425 lines
10 KiB
C++
425 lines
10 KiB
C++
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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const int HISTORY_COUNT = 50;
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/*
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=====================
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stateParms_t::Save
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=====================
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*/
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void stateParms_t::Save( idSaveGame *saveFile ) const {
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saveFile->WriteInt( blendFrames );
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saveFile->WriteInt( time );
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saveFile->WriteInt( stage );
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}
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/*
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=====================
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stateParms_t::Restore
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=====================
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*/
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void stateParms_t::Restore( idRestoreGame *saveFile ) {
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saveFile->ReadInt( blendFrames );
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saveFile->ReadInt( time );
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saveFile->ReadInt( stage );
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}
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/*
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=====================
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stateCall_t::Save
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=====================
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*/
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void stateCall_t::Save( idSaveGame *saveFile ) const {
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saveFile->WriteString( state->name );
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// TOSAVE: idLinkList<stateCall_t> node;
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saveFile->WriteInt( flags );
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saveFile->WriteInt( delay );
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parms.Save( saveFile );
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}
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/*
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=====================
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stateCall_t::Save
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=====================
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*/
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void stateCall_t::Restore( idRestoreGame *saveFile, const idClass* owner ) {
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idStr name;
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saveFile->ReadString( name );
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state = owner->FindState( name );
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saveFile->ReadInt( flags );
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saveFile->ReadInt( delay );
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parms.Restore( saveFile );
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}
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/*
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=====================
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rvStateThread::rvStateThread
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=====================
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*/
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rvStateThread::rvStateThread ( void ) {
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owner = NULL;
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insertAfter = NULL;
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lastResult = SRESULT_DONE;
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states.Clear ( );
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interrupted.Clear ( );
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memset ( &fl, 0, sizeof(fl) );
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}
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/*
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=====================
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rvStateThread::~rvStateThread
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=====================
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*/
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rvStateThread::~rvStateThread ( void ) {
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Clear ( true );
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}
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/*
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=====================
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rvStateThread::SetOwner
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=====================
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*/
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void rvStateThread::SetOwner ( idClass* _owner ) {
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owner = _owner;
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}
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/*
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=====================
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rvStateThread::Post
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=====================
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*/
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stateResult_t rvStateThread::PostState ( const char* name, int blendFrames, int delay, int flags ) {
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const rvStateFunc<idClass>* func;
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// Make sure the state exists before queueing it
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if ( NULL == (func = owner->FindState ( name ) ) ) {
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return SRESULT_ERROR;
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}
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stateCall_t* call;
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call = new stateCall_t;
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call->state = func;
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call->delay = delay;
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call->flags = flags;
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call->parms.blendFrames = blendFrames;
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call->parms.time = -1;
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call->parms.stage = 0;
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call->node.SetOwner ( call );
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if ( fl.executing && insertAfter ) {
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call->node.InsertAfter ( insertAfter->node );
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} else {
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call->node.AddToEnd ( states );
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}
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insertAfter = call;
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return SRESULT_OK;
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}
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/*
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=====================
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rvStateThread::Set
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=====================
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*/
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stateResult_t rvStateThread::SetState ( const char* name, int blendFrames, int delay, int flags ) {
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Clear ( );
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return PostState ( name, blendFrames, delay, flags );
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}
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/*
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=====================
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rvStateThread::InterruptState
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=====================
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*/
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stateResult_t rvStateThread::InterruptState ( const char* name, int blendFrames, int delay, int flags ) {
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stateCall_t* call;
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// Move all states to the front of the interrupted list in the same order
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for ( call = states.Prev(); call; call = states.Prev() ) {
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call->node.Remove ( );
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call->node.AddToFront ( interrupted );
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}
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// Nothing to insert after anymore
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insertAfter = NULL;
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fl.stateInterrupted = true;
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// Post the state now
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return PostState ( name, blendFrames, delay, flags );
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}
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/*
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=====================
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rvStateThread::CurrentStateIs
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=====================
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*/
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bool rvStateThread::CurrentStateIs( const char* name ) const {
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return ( !IsIdle() ) ? owner->FindState(name) == GetState()->state : false;
