C = -1;
runlist_SubRunRec(SwitchData[nSwitch].nRun2);
SwitchData[nSwitch].nRun2 = -1;
}
if (var_14 >= 0)
{
SwitchData[nSwitch].field_C = runlist_AddRunRec(sector[nSector].lotag - 1, RunData[nRun].nMoves);
SwitchData[nSwitch].nRun2 = runlist_AddRunRec(sector[nSector].lotag - 1, RunData[nRun].nMoves);
}
return;
@ -301,7 +316,7 @@ void FuncSwStepOn(int a, int, int nRun)
assert(sRunChannels[nChannel].c < 8);
runlist_ChangeChannel(nChannel, LinkMap[nLink][sRunChannels[nChannel].c]);
runlist_ChangeChannel(nChannel, LinkMap[nLink].v[sRunChannels[nChannel].c]);
}
}
@ -312,17 +327,15 @@ void FuncSwStepOn(int a, int, int nRun)
int BuildSwNotOnPause(int nChannel, int nLink, int nSector, int ecx)
{
if (SwitchCount <= 0 || nLink < 0 || nSector < 0)
if (nLink < 0 || nSector < 0)
I_Error("Too many switches!\n");
int nSwitch = --SwitchCount;
unsigned nSwitch = SwitchData.Reserve(1);
SwitchData[nSwitch].nChannel = nChannel;
SwitchData[nSwitch].nLink = nLink;
SwitchData[nSwitch].field_2 = ecx;
SwitchData[nSwitch].nWait = ecx;
SwitchData[nSwitch].nSector = nSector;
SwitchData[nSwitch].field_8 = -1;
SwitchData[nSwitch].field_C = -1;
SwitchData[nSwitch].nRunPtr = -1;
SwitchData[nSwitch].nRun2 = -1;
return nSwitch | 0x40000;
}
@ -330,7 +343,7 @@ int BuildSwNotOnPause(int nChannel, int nLink, int nSector, int ecx)
void FuncSwNotOnPause(int a, int, int nRun)
{
short nSwitch = RunData[nRun].nVal;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
assert(nSwitch >= 0 && nSwitch < (int)SwitchData.Size());
int nMessage = a & 0x7F0000;
@ -344,16 +357,16 @@ void FuncSwNotOnPause(int a, int, int nRun)
case 0x10000:
{
if (SwitchData[nSwitch].field_C >= 0)
if (SwitchData[nSwitch].nRun2 >= 0)
{
runlist_SubRunRec(SwitchData[nSwitch].field_C);
SwitchData[nSwitch].field_C = -1;
runlist_SubRunRec(SwitchData[nSwitch].nRun2);
SwitchData[nSwitch].nRun2 = -1;
}
if (SwitchData[nSwitch].field_8 >= 0)
if (SwitchData[nSwitch].nRunPtr >= 0)
{
runlist_SubRunRec(SwitchData[nSwitch].field_8);
SwitchData[nSwitch].field_8 = -1;
runlist_SubRunRec(SwitchData[nSwitch].nRunPtr);
SwitchData[nSwitch].nRunPtr = -1;
}
return;
@ -361,12 +374,12 @@ void FuncSwNotOnPause(int a, int, int nRun)
case 0x20000:
{
SwitchData[nSwitch].field_0 -= 4;
if (SwitchData[nSwitch].field_0 <= 0)
SwitchData[nSwitch].nWaitTimer -= 4;
if (SwitchData[nSwitch].nWaitTimer <= 0)
{
assert(sRunChannels[nChannel].c < 8);
runlist_ChangeChannel(nChannel, LinkMap[nLink][sRunChannels[nChannel].c]);
runlist_ChangeChannel(nChannel, LinkMap[nLink].v[sRunChannels[nChannel].c]);
}
return;
@ -376,16 +389,16 @@ void FuncSwNotOnPause(int a, int, int nRun)
{
assert(sRunChannels[nChannel].c < 8);
if (LinkMap[nLink][sRunChannels[nChannel].c] >= 0)
if (LinkMap[nLink].v[sRunChannels[nChannel].c] >= 0)
{
if (SwitchData[nSwitch].field_8 < 0)
if (SwitchData[nSwitch].nRunPtr < 0)
{
SwitchData[nSwitch].field_8 = runlist_AddRunRec(NewRun, RunData[nRun].nMoves);
