- changed Polyobject thinkers to operate on the actual polyobjects instead of indices

This also changes the action special interface to pass a Level parameter to the separate functions and makes a few other minor adjustments to the polyobject code.
This commit is contained in:
Christoph Oelckers 2019-01-24 01:05:07 +01:00
commit 9f8dd66189
15 changed files with 331 additions and 348 deletions

View file

@ -248,11 +248,6 @@ FSerializer &Serialize(FSerializer &arc, const char *key, secplane_t &p, secplan
FSerializer &Serialize(FSerializer &arc, const char *key, sector_t &p, sector_t *def)
{
// save the Scroll data here because it's a lot easier to handle a default.
// Just writing out the full array can massively inflate the archive for no gain.
DVector2 scroll = { 0,0 }, nul = { 0,0 };
if (arc.isWriting() && level.Scrolls.Size() > 0) scroll = level.Scrolls[p.sectornum];
if (arc.BeginObject(key))
{
arc("floorplane", p.floorplane, def->floorplane)
@ -300,23 +295,12 @@ FSerializer &Serialize(FSerializer &arc, const char *key, sector_t &p, sector_t
("gravity", p.gravity, def->gravity)
.Terrain("floorterrain", p.terrainnum[0], &def->terrainnum[0])
.Terrain("ceilingterrain", p.terrainnum[1], &def->terrainnum[1])
("scrolls", scroll, nul)
("healthfloor", p.healthfloor, def->healthfloor)
("healthceiling", p.healthceiling, def->healthceiling)
("health3d", p.health3d, def->health3d)
// GZDoom exclusive:
.Array("reflect", p.reflect, def->reflect, 2, true)
.EndObject();
if (arc.isReading() && !scroll.isZero())
{
if (level.Scrolls.Size() == 0)
{
level.Scrolls.Resize(level.sectors.Size());
memset(&level.Scrolls[0], 0, sizeof(level.Scrolls[0])*level.Scrolls.Size());
level.Scrolls[p.sectornum] = scroll;
}
}
}
return arc;
}
@ -575,7 +559,7 @@ void P_SerializeSounds(FSerializer &arc)
void CopyPlayer(player_t *dst, player_t *src, const char *name);
static void ReadOnePlayer(FSerializer &arc, bool skipload);
static void ReadMultiplePlayers(FSerializer &arc, int numPlayers, int numPlayersNow, bool skipload);
static void SpawnExtraPlayers();
static void SpawnExtraPlayers(FLevelLocals *Level);
//==========================================================================
//
@ -583,7 +567,7 @@ static void SpawnExtraPlayers();
//
//==========================================================================
void P_SerializePlayers(FSerializer &arc, bool skipload)
void P_SerializePlayers(FLevelLocals *Level, FSerializer &arc, bool skipload)
{
int numPlayers, numPlayersNow;
int i;
@ -640,7 +624,7 @@ void P_SerializePlayers(FSerializer &arc, bool skipload)
}
if (!skipload && numPlayersNow > numPlayers)
{
SpawnExtraPlayers();
SpawnExtraPlayers(Level);
}
// Redo pitch limits, since the spawned player has them at 0.
players[consoleplayer].SendPitchLimits();
@ -891,7 +875,7 @@ void CopyPlayer(player_t *dst, player_t *src, const char *name)
//
//==========================================================================
static void SpawnExtraPlayers()
static void SpawnExtraPlayers(FLevelLocals *Level)
{
// If there are more players now than there were in the savegame,
// be sure to spawn the extra players.
@ -907,7 +891,7 @@ static void SpawnExtraPlayers()
if (playeringame[i] && players[i].mo == NULL)
{
players[i].playerstate = PST_ENTER;
P_SpawnPlayer(&level.playerstarts[i], i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
P_SpawnPlayer(&Level->playerstarts[i], i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
}
}
}
@ -918,13 +902,13 @@ static void SpawnExtraPlayers()
//
//============================================================================
void G_SerializeLevel(FSerializer &arc, bool hubload)
void G_SerializeLevel(FSerializer &arc, FLevelLocals *Level, bool hubload)
{
int i = level.totaltime;
int i = Level->totaltime;
if (arc.isWriting())
{
arc.Array("checksum", level.md5, 16);
arc.Array("checksum", Level->md5, 16);
}
else
{
@ -933,11 +917,11 @@ void G_SerializeLevel(FSerializer &arc, bool hubload)
// deep down in the deserializer or just a crash if the few insufficient safeguards were not triggered.
uint8_t chk[16] = { 0 };
arc.Array("checksum", chk, 16);
if (arc.GetSize("linedefs") != level.lines.Size() ||
