raze/source/games/blood/src/loadsave.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2020 - Christoph Oelckers
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This file is part of Raze
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Raze is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
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#include <stdio.h>
#include "build.h"
#include "compat.h"
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#include "blood.h"
#include "i_specialpaths.h"
#include "savegamehelp.h"
#include "raze_music.h"
#include "mapinfo.h"
#include "gamestate.h"
#include "d_net.h"
BEGIN_BLD_NS
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FixedBitArray<MAXSPRITES> activeXSprites;
// All AI states for assigning an index.
static AISTATE* allAIStates[] =
{
nullptr,
&genIdle,
&genRecoil,
&batIdle,
&batFlyIdle,
&batChase,
&batPonder,
&batGoto,
&batBite,
&batRecoil,
&batSearch,
&batSwoop,
&batFly,
&batTurn,
&batHide,
&batDodgeUp,
&batDodgeUpRight,
&batDodgeUpLeft,
&batDodgeDown,
&batDodgeDownRight,
&batDodgeDownLeft,
&beastIdle,
&beastChase,
&beastDodge,
&beastGoto,
&beastSlash,
&beastStomp,
&beastSearch,
&beastRecoil,
&beastTeslaRecoil,
&beastSwimIdle,
&beastSwimChase,
&beastSwimDodge,
&beastSwimGoto,
&beastSwimSearch,
&beastSwimSlash,
&beastSwimRecoil,
&beastMorphToBeast,
&beastMorphFromCultist,
&beast138FB4,
&beast138FD0,
&beast138FEC,
&eelIdle,
&eelFlyIdle,
&eelChase,
&eelPonder,
&eelGoto,
&eelBite,
&eelRecoil,
&eelSearch,
&eelSwoop,
&eelFly,
&eelTurn,
&eelHide,
&eelDodgeUp,
&eelDodgeUpRight,
&eelDodgeUpLeft,
&eelDodgeDown,
&eelDodgeDownRight,
&eelDodgeDownLeft,
&cultistBurnIdle,
&cultistBurnChase,
&cultistBurnGoto,
&cultistBurnSearch,
&cultistBurnAttack,
&zombieABurnChase,
&zombieABurnGoto,
&zombieABurnSearch,
&zombieABurnAttack,
&zombieFBurnChase,
&zombieFBurnGoto,
&zombieFBurnSearch,
&zombieFBurnAttack,
&innocentBurnChase,
&innocentBurnGoto,
&innocentBurnSearch,
&innocentBurnAttack,
&beastBurnChase,
&beastBurnGoto,
&beastBurnSearch,
&beastBurnAttack,
&tinycalebBurnChase,
&tinycalebBurnGoto,
&tinycalebBurnSearch,
&tinycalebBurnAttack,
&genDudeBurnIdle,
&genDudeBurnChase,
&genDudeBurnGoto,
&genDudeBurnSearch,
&genDudeBurnAttack,
&tinycalebIdle,
&tinycalebChase,
&tinycalebDodge,
&tinycalebGoto,
&tinycalebAttack,
&tinycalebSearch,
&tinycalebRecoil,
&tinycalebTeslaRecoil,
&tinycalebSwimIdle,
&tinycalebSwimChase,
&tinycalebSwimDodge,
&tinycalebSwimGoto,
&tinycalebSwimSearch,
&tinycalebSwimAttack,
&tinycalebSwimRecoil,
&tinycaleb139660,
&tinycaleb13967C,
&tinycaleb139698,
&cerberusIdle,
&cerberusSearch,
&cerberusChase,
&cerberusRecoil,
&cerberusTeslaRecoil,
&cerberusGoto,
&cerberusBite,
&cerberusBurn,
&cerberus3Burn,
&cerberus2Idle,
&cerberus2Search,
&cerberus2Chase,
&cerberus2Recoil,
&cerberus2Goto,
&cerberus2Bite,
&cerberus2Burn,
&cerberus4Burn,
&cerberus139890,
&cerberus1398AC,
&cultistIdle,
&cultistProneIdle,
&fanaticProneIdle,
&cultistProneIdle3,
&cultistChase,
&fanaticChase,
&cultistDodge,
&cultistGoto,
&cultistProneChase,
&cultistProneDodge,
&cultistTThrow,
&cultistSThrow,
&cultistTsThrow,
&cultistDThrow,
&cultist139A78,
&cultist139A94,
&cultist139AB0,
&cultist139ACC,
&cultist139AE8,
&cultistSearch,
&cultistSFire,
&cultistTFire,
&cultistTsFire,
&cultistSProneFire,
&cultistTProneFire,
&cultistTsProneFire,
&cultistRecoil,
&cultistProneRecoil,
&cultistTeslaRecoil,
&cultistSwimIdle,
&cultistSwimChase,
&cultistSwimDodge,
&cultistSwimGoto,
&cultistSwimSearch,
&cultistSSwimFire,
