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7bf1cacc7f
* For Blood/SW, exposes `SB_LOOK_LEFT`/`SB_LOOK_RIGHT` to games, hooking up `q16look_ang` and `q16rotscrnang` within. * For SW, use Duke & Blood's return to center function and remove `PF_TURN_180` bit. * For RR, replace a few misused bits with some bools inside of `player_struct`. * Since bulk of functionality is sourced from Duke (30Hz), apply proper scaling so SW speed matches (40Hz).
531 lines
15 KiB
C++
531 lines
15 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "serializer.h"
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#include "mapinfo.h"
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#include "duke3d.h"
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#include "gamestate.h"
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BEGIN_DUKE_NS
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void SerializeActorGlobals(FSerializer& arc);
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void lava_serialize(FSerializer& arc);
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void SerializeGameVars(FSerializer &arc);
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static void recreateinterpolations()
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{
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numinterpolations = 0;
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int k = headspritestat[STAT_EFFECTOR];
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while (k >= 0)
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{
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switch (sprite[k].lotag)
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{
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case SE_31_FLOOR_RISE_FALL:
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setinterpolation(§or[sprite[k].sectnum].floorz);
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break;
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case SE_32_CEILING_RISE_FALL:
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setinterpolation(§or[sprite[k].sectnum].ceilingz);
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break;
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case SE_17_WARP_ELEVATOR:
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case SE_25_PISTON:
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setinterpolation(§or[sprite[k].sectnum].floorz);
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setinterpolation(§or[sprite[k].sectnum].ceilingz);
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break;
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case SE_0_ROTATING_SECTOR:
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case SE_5_BOSS:
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case SE_6_SUBWAY:
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case SE_11_SWINGING_DOOR:
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case SE_14_SUBWAY_CAR:
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case SE_15_SLIDING_DOOR:
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case SE_16_REACTOR:
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case SE_26:
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case SE_30_TWO_WAY_TRAIN:
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setsectinterpolate(k);
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break;
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}
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k = nextspritestat[k];
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}
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for (int i = numinterpolations - 1; i >= 0; i--) bakipos[i] = *curipos[i];
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for (int i = animatecnt - 1; i >= 0; i--)
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setinterpolation(animateptr(i));
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, animwalltype& w, animwalltype* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("wallnum", w.wallnum)
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("tag", w.tag)
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.EndObject();
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}
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, player_orig& w, player_orig* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("ox", w.ox)
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("oy", w.oy)
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("oz", w.oz)
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("oa", w.oa)
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("os", w.os)
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.EndObject();
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}
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w, player_struct* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("posx", w.posx)
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("posy", w.posy)
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("posz", w.posz)
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("q16ang", w.q16ang)
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("q16horiz", w.q16horiz)
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("q16horizoff", w.q16horizoff)
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("q16rotscrnang", w.q16rotscrnang)
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("q16look_ang", w.q16look_ang)
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("one_eighty_count", w.one_eighty_count)
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("gotweapon", w.gotweapon)
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("palette", w.palette)
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("pals", w.pals)
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("fricx", w.fric.x)
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("fricy", w.fric.y)
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("exitx", w.exitx)
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("exity", w.exity)
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("numloogs", w.numloogs)
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("loogcnt", w.loogcnt)
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.Array("loogiex", w.loogiex, w.numloogs)
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.Array("loogiey", w.loogiey, w.numloogs)
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("bobposx", w.bobposx)
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("bobposy", w.bobposy)
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("pyoff", w.pyoff)
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("posxv", w.posxv)
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("posyv", w.posyv)
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("poszv", w.poszv)
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("last_pissed_time", w.last_pissed_time)
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("truefz", w.truefz)
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("truecz", w.truecz)
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("player_par", w.player_par)
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("visibility", w.visibility)
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("bobcounter", w.bobcounter)
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("weapon_sway", w.weapon_sway)
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("randomflamex", w.randomflamex)
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("crack_time", w.crack_time)
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("aim.mode", w.aim_mode)
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("auto_aim", w.auto_aim)
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("psectlotag", w.psectlotag)
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("cursectnum", w.cursectnum)
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("last_extra", w.last_extra)
