コード例 #1
0
ファイル: g_level.cpp プロジェクト: Quaker540/gzdoom
void G_SerializeLevel (FArchive &arc, bool hubLoad)
{
	int i = level.totaltime;
	
	Renderer->StartSerialize(arc);

	arc << level.flags
		<< level.flags2
		<< level.fadeto
		<< level.found_secrets
		<< level.found_items
		<< level.killed_monsters
		<< level.gravity
		<< level.aircontrol
		<< level.teamdamage
		<< level.maptime
		<< i;

	if (SaveVersion >= 3313)
	{
		arc << level.nextmusic;
	}

	// Hub transitions must keep the current total time
	if (!hubLoad)
		level.totaltime = i;

	if (SaveVersion >= 4507)
	{
		arc << level.skytexture1 << level.skytexture2;
	}
	else
	{
		level.skytexture1 = TexMan.GetTexture(arc.ReadName(), FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
		level.skytexture2 = TexMan.GetTexture(arc.ReadName(), FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
	}
	if (arc.IsLoading())
	{
		sky1texture = level.skytexture1;
		sky2texture = level.skytexture2;
		R_InitSkyMap();
	}

	G_AirControlChanged ();

	BYTE t;

	// Does this level have scrollers?
	if (arc.IsStoring ())
	{
		t = level.Scrolls ? 1 : 0;
		arc << t;
	}
	else
	{
		arc << t;
		if (level.Scrolls)
		{
			delete[] level.Scrolls;
			level.Scrolls = NULL;
		}
		if (t)
		{
			level.Scrolls = new FSectorScrollValues[numsectors];
			memset (level.Scrolls, 0, sizeof(level.Scrolls)*numsectors);
		}
	}

	FBehavior::StaticSerializeModuleStates (arc);
	if (arc.IsLoading()) interpolator.ClearInterpolations();
	P_SerializeThinkers (arc, hubLoad);
	P_SerializeWorld (arc);
	P_SerializePolyobjs (arc);
	P_SerializeSubsectors(arc);
	StatusBar->Serialize (arc);

	if (SaveVersion >= 4222)
	{ // This must be done *after* thinkers are serialized.
		arc << level.DefaultSkybox;
	}

	arc << level.total_monsters << level.total_items << level.total_secrets;

	// Does this level have custom translations?
	FRemapTable *trans;
	WORD w;
	if (arc.IsStoring ())
	{
		for (unsigned int i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i)
		{
			trans = translationtables[TRANSLATION_LevelScripted][i];
			if (trans != NULL && !trans->IsIdentity())
			{
				w = WORD(i);
				arc << w;
				trans->Serialize(arc);
			}
		}
		w = 0xffff;
		arc << w;
	}
	else
	{
		while (arc << w, w != 0xffff)
		{
			trans = translationtables[TRANSLATION_LevelScripted].GetVal(w);
			if (trans == NULL)
			{
				trans = new FRemapTable;
				translationtables[TRANSLATION_LevelScripted].SetVal(w, trans);
			}
			trans->Serialize(arc);
		}
	}

	// This must be saved, too, of course!
	FCanvasTextureInfo::Serialize (arc);
	AM_SerializeMarkers(arc);

	P_SerializePlayers (arc, hubLoad);
	P_SerializeSounds (arc);
	if (arc.IsLoading())
	{
		for (i = 0; i < numsectors; i++)
		{
			P_Recalculate3DFloors(&sectors[i]);
		}
		for (i = 0; i < MAXPLAYERS; ++i)
		{
			if (playeringame[i] && players[i].mo != NULL)
			{
				players[i].mo->SetupWeaponSlots();
			}
		}
	}
	Renderer->EndSerialize(arc);
}
コード例 #2
0
ファイル: p_saveg.cpp プロジェクト: XaserAcheron/zdoom
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(&sectors[i]);
		}
		for (int i = 0; i < MAXPLAYERS; ++i)
		{
			if (playeringame[i] && players[i].mo != NULL)
			{
				players[i].mo->SetupWeaponSlots();
			}
		}
	}
	Renderer->EndSerialize(arc);

}
コード例 #3
0
ファイル: g_level.cpp プロジェクト: Blue-Shadow/zdoom
void G_SerializeLevel (FArchive &arc, bool hubLoad)
{
	int i = level.totaltime;
	
	Renderer->StartSerialize(arc);
	if (arc.IsLoading()) P_DestroyThinkers(hubLoad);

	arc << level.flags
		<< level.flags2
		<< level.fadeto
		<< level.found_secrets
		<< level.found_items
		<< level.killed_monsters
		<< level.gravity
		<< level.aircontrol
		<< level.teamdamage
		<< level.maptime
		<< i;

	// Hub transitions must keep the current total time
	if (!hubLoad)
		level.totaltime = i;

	arc << level.skytexture1 << level.skytexture2;
	if (arc.IsLoading())
	{
		sky1texture = level.skytexture1;
		sky2texture = level.skytexture2;
		R_InitSkyMap();
	}

	G_AirControlChanged ();

	BYTE t;

	// Does this level have scrollers?
	if (arc.IsStoring ())
	{
		t = level.Scrolls ? 1 : 0;
		arc << t;
	}
	else
	{
		arc << t;
		if (level.Scrolls)
		{
			delete[] level.Scrolls;
			level.Scrolls = NULL;
		}
		if (t)
		{
			level.Scrolls = new FSectorScrollValues[numsectors];
			memset (level.Scrolls, 0, sizeof(level.Scrolls)*numsectors);
		}
	}

	FBehavior::StaticSerializeModuleStates (arc);
	if (arc.IsLoading()) interpolator.ClearInterpolations();
	P_SerializeWorld(arc);
	P_SerializeThinkers (arc, hubLoad);
	P_SerializeWorldActors(arc);	// serializing actor pointers in the world data must be done after SerializeWorld has restored the entire sector state, otherwise LinkToWorld may fail.
	P_SerializePolyobjs (arc);
	P_SerializeSubsectors(arc);
	StatusBar->Serialize (arc);

	arc << level.total_monsters << level.total_items << level.total_secrets;

	// Does this level have custom translations?
	FRemapTable *trans;
	WORD w;
	if (arc.IsStoring ())
	{
		for (unsigned int i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i)
		{
			trans = translationtables[TRANSLATION_LevelScripted][i];
			if (trans != NULL && !trans->IsIdentity())
			{
				w = WORD(i);
				arc << w;
				trans->Serialize(arc);
			}
		}
		w = 0xffff;
		arc << w;
	}
	else
	{
		while (arc << w, w != 0xffff)
		{
			trans = translationtables[TRANSLATION_LevelScripted].GetVal(w);
			if (trans == NULL)
			{
				trans = new FRemapTable;
				translationtables[TRANSLATION_LevelScripted].SetVal(w, trans);
			}
			trans->Serialize(arc);
		}
	}

	// This must be saved, too, of course!
	FCanvasTextureInfo::Serialize (arc);
	AM_SerializeMarkers(arc);

	P_SerializePlayers (arc, hubLoad);
	P_SerializeSounds (arc);
	if (arc.IsLoading())
	{
		for (i = 0; i < numsectors; i++)
		{
			P_Recalculate3DFloors(&sectors[i]);
		}
		for (i = 0; i < MAXPLAYERS; ++i)
		{
			if (playeringame[i] && players[i].mo != NULL)
			{
				players[i].mo->SetupWeaponSlots();
			}
		}
	}
	Renderer->EndSerialize(arc);
}