Esempio n. 1
0
void FRandom::StaticReadRNGState(FSerializer &arc)
{
	FRandom *rng;

	arc("rngseed", rngseed);

	// Call StaticClearRandom in order to ensure that SFMT is initialized
	FRandom::StaticClearRandom ();

	if (arc.BeginArray("rngs"))
	{
		int count = arc.ArraySize();

		for (int i = 0; i < count; i++)
		{
			if (arc.BeginObject(nullptr))
			{
				uint32_t crc;
				arc("crc", crc);

				for (rng = FRandom::RNGList; rng != NULL; rng = rng->Next)
				{
					if (rng->NameCRC == crc)
					{
						arc("index", rng->idx)
							.Array("u", rng->sfmt.u, SFMT::N32);
						break;
					}
				}
				arc.EndObject();
			}
		}
		arc.EndArray();
	}
}
Esempio n. 2
0
void STAT_Serialize(FSerializer &arc)
{
	FString startlevel;
	int i = LevelData.Size();

	if (arc.BeginObject("statistics"))
	{
		if (arc.isReading())
		{
			arc("startlevel", startlevel);
			StartEpisode = NULL;
			for (unsigned int j = 0; j < AllEpisodes.Size(); j++)
			{
				if (!AllEpisodes[j].mEpisodeMap.CompareNoCase(startlevel))
				{
					StartEpisode = &AllEpisodes[j];
					break;
				}
			}
			LevelData.Resize(i);
		}
		else
		{
			if (StartEpisode != NULL) startlevel = StartEpisode->mEpisodeMap;
			arc("startlevel", startlevel);
		}
		arc("levels", LevelData);
		arc.EndObject();
	}
}
Esempio n. 3
0
void P_WriteACSDefereds (FSerializer &arc)
{
	bool found = false;

	// only write this stuff if needed
	for (auto &wi : wadlevelinfos)
	{
		if (wi.deferred.Size() > 0)
		{
			found = true;
			break;
		}
	}
	if (found && arc.BeginObject("deferred"))
	{
		for (auto &wi : wadlevelinfos)
		{
			if (wi.deferred.Size() > 0)
			{
				if (wi.deferred.Size() > 0)
				{
					arc(wi.MapName, wi.deferred);
				}
			}
		}
		arc.EndObject();
	}
}
Esempio n. 4
0
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();
	}
}
Esempio n. 5
0
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();
	}
}
Esempio n. 6
0
static void RecurseWriteFields(const PClass *type, FSerializer &ar, const void *addr)
{
	if (type != nullptr)
	{
		RecurseWriteFields(type->ParentClass, ar, addr);
		// Don't write this part if it has no non-transient variables
		for (unsigned i = 0; i < type->Fields.Size(); ++i)
		{
			if (!(type->Fields[i]->Flags & (VARF_Transient|VARF_Meta)))
			{
				// Tag this section with the class it came from in case
				// a more-derived class has variables that shadow a less-
				// derived class. Whether or not that is a language feature
				// that will actually be allowed remains to be seen.
				FString key;
				key.Format("class:%s", type->TypeName.GetChars());
				if (ar.BeginObject(key.GetChars()))
				{
					type->VMType->Symbols.WriteFields(ar, addr);
					ar.EndObject();
				}
				break;
			}
		}
	}
}
Esempio n. 7
0
void FRemapTable::StaticSerializeTranslations(FSerializer &arc)
{
	if (arc.BeginArray("translations"))
	{
		// Does this level have custom translations?
		FRemapTable *trans;
		int w;
		if (arc.isWriting())
		{
			for (unsigned int i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i)
			{
				trans = translationtables[TRANSLATION_LevelScripted][i];
				if (trans != NULL && !trans->IsIdentity())
				{
					if (arc.BeginObject(nullptr))
					{
						arc("index", i);
						trans->Serialize(arc);
						arc.EndObject();
					}
				}
			}
		}
		else
		{
			while (arc.BeginObject(nullptr))
			{
				arc("index", w);
				trans = translationtables[TRANSLATION_LevelScripted].GetVal(w);
				if (trans == NULL)
				{
					trans = new FRemapTable;
					translationtables[TRANSLATION_LevelScripted].SetVal(w, trans);
				}
				trans->Serialize(arc);
				arc.EndObject();
			}
		}
		arc.EndArray();
	}
}
Esempio n. 8
0
static void ReadOnePlayer(FSerializer &arc, bool skipload)
{
	int i;
	const char *name = NULL;
	bool didIt = false;

	if (arc.BeginObject(nullptr))
	{
		arc.StringPtr("playername", name);