SwitchData[nSwitch].nRunPtr = runlist_AddRunRec(NewRun, RunData[nRun].nMoves);
short nSector = SwitchData[nSwitch].nSector;
SwitchData[nSwitch].field_0 = SwitchData[nSwitch].field_2;
SwitchData[nSwitch].field_C = runlist_AddRunRec(sector[nSector].lotag - 1, RunData[nRun].nMoves);
SwitchData[nSwitch].nWaitTimer = SwitchData[nSwitch].nWait;
SwitchData[nSwitch].nRun2 = runlist_AddRunRec(sector[nSector].lotag - 1, RunData[nRun].nMoves);
}
}
@ -394,7 +407,7 @@ void FuncSwNotOnPause(int a, int, int nRun)
case 0x50000:
{
SwitchData[nSwitch].field_0 = SwitchData[nSwitch].field_2;
SwitchData[nSwitch].nWaitTimer = SwitchData[nSwitch].nWait;
return;
}
}
@ -402,16 +415,14 @@ void FuncSwNotOnPause(int a, int, int nRun)
int BuildSwPressSector(int nChannel, int nLink, int nSector, int keyMask)
{
if (SwitchCount <= 0 || nLink < 0 || nSector < 0)
if (nLink < 0 || nSector < 0)
I_Error("Too many switches!\n");
int nSwitch = --SwitchCount;
unsigned nSwitch = SwitchData.Reserve(1);
SwitchData[nSwitch].nChannel = nChannel;
SwitchData[nSwitch].nLink = nLink;
SwitchData[nSwitch].nSector = nSector;
SwitchData[nSwitch].field_12 = keyMask;
SwitchData[nSwitch].field_C = -1;
SwitchData[nSwitch].nKeyMask = keyMask;
SwitchData[nSwitch].nRun2 = -1;
return nSwitch | 0x50000;
}
@ -419,7 +430,7 @@ int BuildSwPressSector(int nChannel, int nLink, int nSector, int keyMask)
void FuncSwPressSector(int a, int, int nRun)
{
short nSwitch = RunData[nRun].nVal;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
assert(nSwitch >= 0 && nSwitch < (int)SwitchData.Size());
int nMessage = a & 0x7F0000;
@ -434,33 +445,33 @@ void FuncSwPressSector(int a, int, int nRun)
case 0x10000:
{
if (SwitchData[nSwitch].field_C >= 0)
if (SwitchData[nSwitch].nRun2 >= 0)
{
runlist_SubRunRec(SwitchData[nSwitch].field_C);
SwitchData[nSwitch].field_C = -1;
runlist_SubRunRec(SwitchData[nSwitch].nRun2);
SwitchData[nSwitch].nRun2 = -1;
}
assert(sRunChannels[nChannel].c < 8);
if (LinkMap[nLink][sRunChannels[nChannel].c] < 0) {
if (LinkMap[nLink].v[sRunChannels[nChannel].c] < 0) {
return;
}
short nSector = SwitchData[nSwitch].nSector;
SwitchData[nSwitch].field_C = runlist_AddRunRec(sector[nSector].lotag - 1, RunData[nRun].nMoves);
SwitchData[nSwitch].nRun2 = runlist_AddRunRec(sector[nSector].lotag - 1, RunData[nRun].nMoves);
return;
}
case 0x40000:
{
if ((PlayerList[nPlayer].keys & SwitchData[nSwitch].field_12) == SwitchData[nSwitch].field_12)
if ((PlayerList[nPlayer].keys & SwitchData[nSwitch].nKeyMask) == SwitchData[nSwitch].nKeyMask)
{
runlist_ChangeChannel(nChannel, LinkMap[nLink][sRunChannels[nChannel].c]);
runlist_ChangeChannel(nChannel, LinkMap[nLink].v[sRunChannels[nChannel].c]);
}
else
{
if (SwitchData[nSwitch].field_12)
if (SwitchData[nSwitch].nKeyMask)
{
short nSprite = PlayerList[nPlayer].nSprite;
PlayFXAtXYZ(StaticSound[nSwitchSound], sprite[nSprite].x, sprite[nSprite].y, 0, sprite[nSprite].sectnum, CHANF_LISTENERZ);