&cultistTSwimFire,
&cultistTsSwimFire,
&cultistSwimRecoil,
&gargoyleFIdle,
&gargoyleStatueIdle,
&gargoyleFChase,
&gargoyleFGoto,
&gargoyleFSlash,
&gargoyleFThrow,
&gargoyleSThrow,
&gargoyleSBlast,
&gargoyleFRecoil,
&gargoyleFSearch,
&gargoyleFMorph2,
&gargoyleFMorph,
&gargoyleSMorph2,
&gargoyleSMorph,
&gargoyleSwoop,
&gargoyleFly,
&gargoyleTurn,
&gargoyleDodgeUp,
&gargoyleFDodgeUpRight,
&gargoyleFDodgeUpLeft,
&gargoyleDodgeDown,
&gargoyleFDodgeDownRight,
&gargoyleFDodgeDownLeft,
&statueFBreakSEQ,
&statueSBreakSEQ,
&ghostIdle,
&ghostChase,
&ghostGoto,
&ghostSlash,
&ghostThrow,
&ghostBlast,
&ghostRecoil,
&ghostTeslaRecoil,
&ghostSearch,
&ghostSwoop,
&ghostFly,
&ghostTurn,
&ghostDodgeUp,
&ghostDodgeUpRight,
&ghostDodgeUpLeft,
&ghostDodgeDown,
&ghostDodgeDownRight,
&ghostDodgeDownLeft,
&gillBeastIdle,
&gillBeastChase,
&gillBeastDodge,
&gillBeastGoto,
&gillBeastBite,
&gillBeastSearch,
&gillBeastRecoil,
&gillBeastSwimIdle,
&gillBeastSwimChase,
&gillBeastSwimDodge,
&gillBeastSwimGoto,
&gillBeastSwimSearch,
&gillBeastSwimBite,
&gillBeastSwimRecoil,
&gillBeast13A138,
&gillBeast13A154,
&gillBeast13A170,
&handIdle,
&hand13A3B4,
&handSearch,
&handChase,
&handRecoil,
&handGoto,
&handJump,
&houndIdle,
&houndSearch,
&houndChase,
&houndRecoil,
&houndTeslaRecoil,
&houndGoto,
&houndBite,
&houndBurn,
&innocentIdle,
&innocentSearch,
&innocentChase,
&innocentRecoil,
&innocentTeslaRecoil,
&innocentGoto,
&podIdle,
&podMove,
&podSearch,
&podStartChase,
&podRecoil,
&podChase,
&tentacleIdle,
&tentacle13A6A8,
&tentacle13A6C4,
&tentacle13A6E0,
&tentacle13A6FC,
&tentacleMove,
&tentacleSearch,
&tentacleStartChase,
&tentacleRecoil,
&tentacleChase,
&ratIdle,
&ratSearch,
&ratChase,
&ratDodge,
&ratRecoil,
&ratGoto,
&ratBite,
&spidIdle,
&spidChase,
&spidDodge,
&spidGoto,
&spidSearch,
&spidBite,
&spidJump,
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&spidBirth,
&tchernobogIdle,
&tchernobogSearch,
&tchernobogChase,
&tchernobogRecoil,
&tcherno13A9B8,
&tcherno13A9D4,
&tcherno13A9F0,
&tcherno13AA0C,
&tcherno13AA28,
&genDudeIdleL,
&genDudeIdleW,
&genDudeSearchL,
&genDudeSearchW,
&genDudeSearchShortL,
&genDudeSearchShortW,
&genDudeSearchNoWalkL,
&genDudeSearchNoWalkW,
&genDudeGotoL,
&genDudeGotoW,
&genDudeDodgeL,
&genDudeDodgeD,
&genDudeDodgeW,
&genDudeDodgeShortL,
&genDudeDodgeShortD,
&genDudeDodgeShortW,
&genDudeDodgeShorterL,
&genDudeDodgeShorterD,
&genDudeDodgeShorterW,
&genDudeChaseL,
&genDudeChaseD,
&genDudeChaseW,
&genDudeChaseNoWalkL,
&genDudeChaseNoWalkD,
&genDudeChaseNoWalkW,
&genDudeFireL,
&genDudeFireD,
&genDudeFireW,
&genDudeRecoilL,
&genDudeRecoilD,
&genDudeRecoilW,
&genDudeRecoilTesla,
&genDudeThrow,
&genDudeThrow2,
&genDudePunch,
&zombieAIdle,
&zombieAChase,
&zombieAPonder,
&zombieAGoto,
&zombieAHack,
&zombieASearch,
&zombieARecoil,
&zombieATeslaRecoil,
&zombieARecoil2,
&zombieAStand,
&zombieEIdle,
&zombieEUp2,
&zombieEUp,
&zombie2Idle,
&zombie2Search,
&zombieSIdle,
&zombie13AC2C,
&zombieFIdle,
&zombieFChase,
&zombieFGoto,
&zombieFDodge,
&zombieFHack,
&zombieFPuke,
&zombieFThrow,
&zombieFSearch,
&zombieFRecoil,
&zombieFTeslaRecoil,
};
FSerializer& Serialize(FSerializer& arc, const char* keyname, AISTATE*& w, AISTATE** def)
{
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unsigned i = 0;
if (arc.isWriting())
{
if (def && w == *def) return arc;
for (auto cstate : allAIStates)
{
if (w == cstate)
{
arc(keyname, i);
return arc;
}
i++;
}
if (w >= genPatrolStates && w < genPatrolStates + kPatrolStateSize)
{
i = int(w - genPatrolStates) + 1000;
