void G_WriteVisited(FSerializer &arc) { if (arc.BeginArray("visited")) { // Write out which levels have been visited for (auto & wi : wadlevelinfos) { if (wi.flags & LEVEL_VISITED) { arc.AddString(nullptr, wi.MapName); } } arc.EndArray(); } // Store player classes to be used when spawning a random class if (multiplayer) { arc.Array("randomclasses", SinglePlayerClass, MAXPLAYERS); } if (arc.BeginObject("playerclasses")) { for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { FString key; key.Format("%d", i); arc(key, players[i].cls); } } arc.EndObject(); } }
void G_ReadVisited(FSerializer &arc) { if (arc.BeginArray("visited")) { for (int s = arc.ArraySize(); s > 0; s--) { FString str; arc(nullptr, str); auto i = FindLevelInfo(str); if (i != nullptr) i->flags |= LEVEL_VISITED; } arc.EndArray(); } arc.Array("randomclasses", SinglePlayerClass, MAXPLAYERS); if (arc.BeginObject("playerclasses")) { for (int i = 0; i < MAXPLAYERS; ++i) { FString key; key.Format("%d", i); arc(key, players[i].cls); } arc.EndObject(); } }
void FRemapTable::Serialize(FSerializer &arc) { int n = NumEntries; arc("numentries", NumEntries); if (arc.isReading()) { if (n != NumEntries) { Free(); Alloc(NumEntries); } } arc.Array("remap", Remap, NumEntries); arc.Array("palette", Palette, NumEntries); }
void G_SerializeLevel(FSerializer &arc, bool hubload) { int i = level.totaltime; if (arc.isWriting()) { arc.Array("checksum", level.md5, 16); } else { // prevent bad things from happening by doing a check on the size of level arrays and the map's entire checksum. // The old code happily tried to load savegames with any mismatch here, often causing meaningless errors // deep down in the deserializer or just a crash if the few insufficient safeguards were not triggered. BYTE chk[16] = { 0 }; arc.Array("checksum", chk, 16); if (arc.GetSize("linedefs") != (unsigned)numlines || arc.GetSize("sidedefs") != (unsigned)numsides || arc.GetSize("sectors") != (unsigned)numsectors || arc.GetSize("polyobjs") != (unsigned)po_NumPolyobjs || memcmp(chk, level.md5, 16)) { I_Error("Savegame is from a different level"); } } arc("saveversion", SaveVersion); Renderer->StartSerialize(arc); if (arc.isReading()) { DThinker::DestroyAllThinkers(); interpolator.ClearInterpolations(); arc.ReadObjects(hubload); } arc("level.flags", level.flags) ("level.flags2", level.flags2) ("level.fadeto", level.fadeto) ("level.found_secrets", level.found_secrets) ("level.found_items", level.found_items) ("level.killed_monsters", level.killed_monsters) ("level.total_secrets", level.total_secrets) ("level.total_items", level.total_items) ("level.total_monsters", level.total_monsters) ("level.gravity", level.gravity) ("level.aircontrol", level.aircontrol) ("level.teamdamage", level.teamdamage) ("level.maptime", level.maptime) ("level.totaltime", i) ("level.skytexture1", level.skytexture1) ("level.skytexture2", level.skytexture2); // Hub transitions must keep the current total time if (!hubload) level.totaltime = i; if (arc.isReading()) { sky1texture = level.skytexture1; sky2texture = level.skytexture2; R_InitSkyMap(); G_AirControlChanged(); } // fixme: This needs to ensure it reads from the correct place. Should be one once there's enough of this code converted to JSON FBehavior::StaticSerializeModuleStates(arc); // The order here is important: First world state, then portal state, then thinkers, and last polyobjects. arc.Array("linedefs", lines, &loadlines[0], numlines); arc.Array("sidedefs", sides, &loadsides[0], numsides); arc.Array("sectors", sectors, &loadsectors[0], numsectors); arc("zones", Zones); arc("lineportals", linePortals); arc("sectorportals", sectorPortals); if (arc.isReading()) P_CollectLinkedPortals(); DThinker::SerializeThinkers(arc, !hubload); arc.Array("polyobjs", polyobjs, po_NumPolyobjs); arc("subsectors", subsectors); StatusBar->SerializeMessages(arc); AM_SerializeMarkers(arc); FRemapTable::StaticSerializeTranslations(arc); FCanvasTextureInfo::Serialize(arc); P_SerializePlayers(arc, hubload); P_SerializeSounds(arc); if (arc.isReading()) { for (int i = 0; i < numsectors; i++) { P_Recalculate3DFloors(§ors[i]); } for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && players[i].mo != NULL) { players[i].mo->SetupWeaponSlots(); } } } Renderer->EndSerialize(arc); }