@ -474,17 +485,14 @@ void FuncSwPressSector(int a, int, int nRun)
int BuildSwPressWall(short nChannel, short nLink, short nWall)
{
if (SwitchCount <= 0 || nLink < 0 || nWall < 0) {
if (nLink < 0 || nWall < 0) {
I_Error("Too many switches!\n");
}
SwitchCount--;
unsigned SwitchCount = SwitchData.Reserve(1);
SwitchData[SwitchCount].nChannel = nChannel;
SwitchData[SwitchCount].nLink = nLink;
SwitchData[SwitchCount].nWall = nWall;
SwitchData[SwitchCount].field_10 = -1;
SwitchData[SwitchCount].field_14 = 0;
SwitchData[SwitchCount].nRun3 = -1;
return SwitchCount | 0x60000;
}
@ -492,7 +500,7 @@ int BuildSwPressWall(short nChannel, short nLink, short nWall)
void FuncSwPressWall(int a, int, int nRun)
{
short nSwitch = RunData[nRun].nVal;
assert(nSwitch >= 0 && nSwitch < kMaxSwitches);
assert(nSwitch >= 0 && nSwitch < (int)SwitchData.Size());
short nChannel = SwitchData[nSwitch].nChannel;
short nLink = SwitchData[nSwitch].nLink;
@ -510,16 +518,16 @@ void FuncSwPressWall(int a, int, int nRun)
case 0x30000:
{
if (SwitchData[nSwitch].field_10 >= 0)
if (SwitchData[nSwitch].nRun3 >= 0)
{
runlist_SubRunRec(SwitchData[nSwitch].field_10);
SwitchData[nSwitch].field_10 = -1;
runlist_SubRunRec(SwitchData[nSwitch].nRun3);
SwitchData[nSwitch].nRun3 = -1;
}
if (LinkMap[nLink][sRunChannels[nChannel].c] >= 0)
if (LinkMap[nLink].v[sRunChannels[nChannel].c] >= 0)
{
short nWall = SwitchData[nSwitch].nWall;
SwitchData[nSwitch].field_10 = runlist_AddRunRec(wall[nWall].lotag - 1, RunData[nRun].nMoves);
SwitchData[nSwitch].nRun3 = runlist_AddRunRec(wall[nWall].lotag - 1, RunData[nRun].nMoves);
}
return;
@ -527,14 +535,14 @@ void FuncSwPressWall(int a, int, int nRun)
case 0x40000:
{
int8_t cx = LinkMap[nLink][sRunChannels[nChannel].c];
int8_t cx = LinkMap[nLink].v[sRunChannels[nChannel].c];
runlist_ChangeChannel(nChannel, LinkMap[nLink][sRunChannels[nChannel].c]);
runlist_ChangeChannel(nChannel, LinkMap[nLink].v[sRunChannels[nChannel].c]);
if (cx < 0 || LinkMap[nLink][cx] < 0)
if (cx < 0 || LinkMap[nLink].v[cx] < 0)
{
runlist_SubRunRec(SwitchData[nSwitch].field_10);
SwitchData[nSwitch].field_10 = -1;
runlist_SubRunRec(SwitchData[nSwitch].nRun3);
SwitchData[nSwitch].nRun3 = -1;
}
short nWall = SwitchData[nSwitch].nWall;

View file

@ -467,21 +467,22 @@ void Clip()
{
}
static SavegameHelper sghview("view",
SV(nCamerax),
SV(nCameray),
SV(nCameraz),
SV(bTouchFloor),
SV(nChunkTotal),
SV(nCameraa),
SV(nCamerapan),
SV(bCamera),
SV(viewz),
SV(enemy),
SV(nEnemyPal),
SA(dVertPan),
SA(nQuake),
nullptr);
void SerializeView(FSerializer& arc)
{
arc("camerax", nCamerax)
("cameray", nCameray)
("cameraz", nCameraz)
("touchfloor", bTouchFloor)
("chunktotal", nChunkTotal)
("cameraa", nCameraa)
("camerapan", nCamerapan)
("camera", bCamera)
("viewz", viewz)
("enemy", enemy)
("enemypal", nEnemyPal)
.Array("vertpan", dVertPan, countof(dVertPan))
.Array("quake", nQuake, countof(nQuake))
.EndObject();
}
END_PS_NS