Example #1
0
//
// P_ArchivePlayers
//
void P_SerializePlayers (FArchive &arc, bool skipload)
{
	BYTE numPlayers, numPlayersNow;
	int i;

	// Count the number of players present right now.
	for (numPlayersNow = 0, i = 0; i < MAXPLAYERS; ++i)
	{
		if (playeringame[i])
		{
			++numPlayersNow;
		}
	}

	if (arc.IsStoring())
	{
		// Record the number of players in this save.
		arc << numPlayersNow;

		// Record each player's name, followed by their data.
		for (i = 0; i < MAXPLAYERS; ++i)
		{
			if (playeringame[i])
			{
				arc.WriteString (players[i].userinfo.GetName());
				players[i].Serialize (arc);
			}
		}
	}
	else
	{
		arc << numPlayers;

		// If there is only one player in the game, they go to the
		// first player present, no matter what their name.
		if (numPlayers == 1)
		{
			ReadOnePlayer (arc, skipload);
		}
		else
		{
			ReadMultiplePlayers (arc, numPlayers, numPlayersNow, skipload);
		}
		if (!skipload && numPlayersNow > numPlayers)
		{
			SpawnExtraPlayers ();
		}
		// Redo pitch limits, since the spawned player has them at 0.
		players[consoleplayer].SendPitchLimits();
	}
}
Example #2
0
void P_SerializePlayers(FSerializer &arc, bool skipload)
{
	int numPlayers, numPlayersNow;
	int i;

	// Count the number of players present right now.
	for (numPlayersNow = 0, i = 0; i < MAXPLAYERS; ++i)
	{
		if (playeringame[i])
		{
			++numPlayersNow;
		}
	}

	if (arc.isWriting())
	{
		// Record the number of players in this save.
		arc("numplayers", numPlayersNow);
		if (arc.BeginArray("players"))
		{
			// Record each player's name, followed by their data.
			for (i = 0; i < MAXPLAYERS; ++i)
			{
				if (playeringame[i])
				{
					if (arc.BeginObject(nullptr))
					{
						const char *n = players[i].userinfo.GetName();
						arc.StringPtr("playername", n);
						players[i].Serialize(arc);
						arc.EndObject();
					}
				}
			}
			arc.EndArray();
		}
	}
	else
	{
		arc("numplayers", numPlayers);

		if (arc.BeginArray("players"))
		{
			// If there is only one player in the game, they go to the
			// first player present, no matter what their name.
			if (numPlayers == 1)
			{
				ReadOnePlayer(arc, skipload);
			}
			else
			{
				ReadMultiplePlayers(arc, numPlayers, numPlayersNow, skipload);
			}
			arc.EndArray();
		}
		if (!skipload && numPlayersNow > numPlayers)
		{
			SpawnExtraPlayers();
		}
		// Redo pitch limits, since the spawned player has them at 0.
		players[consoleplayer].SendPitchLimits();
	}
}