arc(keyname, i);
}
}
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else
{
arc(keyname, i);
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if (i < countof(allAIStates))
{
w = allAIStates[i];
}
else if (i >= 1000 && i < 1000 + kPatrolStateSize)
{
w = genPatrolStates + (i - 1000);
}
else
{
w = nullptr;
}
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}
return arc;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, DUDEEXTRA& w, DUDEEXTRA* def)
{
int empty = 0;
char empty2 = 0;
if (arc.isReading()) w = {};
if (arc.BeginObject(keyname))
{
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#ifdef OLD_SAVEGAME
// Note: birthCounter/thinkTime are a union and share the same value (this is used for savefile backwards compatibility - see correct implementation below)
arc("time", w.time, &empty)
("recoil", w.teslaHit, &empty2)
("prio", w.prio, &empty)
("x1", w.stats.birthCounter, &empty)
("x2", w.stats.thinkTime, &empty)
("x3", w.stats.active, &empty2)
.EndObject();
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#else
arc("time", w.time, &empty)
("teslaHit", w.teslaHit, &empty2)
("prio", w.prio, &empty)
("thinkTime", w.stats.thinkTime, &empty)
("active", w.stats.active, &empty2)
#endif
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, DBloodActor& w, DBloodActor* def)
{
static DBloodActor nul;
if (!def)
{
def = &nul;
if (arc.isReading()) w.Clear();
}
if (arc.BeginObject(keyname))
{
// The rest is only relevant if the actor has an xsprite.
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if (w.hasX())
{
arc("dudeslope", w.dudeSlope, def->dudeSlope)
("dudeextra", w.dudeExtra, def->dudeExtra);
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if (gModernMap)
{
#ifndef OLD_SAVEGAME
arc("spritemass", w.spriteMass, def->spriteMass);
#endif
}
}
arc.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, XWALL& w, XWALL* def)
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{
static XWALL nul;
if (!def)
{
def = &nul;
if (arc.isReading()) w = {};
}
if (arc.BeginObject(keyname))
{
arc("flags", w.flags, def->flags)
("busy", w.busy, def->busy)
("reference", w.reference, def->reference)
("data", w.data, def->data)
("txid", w.txID, def->txID)
("rxid", w.rxID, def->rxID)
("busytime", w.busyTime, def->busyTime)
("waittime", w.waitTime, def->waitTime)
("command", w.command, def->command)
("panxvel", w.panXVel, def->panXVel)
("panyvel", w.panYVel, def->panYVel)
("key", w.key, def->key)
.EndObject();
}
return arc;
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}
FSerializer& Serialize(FSerializer& arc, const char* keyname, XSECTOR& w, XSECTOR* def)
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{
static XSECTOR nul;
if (!def)
{
def = &nul;
if (arc.isReading()) w = {};
}
if (arc.BeginObject(keyname))
{
arc("flags", w.flags, def->flags)
("busy", w.busy, def->busy)
("reference", w.reference, def->reference)
("data", w.data, def->data)
("txid", w.txID, def->txID)
("rxid", w.rxID, def->rxID)
("offceilz", w.offCeilZ, def->offCeilZ)
("onceilz", w.onCeilZ, def->onCeilZ)
("offloorz", w.offFloorZ, def->offFloorZ)
("onloorz", w.onFloorZ, def->onFloorZ)
("windvel", w.windVel, def->windVel)
("busytimea", w.busyTimeA, def->busyTimeA)
("busytimeb", w.busyTimeB, def->busyTimeB)
("waittimea", w.waitTimeA, def->waitTimeA)
("waittimeb", w.waitTimeB, def->waitTimeB)
("panangle", w.panAngle, def->panAngle)
("marker0", w.marker0, def->marker0)
("marker1", w.marker1, def->marker1)
("windang", w.windAng, def->windAng)