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("subweapon", w.subweapon)
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.Array("ammo_count", w.ammo_amount, MAX_WEAPONS)
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("wackedbyactor", w.wackedbyactor)
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("frag", w.frag)
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("fraggedself", w.fraggedself)
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("curr_weapon", w.curr_weapon)
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("last_weapon", w.last_weapon)
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("tipincs", w.tipincs)
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("wantweaponfire", w.wantweaponfire)
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("holoduke_amount", w.holoduke_amount)
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("newowner", w.newowner)
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("hurt_delay", w.hurt_delay)
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("hbomb_hold_delay", w.hbomb_hold_delay)
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("jumping_counter", w.jumping_counter)
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("airleft", w.airleft)
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("knee_incs", w.knee_incs)
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("access_incs", w.access_incs)
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("ftq", w.ftq)
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("access_wallnum", w.access_wallnum)
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("access_spritenum", w.access_spritenum)
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("kickback_pic", w.kickback_pic)
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("got_access", w.got_access)
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("weapon_ang", w.weapon_ang)
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("firstaid_amount", w.firstaid_amount)
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("somethingonplayer", w.somethingonplayer)
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("on_crane", w.on_crane)
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("i", w.i)
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("one_parallax_sectnum", w.one_parallax_sectnum)
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("over_shoulder_on", w.over_shoulder_on)
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("random_club_frame", w.random_club_frame)
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("fist_incs", w.fist_incs)
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("dummyplayersprite", w.dummyplayersprite)
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("extra_extra8", w.extra_extra8)
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("quick_kick", w.quick_kick)
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("last_quick_kick", w.last_quick_kick)
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("heat_amount", w.heat_amount)
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("actorsqu", w.actorsqu)
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("timebeforeexit", w.timebeforeexit)
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("customexitsound", w.customexitsound)
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("weapreccnt", w.weapreccnt)
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.Array("weaprecs", w.weaprecs, w.weapreccnt)
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("interface_toggle_flag", w.interface_toggle_flag)
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("dead_flag", w.dead_flag)
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("show_empty_weapon", w.show_empty_weapon)
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("scuba_amount", w.scuba_amount)
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("jetpack_amount", w.jetpack_amount)
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("steroids_amount", w.steroids_amount)
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("shield_amount", w.shield_amount)
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("holoduke_on", w.holoduke_on)
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("pycount", w.pycount)
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("weapon_pos", w.weapon_pos)
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("frag_ps", w.frag_ps)
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("transporter_hold", w.transporter_hold)
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("last_full_weapon", w.last_full_weapon)
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("footprintshade", w.footprintshade)
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("boot_amount", w.boot_amount)
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("on_warping_sector", w.on_warping_sector)
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("footprintcount", w.footprintcount)
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("hbomb_on", w.hbomb_on)
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("jumping_toggle", w.jumping_toggle)
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("rapid_fire_hold", w.rapid_fire_hold)
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("on_ground", w.on_ground)
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.Array("name", w.name, 32)
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("inven_icon", w.inven_icon)
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("buttonpalette", w.buttonpalette)
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("jetpack_on", w.jetpack_on)
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("spritebridge", w.spritebridge)
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("lastrandomspot", w.lastrandomspot)
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("scuba_on", w.scuba_on)
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("footprintpal", w.footprintpal)
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("heat_on", w.heat_on)
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("holster_weapon", w.holster_weapon)
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("falling_counter", w.falling_counter)
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("refresh_inventory", w.refresh_inventory)
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("toggle_key_flag", w.toggle_key_flag)
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("knuckle_incs", w.knuckle_incs)
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("walking_snd_toggle", w.walking_snd_toggle)
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("palookup", w.palookup)
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("hard_landing", w.hard_landing)
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("max_secret_rooms", w.max_secret_rooms)
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("secret_rooms", w.secret_rooms)
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("max_actors_killed", w.max_actors_killed)
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("actors_killed", w.actors_killed)
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// RR from here on
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("stairs", w.stairs)
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("detonate_count", w.detonate_count)
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("noise_x", w.noise_x)
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("noise_y", w.noise_y)
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("noise_radius", w.noise_radius)
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("drink_timer", w.drink_timer)
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("eat_timer", w.eat_timer)
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("slotwin", w.SlotWin)
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("recoil", w.recoil)
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("detonate_time", w.detonate_time)