		for (i = 0; i < MAXPLAYERS; ++i)
		{
			if (playeringame[i])
			{
				if (!didIt)
				{
					didIt = true;
					player_t playerTemp;
					playerTemp.Serialize(arc);
					if (!skipload)
					{
						// This temp player has undefined pitch limits, so set them to something
						// that should leave the pitch stored in the savegame intact when
						// rendering. The real pitch limits will be set by P_SerializePlayers()
						// via a net command, but that won't be processed in time for a screen
						// wipe, so we need something here.
						playerTemp.MaxPitch = playerTemp.MinPitch = playerTemp.mo->Angles.Pitch;
						CopyPlayer(&players[i], &playerTemp, name);
					}
					else
					{
						// we need the player actor, so that G_FinishTravel can destroy it later.
						players[i].mo = playerTemp.mo;
					}
				}
				else
				{
					if (players[i].mo != NULL)
					{
						players[i].mo->Destroy();
						players[i].mo = NULL;
					}
				}
			}
		}
		arc.EndObject();
	}
}
Esempio n. 9
0
bool PClass::ReadAllFields(FSerializer &ar, void *addr) const
{
	bool readsomething = false;
	bool foundsomething = false;
	const char *key;
	key = ar.GetKey();
	if (strcmp(key, "classtype"))
	{
		// this does not represent a DObject
		Printf(TEXTCOLOR_RED "trying to read user variables but got a non-object (first key is '%s')", key);
		ar.mErrors++;
		return false;
	}
	while ((key = ar.GetKey()))
	{
		if (strncmp(key, "class:", 6))
		{
			// We have read all user variable blocks.
			break;
		}
		foundsomething = true;
		PClass *type = PClass::FindClass(key + 6);
		if (type != nullptr)
		{
			// Only read it if the type is related to this one.
			if (IsDescendantOf(type))
			{
				if (ar.BeginObject(nullptr))
				{
					readsomething |= type->VMType->Symbols.ReadFields(ar, addr, type->TypeName.GetChars());
					ar.EndObject();
				}
			}
			else
			{
				DPrintf(DMSG_ERROR, "Unknown superclass %s of class %s\n",
					type->TypeName.GetChars(), TypeName.GetChars());
			}
		}
		else
		{
			DPrintf(DMSG_ERROR, "Unknown superclass %s of class %s\n",
				key+6, TypeName.GetChars());
		}
	}
	return readsomething || !foundsomething;
}
Esempio n. 10
0
void P_ReadACSDefereds (FSerializer &arc)
{
	FString MapName;
	
	P_RemoveDefereds ();

	if (arc.BeginObject("deferred"))
	{
		const char *key;

		while ((key = arc.GetKey()))
		{
			level_info_t *i = FindLevelInfo(key);
			if (i == NULL)
			{
				I_Error("Unknown map '%s' in savegame", key);
			}
			arc(nullptr, i->deferred);
		}
		arc.EndObject();
	}
}
Esempio n. 11
0
static void ReadMultiplePlayers(FSerializer &arc, int numPlayers, int numPlayersNow, bool skipload)
{
	// For two or more players, read each player into a temporary array.
	int i, j;
	const char **nametemp = new const char *[numPlayers];
	player_t *playertemp = new player_t[numPlayers];
	BYTE *tempPlayerUsed = new BYTE[numPlayers];
	BYTE playerUsed[MAXPLAYERS];

	for (i = 0; i < numPlayers; ++i)
	{
		nametemp[i] = NULL;
		if (arc.BeginObject(nullptr))
		{
			arc.StringPtr("playername", nametemp[i]);
			playertemp[i].Serialize(arc);
			arc.EndObject();
		}
		tempPlayerUsed[i] = 0;
	}
	for (i = 0; i < MAXPLAYERS; ++i)
	{
		playerUsed[i] = playeringame[i] ? 0 : 2;
	}

	if (!skipload)
	{
		// Now try to match players from the savegame with players present
		// based on their names. If two players in the savegame have the
		// same name, then they are assigned to players in the current game
		// on a first-come, first-served basis.
		for (i = 0; i < numPlayers; ++i)
		{
			for (j = 0; j < MAXPLAYERS; ++j)
			{
				if (playerUsed[j] == 0 && stricmp(players[j].userinfo.GetName(), nametemp[i]) == 0)
				{ // Found a match, so copy our temp player to the real player
					Printf("Found player %d (%s) at %d\n", i, nametemp[i], j);
					CopyPlayer(&players[j], &playertemp[i], nametemp[i]);
					playerUsed[j] = 1;
					tempPlayerUsed[i] = 1;
					break;
				}
			}
		}

		// Any players that didn't have matching names are assigned to existing
		// players on a first-come, first-served basis.
		for (i = 0; i < numPlayers; ++i)
		{
			if (tempPlayerUsed[i] == 0)
			{
				for (j = 0; j < MAXPLAYERS; ++j)
				{
					if (playerUsed[j] == 0)
					{
						Printf("Assigned player %d (%s) to %d (%s)\n", i, nametemp[i], j, players[j].userinfo.GetName());
						CopyPlayer(&players[j], &playertemp[i], nametemp[i]);
						playerUsed[j] = 1;
						tempPlayerUsed[i] = 1;
						break;
					}
				}
			}
		}

		// Make sure any extra players don't have actors spawned yet. Happens if the players
		// present now got the same slots as they had in the save, but there are not as many
		// as there were in the save.
		for (j = 0; j < MAXPLAYERS; ++j)
		{
			if (playerUsed[j] == 0)
			{
				if (players[j].mo != NULL)
				{
					players[j].mo->Destroy();
					players[j].mo = NULL;
				}
			}
		}

		// Remove any temp players that were not used. Happens if there are fewer players
		// than there were in the save, and they got shuffled.
		for (i = 0; i < numPlayers; ++i)
		{
			if (tempPlayerUsed[i] == 0)
			{
				playertemp[i].mo->Destroy();
				playertemp[i].mo = NULL;
			}
		}
	}
	else
	{
		for (i = 0; i < MAXPLAYERS; ++i)
		{
			players[i].mo = playertemp[i].mo;
		}
	}

	delete[] tempPlayerUsed;
	delete[] playertemp;
	delete[] nametemp;
}
Esempio n. 12
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();
	}
}