("bobtheta", w.bobTheta, def->bobTheta)
("bobspeed", w.bobSpeed, def->bobSpeed)
("busywavea", w.busyWaveA, def->busyWaveA)
("busywaveb", w.busyWaveB, def->busyWaveB)
("command", w.command, def->command)
("amplitude", w.amplitude, def->amplitude)
("freq", w.freq, def->freq)
("phase", w.phase, def->phase)
("wave", w.wave, def->wave)
("shade", w.shade, def->shade)
("panvel", w.panVel, def->panVel)
("depth", w.Depth, def->Depth)
("key", w.Key, def->Key)
("ceilpal", w.ceilpal, def->ceilpal)
("floorpal", w.floorpal, def->floorpal)
("damagetype", w.damageType, def->damageType)
("bobzrange", w.bobZRange, def->bobZRange)
.EndObject();
}
return arc;
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}
FSerializer& Serialize(FSerializer& arc, const char* keyname, XSPRITE& w, XSPRITE* def)
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{
static XSPRITE nul;
if (!def)
{
def = &nul;
if (arc.isReading()) w = {};
}
if (arc.BeginObject(keyname))
{
arc("flags", w.flags, def->flags)
("aistate", w.aiState, def->aiState)
("busy", w.busy, def->busy)
("reference", w.reference, def->reference)
("txid", w.txID, def->txID)
("rxid", w.rxID, def->rxID)
("command", w.command, def->command)
("data1", w.data1, def->data1)
("data2", w.data2, def->data2)
("data3", w.data3, def->data3)
("data4", w.data4, def->data4)
("targetX", w.targetX, def->targetX)
("targetY", w.targetY, def->targetY)
("targetZ", w.targetZ, def->targetZ)
("target", w.target_i, def->target_i)
("sysdata1", w.sysData1, def->sysData1)
("sysdata2", w.sysData2, def->sysData2)
("scale", w.scale, def->scale)
("physattr", w.physAttr, def->physAttr)
("health", w.health, def->health)
("burnsource", w.burnSource, def->burnSource)
("busytime", w.busyTime, def->busyTime)
("waittime", w.waitTime, def->waitTime)
("goalang", w.goalAng, def->goalAng)
("burntime", w.burnTime, def->burnTime)
("height", w.height, def->height)
("statetimer", w.stateTimer, def->stateTimer)
("respawnpending", w.respawnPending, def->respawnPending)
("dropmsg", w.dropMsg, def->dropMsg)
("key", w.key, def->key)
("lskill", w.lSkill, def->lSkill)
("lockmsg", w.lockMsg, def->lockMsg)
("dodgedir", w.dodgeDir, def->dodgeDir)
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("modernflags", w.unused1, def->unused1)
("sightstuff", w.unused3, def->unused3)
("patrolturndelay", w.unused4, def->unused4)
.EndObject();
}
return arc;
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}
FSerializer& Serialize(FSerializer& arc, const char* keyname, HITINFO& w, HITINFO* def)
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{
if (arc.BeginObject(keyname))
{
arc("sect", w.hitsect)
("sprite", w.hitactor)
("wall", w.hitwall)
("x", w.hitx)
("y", w.hity)
("z", w.hitz)
.EndObject();
}
return arc;
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}
FSerializer& Serialize(FSerializer& arc, const char* keyname, GAMEOPTIONS& w, GAMEOPTIONS* def)
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{
if (arc.BeginObject(keyname))
{
arc("type", w.nGameType)
("difficulty", w.nDifficulty)
("monster", w.nMonsterSettings)
("flags", w.uGameFlags)
("netflags", w.uNetGameFlags)
("weapons", w.nWeaponSettings)
("items", w.nItemSettings)
("respawn", w.nRespawnSettings)
("team", w.nTeamSettings)
("monsterrespawntime", w.nMonsterRespawnTime)
("itemrespawntime", w.nItemRespawnTime)
("specialrespawntime", w.nSpecialRespawnTime)
("weaponsv10x", w.weaponsV10x)
("friendlyfire", w.bFriendlyFire)
("keepkeys", w.bKeepKeysOnRespawn)
.EndObject();