arc.GetSize("sidedefs") != level.sides.Size() ||
arc.GetSize("sectors") != level.sectors.Size() ||
arc.GetSize("polyobjs") != level.Polyobjects.Size() ||
memcmp(chk, level.md5, 16))
if (arc.GetSize("linedefs") != Level->lines.Size() ||
arc.GetSize("sidedefs") != Level->sides.Size() ||
arc.GetSize("sectors") != Level->sectors.Size() ||
arc.GetSize("polyobjs") != Level->Polyobjects.Size() ||
memcmp(chk, Level->md5, 16))
{
I_Error("Savegame is from a different level");
}
@ -953,55 +937,57 @@ void G_SerializeLevel(FSerializer &arc, bool hubload)
arc("multiplayer", multiplayer);
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)
("level.fogdensity", level.fogdensity)
("level.outsidefogdensity", level.outsidefogdensity)
("level.skyfog", level.skyfog)
("level.deathsequence", level.deathsequence)
("level.bodyqueslot", level.bodyqueslot)
("level.spawnindex", level.spawnindex)
.Array("level.bodyque", level.bodyque, level.BODYQUESIZE)
("level.corpsequeue", level.CorpseQueue)
("level.spotstate", level.SpotState)
("level.fragglethinker", level.FraggleScriptThinker)
("level.acsthinker", level.ACSThinker);
("level.impactdecalcount", level.ImpactDecalCount);
arc("flags", Level->flags)
("flags2", Level->flags2)
("fadeto", Level->fadeto)
("found_secrets", Level->found_secrets)
("found_items", Level->found_items)
("killed_monsters", Level->killed_monsters)
("total_secrets", Level->total_secrets)
("total_items", Level->total_items)
("total_monsters", Level->total_monsters)
("gravity", Level->gravity)
("aircontrol", Level->aircontrol)
("teamdamage", Level->teamdamage)
("maptime", Level->maptime)
("totaltime", i)
("skytexture1", Level->skytexture1)
("skytexture2", Level->skytexture2)
("fogdensity", Level->fogdensity)
("outsidefogdensity", Level->outsidefogdensity)
("skyfog", Level->skyfog)
("deathsequence", Level->deathsequence)
("bodyqueslot", Level->bodyqueslot)
("spawnindex", Level->spawnindex)
.Array("bodyque", Level->bodyque, Level->BODYQUESIZE)
("corpsequeue", Level->CorpseQueue)
("spotstate", Level->SpotState)
("fragglethinker", Level->FraggleScriptThinker)
("acsthinker", Level->ACSThinker)
("impactdecalcount", Level->ImpactDecalCount)
("scrolls", Level->Scrolls);
// Hub transitions must keep the current total time
if (!hubload)
level.totaltime = i;
Level->totaltime = i;
if (arc.isReading())
{
sky1texture = level.skytexture1;
sky2texture = level.skytexture2;
sky1texture = Level->skytexture1;
sky2texture = Level->skytexture2;
R_InitSkyMap();
G_AirControlChanged();
}
level.Behaviors.SerializeModuleStates(arc);
Level->Behaviors.SerializeModuleStates(arc);
// The order here is important: First world state, then portal state, then thinkers, and last polyobjects.
arc("linedefs", level.lines, level.loadlines);
arc("sidedefs", level.sides, level.loadsides);
arc("sectors", level.sectors, level.loadsectors);
arc("zones", level.Zones);
arc("lineportals", level.linePortals);
arc("sectorportals", level.sectorPortals);
arc("linedefs", Level->lines, Level->loadlines);
arc("sidedefs", Level->sides, Level->loadsides);
arc("sectors", Level->sectors, Level->loadsectors);
arc("zones", Level->Zones);
arc("lineportals", Level->linePortals);
arc("sectorportals", Level->sectorPortals);
if (arc.isReading()) P_FinalizePortals();
// [ZZ] serialize health groups
@ -1009,18 +995,18 @@ void G_SerializeLevel(FSerializer &arc, bool hubload)
// [ZZ] serialize events
E_SerializeEvents(arc);
DThinker::SerializeThinkers(arc, hubload);
arc("polyobjs", level.Polyobjects);
arc("polyobjs", Level->Polyobjects);
SerializeSubsectors(arc, "subsectors");
StatusBar->SerializeMessages(arc);
AM_SerializeMarkers(arc);
FRemapTable::StaticSerializeTranslations(arc);
level.canvasTextureInfo.Serialize(arc);
P_SerializePlayers(arc, hubload);
Level->canvasTextureInfo.Serialize(arc);
P_SerializePlayers(Level, arc, hubload);
P_SerializeSounds(arc);
if (arc.isReading())
{
for (auto &sec : level.sectors)
for (auto &sec : Level->sectors)
{
P_Recalculate3DFloors(&sec);
}
@ -1033,5 +1019,5 @@ void G_SerializeLevel(FSerializer &arc, bool hubload)
}
}
AActor::RecreateAllAttachedLights();
InitPortalGroups(&level);
InitPortalGroups(Level);
}