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(§ors[i]); } for (i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && players[i].mo != NULL) { players[i].mo->SetupWeaponSlots(); } } } Renderer->EndSerialize(arc); }
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); }
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(§ors[i]); } for (i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && players[i].mo != NULL) { players[i].mo->SetupWeaponSlots(); } } } Renderer->EndSerialize(arc); }