}
return arc;
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}
void SerializeState(FSerializer& arc)
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{
if (arc.isReading())
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{
cheatReset();
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}
if (arc.BeginObject("state"))
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{
psky_t* pSky = tileSetupSky(DEFAULTPSKY);
arc.Array("sector_filler", qsector_filler, numsectors)
("visibility", gVisibility)
("frameclock", PlayClock)
("framecount", gFrameCount)
.Array("basewall", baseWall, numwalls)
.SparseArray("basesprite", baseSprite, kMaxSprites, activeSprites)
.Array("basefloor", baseFloor, numsectors)
.Array("baseceil", baseCeil, numsectors)
.Array("velfloor", velFloor, numsectors)
.Array("velceil", velCeil, numsectors)
("hitinfo", gHitInfo)
.Array("statcount", gStatCount, kMaxStatus + 1)
("xwallsused", XWallsUsed)
("xsectorsused", XSectorsUsed)
("fogmode", gFogMode)
#ifdef NOONE_EXTENSIONS
("modern", gModernMap)
#endif
("cheating", bPlayerCheated)
("skyhoriz", pSky->horizfrac)
("skyy", pSky->yoffs)
("skyy2", pSky->yoffs2)
("scale", pSky->yscale)
.Array("tileofs", pSky->tileofs, countof(pSky->tileofs))
("numtiles", pSky->lognumtiles)
("gameoptions", gGameOptions)
.Array("xwall", xwall, XWallsUsed) // todo
.Array("xsector", xsector, XSectorsUsed)
.SparseArray("xsprite", xsprite, kMaxXSprites, activeXSprites)
.SparseArray("xvel", xvel, kMaxSprites, activeSprites)
.SparseArray("yvel", yvel, kMaxSprites, activeSprites)
.SparseArray("zvel", zvel, kMaxSprites, activeSprites)
.SparseArray("actors", bloodActors, kMaxSprites, activeSprites)
.EndObject();
}
}
void SerializeEvents(FSerializer& arc);
void SerializeSequences(FSerializer& arc);
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void SerializeWarp(FSerializer& arc);
void SerializeTriggers(FSerializer& arc);
void SerializeActor(FSerializer& arc);
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void SerializeGameStats(FSerializer& arc);
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void SerializePlayers(FSerializer& arc);
void SerializeView(FSerializer& arc);
void SerializeNNExts(FSerializer& arc);
void SerializeMirrors(FSerializer& arc);
void GameInterface::SerializeGameState(FSerializer& arc)
{
if (arc.isWriting())
{
activeXSprites.Zero();
for (int i = 0; i < kMaxSprites; i++)
{
if (activeSprites[i] && sprite[i].extra > 0) activeXSprites.Set(sprite[i].extra);
}
}
else
{
sndKillAllSounds();
sfxKillAllSounds();
ambKillAll();
seqKillAll();
if (gamestate != GS_LEVEL)
{
memset(xsprite, 0, sizeof(xsprite));
}
}
arc.SerializeMemory("activexsprites", activeXSprites.Storage(), activeXSprites.StorageSize());
SerializeState(arc);
InitFreeList(nextXSprite, kMaxXSprites, activeXSprites);
SerializeActor(arc);
SerializePlayers(arc);
SerializeEvents(arc);
SerializeGameStats(arc);
SerializeSequences(arc);
SerializeMirrors(arc);
SerializeWarp(arc);
SerializeTriggers(arc);
SerializeView(arc);
#ifdef NOONE_EXTENSIONS
SerializeNNExts(arc);
#endif
if (arc.isReading())
{
InitSectorFX();
viewInitializePrediction();
PreloadCache();
if (!gMe->packSlots[1].isActive) // if diving suit is not active, turn off reverb sound effect
sfxSetReverb(0);
ambInit();
for (int i = 0; i < gNetPlayers; i++)
playerSetRace(&gPlayer[i], gPlayer[i].lifeMode);
viewSetErrorMessage("");
Net_ClearFifo();
paused = 0;
Polymost::Polymost_prepare_loadboard();
Mus_ResumeSaved();
}
}
END_BLD_NS