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("yehaa_timer", w.yehaa_timer)
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("drink_amt", w.drink_amt)
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("eat", w.eat)
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("drunkang", w.drunkang)
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("eatang", w.eatang)
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.Array("shotgun_state", w.shotgun_state, 2)
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("donoise", w.donoise)
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.Array("keys", w.keys, 5)
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// RRRA from here on
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("drug_aspect", w.drug_aspect)
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("drug_timer", w.drug_timer)
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("seasick", w.SeaSick)
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("mamaend", w.MamaEnd)
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("motospeed", w.MotoSpeed)
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("moto_drink", w.moto_drink)
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("tiltstatus", w.TiltStatus)
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("vbumpnow", w.VBumpNow)
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("vbumptarget", w.VBumpTarget)
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("turbcount", w.TurbCount)
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.Array("drug_stat", w.drug_stat, 3)
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("drugmode", w.DrugMode)
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("lotag800kill", w.lotag800kill)
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("sea_sick_stat", w.sea_sick_stat)
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("hurt_delay2", w.hurt_delay2)
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("nocheat", w.nocheat)
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("onmotorcycle", w.OnMotorcycle)
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("onboat", w.OnBoat)
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("moto_underwater", w.moto_underwater)
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("notonwater", w.NotOnWater)
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("motoonground", w.MotoOnGround)
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("moto_do_bump", w.moto_do_bump)
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("moto_bump_fast", w.moto_bump_fast)
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("moto_on_oil", w.moto_on_oil)
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("moto_on_mud", w.moto_on_mud)
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// new stuff
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("crouch_toggle", w.crouch_toggle)
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.EndObject();
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w.invdisptime = 0;
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w.oq16ang = w.q16ang;
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w.oq16horiz = w.q16horiz;
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w.oq16horizoff = w.q16horizoff;
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w.oq16rotscrnang = w.q16rotscrnang;
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w.oposx = w.posx;
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w.oposy = w.posy;
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w.oposz = w.posz;
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w.opyoff = w.pyoff;
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w.oweapon_sway = w.weapon_sway;
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w.oweapon_pos = w.weapon_pos;
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w.okickback_pic = w.kickback_pic;
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w.orandom_club_frame = w.random_club_frame;
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w.ohard_landing = w.hard_landing;
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w.horizAdjust = 0;
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w.angAdjust = 0;
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}
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, weaponhit& w, weaponhit* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("cgg", w.cgg, def->cgg)
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("spriteextra", w.spriteextra, def->spriteextra)
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("picnum", w.picnum, def->picnum)
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("ang", w.ang, def->ang)
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("extra", w.extra, def->extra)
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("owner", w.owner, def->owner)
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("movflag", w.movflag, def->movflag)
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("tempang", w.tempang, def->tempang)
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("actorstayput", w.actorstayput, def->actorstayput)
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("dispicnum", w.dispicnum, def->dispicnum)
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("timetosleep", w.timetosleep, def->timetosleep)
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("floorz", w.floorz, def->floorz)
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("ceilingz", w.ceilingz, def->ceilingz)
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("lastvx", w.lastvx, def->lastvx)
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("lastvy", w.lastvy, def->lastvy)
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("bposx", w.bposx, def->bposx)
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("bposy", w.bposy, def->bposy)
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("bposz", w.bposz, def->bposz)
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("aflags", w.aflags, def->aflags)
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.Array("temp_data", w.temp_data, def->temp_data, 6)
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.EndObject();
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}
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return arc;
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}
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void GameInterface::SerializeGameState(FSerializer& arc)
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{
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if (arc.isReading())
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{
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memset(hittype, 0, sizeof(hittype));
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memset(sectorextra, 0, sizeof(sectorextra));
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memset(shadedsector, 0, sizeof(shadedsector));
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memset(geosectorwarp, -1, sizeof(geosectorwarp));
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memset(geosectorwarp2, -1, sizeof(geosectorwarp2));
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memset(ambienthitag, -1, sizeof(ambienthitag));
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memset(ambientlotag, -1, sizeof(ambientlotag));
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}
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if (arc.BeginObject("duke.gamestate"))
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{
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arc("multimode", ud.multimode);
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if (ud.multimode > 1) arc.Array("frags", &frags[0][0], MAXPLAYERS * MAXPLAYERS);
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// Here we must only save the used entries, otherwise the savegame would get too large.
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weaponhit def = {};
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if (arc.isWriting())
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{
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if (arc.BeginArray("weaponhit"))
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{
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// Save this in a way that's easy to read out again. RapidJSON sucks at iterating over objects. :(
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for (int i = 0; i < MAXSPRITES; i++)
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{
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if (sprite[i].statnum != MAXSTATUS)
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{
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arc(nullptr, i);
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arc(nullptr, hittype[i], def);
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}
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}
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}
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arc.EndArray();
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}
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else
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{
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if (arc.BeginArray("weaponhit"))
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{
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auto s = arc.ArraySize()/2;
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for (unsigned i = 0; i < s; i++)
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{
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int ii;
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arc(nullptr, ii);
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arc(nullptr, hittype[ii], def);
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}
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arc.EndArray();
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}
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}
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arc("skill", ud.player_skill)
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("from_bonus", ud.from_bonus)
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("secretlevel", ud.secretlevel)
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("respawn_monsters", ud.respawn_monsters)
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("respawn_items", ud.respawn_items)
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("respawn_inventory", ud.respawn_inventory)
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("const_visibility", ud.const_visibility)
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("god", ud.god)
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("eog", ud.eog)
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("monsters_off", ud.monsters_off)
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("last_level", ud.last_level)
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("coop", ud.coop)
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("marker", ud.marker)
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("ffire", ud.ffire)
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("levelclock", ud.levelclock)
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.Array("sectorextra", sectorextra, numsectors)
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("rtsplaying", rtsplaying)
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("tempwallptr", tempwallptr)
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("sound445done", sound445done)
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.Array("players", ps, ud.multimode)
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("spriteqamount", spriteqamount)
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.Array("shadedsector", shadedsector, numsectors)
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("lastvisinc", lastvisinc)
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("numanimwalls", numanimwalls)
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.Array("animwall", animwall, numanimwalls)
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("camsprite", camsprite)
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("earthquaketime", earthquaketime)
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("freezerhurtowner", freezerhurtowner)
