//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2020 - Christoph Oelckers This file is part of Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "serializer.h" #include "mapinfo.h" #include "duke3d.h" #include "gamestate.h" #include "dukeactor.h" #include "savegamehelp.h" #include "gamevar.h" //========================================================================== // // // //========================================================================== BEGIN_DUKE_NS FSerializer& Serialize(FSerializer& arc, const char* keyname, GameVarValue& w, GameVarValue* def); void lava_serialize(FSerializer& arc); void SerializeGameVars(FSerializer &arc); FSerializer& Serialize(FSerializer& arc, const char* keyname, animwalltype& w, animwalltype* def) { if (arc.BeginObject(keyname)) { arc("wall", w.wall) ("tag", w.tag) .EndObject(); } return arc; } FSerializer& Serialize(FSerializer& arc, const char* keyname, player_orig& w, player_orig* def) { if (arc.BeginObject(keyname)) { arc("ox", w.opos.X) ("oy", w.opos.Y) ("oz", w.opos.Z) ("oa", w.oa) ("os", w.os) .EndObject(); } return arc; } FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w, player_struct* def) { if (arc.BeginObject(keyname)) { arc("angle", w.Angles) ("horizon", w.Angles) .Array("gotweapon", w.gotweapon, MAX_WEAPONS) ("pals", w.pals) ("fricx", w.fric.X) ("fricy", w.fric.Y) ("exitx", w.Exit.X) ("exity", w.Exit.Y) ("numloogs", w.numloogs) ("loogcnt", w.loogcnt) .Array("loogie", w.loogie, w.numloogs) ("bobposx", w.bobpos.X) ("bobposy", w.bobpos.Y) ("pyoff", w.pyoff) ("posxv", w.vel.X) ("posyv", w.vel.Y) ("poszv", w.vel.Z) ("last_pissed_time", w.last_pissed_time) ("truefz", w.truefz) ("truecz", w.truecz) ("player_par", w.player_par) ("visibility", w.visibility) ("bobcounter", w.bobcounter) ("weapon_sway", w.weapon_sway) ("randomflamex", w.randomflamex) ("crack_time", w.crack_time) ("aim.mode", w.aim_mode) ("psectlotag", w.psectlotag) ("cursectnum", w.cursector) ("last_extra", w.last_extra) ("subweapon", w.subweapon) .Array("ammo_count", w.ammo_amount, MAX_WEAPONS) ("wackedbyactor", w.wackedbyactor) ("frag", w.frag) ("fraggedself", w.fraggedself) ("curr_weapon", w.curr_weapon) ("last_weapon", w.last_weapon) ("tipincs", w.tipincs) ("wantweaponfire", w.wantweaponfire) ("holoduke_amount", w.holoduke_amount) ("newowner", w.newOwner) ("hurt_delay", w.hurt_delay) ("hbomb_hold_delay", w.hbomb_hold_delay) ("jumping_counter", w.jumping_counter) ("airleft", w.airleft) ("knee_incs", w.knee_incs) ("access_incs", w.access_incs) ("ftq", w.ftq) ("access_wallnum", w.access_wall) ("access_spritenum", w.access_spritenum) ("kickback_pic", w.kickback_pic) ("got_access", w.got_access) ("weapon_ang", w.weapon_ang) ("firstaid_amount", w.firstaid_amount) ("somethingonplayer", w.somethingonplayer) ("on_crane", w.on_crane) ("i", w.actor) ("one_parallax_sectnum", w.one_parallax_sectnum) ("over_shoulder_on", w.over_shoulder_on) ("random_club_frame", w.random_club_frame) ("fist_incs", w.fist_incs) ("dummyplayersprite", w.dummyplayersprite) ("extra_extra8", w.extra_extra8) ("quick_kick", w.quick_kick) ("last_quick_kick", w.last_quick_kick) ("heat_amount", w.heat_amount) ("actorsqu", w.actorsqu) ("timebeforeexit", w.timebeforeexit) ("customexitsound", w.customexitsound) ("weapreccnt", w.weapreccnt) .Array("weaprecs", w.weaprecs, w.weapreccnt) ("interface_toggle_flag", w.interface_toggle_flag) ("dead_flag", w.dead_flag) ("resurrected", w.resurrected) ("show_empty_weapon", w.show_empty_weapon) ("scuba_amount", w.scuba_amount) ("jetpack_amount", w.jetpack_amount) ("steroids_amount", w.steroids_amount) ("shield_amount", w.shield_amount) ("holoduke_on", w.holoduke_on) ("pycount", w.pycount) ("weapon_pos", w.weapon_pos) ("frag_ps", w.frag_ps) ("transporter_hold", w.transporter_hold) ("last_full_weapon", w.last_full_weapon) ("footprintshade", w.footprintshade) ("boot_amount", w.boot_amount) ("on_warping_sector", w.on_warping_sector) ("footprintcount", w.footprintcount) ("hbomb_on", w.hbomb_on) ("jumping_toggle", w.jumping_toggle) ("rapid_fire_hold", w.rapid_fire_hold) ("on_ground", w.on_ground) .Array("name", w.name, 32) ("inven_icon", w.inven_icon) ("buttonpalette", w.buttonpalette) ("jetpack_on", w.jetpack_on) ("spritebridge", w.spritebridge) ("lastrandomspot", w.lastrandomspot) ("scuba_on", w.scuba_on) ("footprintpal", w.footprintpal) ("heat_on", w.heat_on) ("holster_weapon", w.holster_weapon) ("falling_counter", w.falling_counter) ("refresh_inventory", w.refresh_inventory) ("toggle_key_flag", w.toggle_key_flag) ("knuckle_incs", w.knuckle_incs) ("walking_snd_toggle", w.walking_snd_toggle) ("palookup", w.palookup) ("hard_landing", w.hard_landing) ("max_secret_rooms", w.max_secret_rooms) ("secret_rooms", w.secret_rooms) ("max_actors_killed", w.max_actors_killed) ("actors_killed", w.actors_killed) // RR from here on ("stairs", w.stairs) ("detonate_count", w.detonate_count) ("noise.X", w.noise.X) ("noise.Y", w.noise.Y) ("noise_radius", w.noise_radius) ("drink_timer", w.drink_timer) ("eat_timer", w.eat_timer) ("slotwin", w.SlotWin) ("recoil", w.recoil) ("detonate_time", w.detonate_time) ("yehaa_timer", w.yehaa_timer) ("drink_amt", w.drink_amt) ("eat", w.eat) ("drunkang", w.drunkang) ("eatang", w.eatang) .Array("shotgun_state", w.shotgun_state, 2) ("donoise", w.donoise) .Array("keys", w.keys, 5) // RRRA from here on ("drug_aspect", w.drug_aspect) ("drug_timer", w.drug_timer) ("seasick", w.SeaSick) ("mamaend", w.MamaEnd) ("motospeed", w.MotoSpeed) ("moto_drink", w.moto_drink) ("tiltstatus", w.TiltStatus) ("vbumpnow", w.VBumpNow) ("vbumptarget", w.VBumpTarget) ("turbcount", w.TurbCount) .Array("drug_stat", w.drug_stat, 3) ("drugmode", w.DrugMode) ("lotag800kill", w.lotag800kill) ("sea_sick_stat", w.sea_sick_stat) ("hurt_delay2", w.hurt_delay2) ("nocheat", w.nocheat) ("onmotorcycle", w.OnMotorcycle) ("onboat", w.OnBoat) ("moto_underwater", w.moto_underwater) ("notonwater", w.NotOnWater) ("motoonground", w.MotoOnGround) ("moto_do_bump", w.moto_do_bump) ("moto_bump_fast", w.moto_bump_fast) ("moto_on_oil", w.moto_on_oil) ("moto_on_mud", w.moto_on_mud) // new stuff ("actions", w.sync.actions) .Array("frags", w.frags, MAXPLAYERS) ("uservars", w.uservars) ("fistsign", w.fistsign) .EndObject(); w.invdisptime = 0; w.GetActor()->backuppos(); w.opyoff = w.pyoff; w.backupweapon(); w.sync.actions &= SB_CENTERVIEW|SB_CROUCH; // these are the only bits we need to preserve. } return arc; } void DDukeActor::Serialize(FSerializer& arc) { //AActor* def = GetDefault(); Super::Serialize(arc); arc("cgg", cgg) ("spriteextra", spriteextra) ("picnum", attackertype) ("ang", hitang) ("extra", hitextra) ("owneractor", ownerActor) ("owner", hitOwnerActor) ("movflag", movflag) ("tempang", tempval) ("actorstayput", actorstayput) ("basepicnum", basepicnum) ("timetosleep", timetosleep) ("floorz", floorz) ("ceilingz", ceilingz) ("lastvx", ovel.X) ("lastvy", ovel.Y) ("saved_ammo", saved_ammo) ("temp_actor", temp_actor) ("seek_actor", seek_actor) .Array("temp_data", temp_data, 6) .Array("temp_wall", temp_walls, 