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("global_random", global_random)
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("impact_damage", impact_damage)
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("numplayersprites", numplayersprites)
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("spriteqloc", spriteqloc)
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("animatecnt", animatecnt)
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.Array("animatesect", animatesect, animatecnt)
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.Array("animatetype", animatetype, animatecnt)
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.Array("animatetarget", animatetarget, animatecnt)
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.Array("animategoal", animategoal, animatecnt)
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.Array("animatevel", animatevel, animatecnt)
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("numclouds", numclouds)
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("cloudx", cloudx)
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("cloudy", cloudy)
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("cloudclock", cloudclock)
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.Array("clouds", clouds, numclouds)
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.Array("spriteq", spriteq, 1024)
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("numcyclers", numcyclers)
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.Array("cyclers", &cyclers[0][0], 6 * numcyclers)
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("mirrorcnt", mirrorcnt)
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.Array("mirrorsector", mirrorsector, mirrorcnt)
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.Array("mirrorwall", mirrorwall, mirrorcnt)
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|
("wupass", wupass)
|
|
("chickenplant", chickenplant)
|
|
("thunderon", thunderon)
|
|
("ufospawn", ufospawn)
|
|
("ufocnt", ufocnt)
|
|
("hulkspawn", hulkspawn)
|
|
("lastlevel", lastlevel)
|
|
("geocnt", geocnt)
|
|
.Array("geosectorwarp", geosectorwarp, geocnt)
|
|
.Array("geosectorwarp2", geosectorwarp2, geocnt)
|
|
.Array("geosector", geosector, geocnt)
|
|
.Array("geox", geox, geocnt)
|
|
.Array("geoy", geoy, geocnt)
|
|
.Array("geox2", geox2, geocnt)
|
|
.Array("geoy2", geoy2, geocnt)
|
|
("ambientfx", ambientfx)
|
|
.Array("ambientlotag", ambientlotag, ambientfx)
|
|
.Array("ambienthitag", ambienthitag, ambientfx)
|
|
.Array("msx", msx, MAXANIMPOINTS)
|
|
.Array("msy", msy, MAXANIMPOINTS)
|
|
("windtime", WindTime)
|
|
("winddir", WindDir)
|
|
("fakebubba_spawn", fakebubba_spawn)
|
|
("mamaspawn_count", mamaspawn_count)
|
|
("banjosound", banjosound)
|
|
("belltime", BellTime)
|
|
("bellsprite", BellSprite)
|
|
("enemysizecheat", enemysizecheat)
|
|
("ufospawnsminion", ufospawnsminion)
|
|
("pistonsound", pistonsound)
|
|
("chickenphase", chickenphase)
|
|
("RRRA_ExitedLevel", RRRA_ExitedLevel)
|
|
("fogactive", fogactive)
|
|
("thunder_brightness", thunder_brightness)
|
|
.Array("po", po, ud.multimode)
|
|
.EndObject();
|
|
|
|
SerializeActorGlobals(arc);
|
|
lava_serialize(arc);
|
|
SerializeGameVars(arc);
|
|
|
|
if (arc.isReading())
|
|
{
|
|
screenpeek = myconnectindex;
|
|
ud.recstat = 0;
|
|
|
|
ud.m_respawn_monsters = ud.respawn_monsters;
|
|
ud.m_respawn_items = ud.respawn_items;
|
|
ud.m_respawn_inventory = ud.respawn_inventory;
|
|
ud.m_monsters_off = ud.monsters_off;
|
|
ud.m_coop = ud.coop;
|
|
ud.m_ffire = ud.ffire;
|
|
if (ps[myconnectindex].over_shoulder_on != 0)
|
|
{
|
|
cameradist = 0;
|
|
cameraclock = 0;
|
|
ps[myconnectindex].over_shoulder_on = 1;
|
|
}
|
|
setpal(&ps[myconnectindex]);
|
|
|
|
memset(gotpic, 0, sizeof(gotpic));
|
|
if (isRR()) cacheit_r(); else cacheit_d();
|
|
|
|
Mus_ResumeSaved();
|
|
Mus_SetPaused(false);
|
|
|
|
FX_SetReverb(0);
|
|
recreateinterpolations();
|
|
show_shareware = 0;
|
|
everyothertime = 0;
|
|
|
|
// should be unnecessary with the sounds getting serialized as well.
|
|
#if 0
|
|
if (ps[myconnectindex].jetpack_on)
|
|
spritesound(DUKE_JETPACK_IDLE, ps[myconnectindex].i);
|
|
|
|
// Update sound state in SFX sprites.
|
|
for (int i = headspritestat[STAT_FX]; i >= 0; i = nextspritestat[i])
|
|
if (sprite[i].picnum == MUSICANDSFX)
|
|
{
|
|
hittype[i].temp_data[1] = SoundEnabled();
|
|
hittype[i].temp_data[0] = 0;
|
|
}
|
|
|
|
#endif
|
|
FX_SetReverb(0);
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
END_DUKE_NS
|