2) ("temp_angle", temp_angle) ("temp_pos", temp_pos) ("temp_pos2", temp_pos2) ("temp_sect", temp_sect) ("uservars", uservars) ("flags1", flags1) ("flags2", flags2) ("flags3", flags3); } FSerializer& Serialize(FSerializer& arc, const char* keyname, Cycler& w, Cycler* def) { static Cycler nul; if (!def) def = &nul; if (arc.BeginObject(keyname)) { arc("sector", w.sector, def->sector) ("lotag", w.lotag, def->lotag) ("hitag", w.hitag, def->hitag) ("shade1", w.shade1, def->shade1) ("shade2", w.shade2, def->shade2) ("state", w.state, def->state) .EndObject(); } return arc; } FSerializer& Serialize(FSerializer& arc, const char* keyname, AmbientTags& w, AmbientTags* def) { static AmbientTags nul; if (!def) def = &nul; if (arc.BeginObject(keyname)) { arc("lotag", w.lo, def->lo) ("hitag", w.hi, def->hi) .EndObject(); } return arc; } FSerializer& Serialize(FSerializer& arc, const char* keyname, animate& w, animate* def) { static animate nul; if (!def) def = &nul; if (arc.BeginObject(keyname)) { arc("sector", w.sect, def->sect) ("type", w.type, def->type) ("target", w.target, def->target) ("goal", w.goal, def->goal) ("vel", w.vel, def->vel) .EndObject(); } return arc; } void GameInterface::SerializeGameState(FSerializer& arc) { if (arc.isReading()) { memset(geosectorwarp, -1, sizeof(geosectorwarp)); memset(geosectorwarp2, -1, sizeof(geosectorwarp2)); } if (arc.BeginObject("duke.gamestate")) { arc("multimode", ud.multimode); arc("skill", ud.player_skill) ("from_bonus", ud.from_bonus) ("secretlevel", ud.secretlevel) ("respawn_monsters", ud.respawn_monsters) ("respawn_items", ud.respawn_items) ("respawn_inventory", ud.respawn_inventory) ("const_visibility", ud.const_visibility) ("god", ud.god) ("eog", ud.eog) ("monsters_off", ud.monsters_off) ("last_level", ud.last_level) ("coop", ud.coop) ("marker", ud.marker) ("ffire", ud.ffire) ("levelclock", PlayClock) ("bomb_tag", ud.bomb_tag) ("rtsplaying", rtsplaying) //("tempwallptr", tempwallptr) ("sound445done", sound445done) .Array("players", ps, ud.multimode) ("spriteqamount", spriteqamount) ("lastvisinc", lastvisinc) ("numanimwalls", numanimwalls) .Array("animwall", animwall, numanimwalls) ("camsprite", camsprite) ("earthquaketime", ud.earthquaketime) ("gs.freezerhurtowner", gs.freezerhurtowner) ("global_random", global_random) ("gs.impact_damage", gs.impact_damage) ("numplayersprites", numplayersprites) ("spriteqloc", spriteqloc) ("animates", animates) ("chickenplant", ud.chickenplant) ("ufospawnsminion", ud.ufospawnsminion) ("numclouds", numclouds) ("cloudx", cloudx) ("cloudy", cloudy) ("cloudclock", cloudclock) .Array("clouds", clouds, numclouds) .Array("spriteq", spriteq, 1024) ("cycler", cyclers) ("mirrorcnt", mirrorcnt) .Array("mirrorsector", mirrorsector, mirrorcnt) .Array("mirrorwall", mirrorwall, mirrorcnt) ("wupass", wupass) ("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) ("ambienttags", ambienttags) ("mspos", mspos) ("windtime", WindTime) ("winddir", WindDir) ("fakebubba_spawn", fakebubba_spawn) ("mamaspawn_count", mamaspawn_count) ("banjosound", banjosound) ("belltime", BellTime) ("bellsprite", BellSprite) ("enemysizecheat", enemysizecheat) ("pistonsound", pistonsound) ("chickenphase", chickenphase) ("RRRA_ExitedLevel", RRRA_ExitedLevel) ("fogactive", fogactive) ("thunder_brightness", thunder_brightness) .Array("po", po, ud.multimode) ("rrcdtrack", g_cdTrack) .EndObject(); 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; } gotpic.Zero(); if (isRR()) cacheit_r(); else cacheit_d(); Mus_ResumeSaved(); Mus_SetPaused(false); FX_SetReverb(0); show_shareware = 0; everyothertime = 0; FX_SetReverb(0); resetlanepics(); } } } END_DUKE_NS