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}
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/*
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=====================
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rvStateThread::Clear
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=====================
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*/
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void rvStateThread::Clear ( bool ignoreStateCalls ) {
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stateCall_t* call;
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// Clear all states from the main state list
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for( call = states.Next(); call != NULL; call = states.Next() ) {
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if ( !ignoreStateCalls && (call->flags & (SFLAG_ONCLEAR|SFLAG_ONCLEARONLY) ) ) {
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owner->ProcessState ( call->state, call->parms );
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}
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call->node.Remove();
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delete call;
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}
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// Clear all interrupted states
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for( call = interrupted.Next(); call != NULL; call = interrupted.Next() ) {
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if ( !ignoreStateCalls && (call->flags & (SFLAG_ONCLEAR|SFLAG_ONCLEARONLY) ) ) {
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owner->ProcessState ( call->state, call->parms );
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}
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call->node.Remove();
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delete call;
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}
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insertAfter = NULL;
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fl.stateCleared = true;
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states.Clear ( );
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interrupted.Clear ( );
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}
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/*
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=====================
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rvStateThread::Execute
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=====================
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*/
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stateResult_t rvStateThread::Execute ( void ) {
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stateCall_t* call = NULL;
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int count;
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const char* stateName;
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int stateStage;
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const char* historyState[HISTORY_COUNT];
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int historyStage[HISTORY_COUNT];
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int historyStart;
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int historyEnd;
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// If our main state loop is empty copy over any states in the interrupted state
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if ( !states.Next ( ) ) {
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for ( call = interrupted.Next(); call; call = interrupted.Next() ) {
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call->node.Remove ( );
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call->node.AddToEnd ( states );
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}
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assert ( !interrupted.Next ( ) );
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}
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// State thread is idle if there are no states
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if ( !states.Next() ) {
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return SRESULT_IDLE;
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}
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fl.executing = true;
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// Run through the states until there are no more or one of them tells us to wait
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count = 0;
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historyStart = 0;
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historyEnd = 0;
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for( call = states.Next(); call && count < HISTORY_COUNT; call = states.Next(), ++count ) {
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insertAfter = call;
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fl.stateCleared = false;
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fl.stateInterrupted = false;
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// If this state is only called when being cleared then just skip it
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if ( call->flags & SFLAG_ONCLEARONLY ) {
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call->node.Remove ( );
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delete call;
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continue;
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}
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// If the call has a delay on it the time will be set to negative initially and then
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// converted to game time.
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if ( call->parms.time <= 0 ) {
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call->parms.time = gameLocal.time;
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}
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// Check for delayed states
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if ( call->delay && gameLocal.time < call->parms.time + call->delay ) {
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fl.executing = false;
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return SRESULT_WAIT;
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}
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// Debugging
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if ( lastResult != SRESULT_WAIT ) {
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if ( *g_debugState.GetString ( ) && (*g_debugState.GetString ( ) == '*' || !idStr::Icmp ( g_debugState.GetString ( ), name ) ) ) {
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if ( call->parms.stage ) {
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gameLocal.Printf ( "%s: %s (%d)\n", name.c_str(), call->state->name, call->parms.stage );
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} else {
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gameLocal.Printf ( "%s: %s\n", name.c_str(), call->state->name );
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}
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}
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// Keep a history of the called states so we can dump them on an overflow
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historyState[historyEnd] = call->state->name;
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historyStage[historyEnd] = call->parms.stage;
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historyEnd = (historyEnd+1) % HISTORY_COUNT;
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if ( historyEnd == historyStart ) {
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historyStart = (historyEnd+1) % HISTORY_COUNT;
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}
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}
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// Cache name and stage for error messages
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stateName = call->state->name;
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stateStage = call->parms.stage;
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// Actually call the state function
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lastResult = owner->ProcessState ( call->state, call->parms );
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switch ( lastResult ) {
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case SRESULT_WAIT:
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fl.executing = false;
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return SRESULT_WAIT;
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case SRESULT_ERROR:
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gameLocal.Error ( "rvStateThread: error reported by state '%s (%d)'", stateName, stateStage );
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fl.executing = false;
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return SRESULT_ERROR;
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}
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// Dont remove the node if it was interrupted or cleared in the last process
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if ( !fl.stateCleared && !fl.stateInterrupted ) {
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if( lastResult >= SRESULT_SETDELAY ) {
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call->delay = lastResult - SRESULT_SETDELAY;
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call->parms.time = gameLocal.GetTime();
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continue;
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} else if ( lastResult >= SRESULT_SETSTAGE ) {
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call->parms.stage = lastResult - SRESULT_SETSTAGE;
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continue;
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}
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// Done with state so remove it from list
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call->node.Remove ( );
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delete call;
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}
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// Finished the last state but wait a frame for next one
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if ( lastResult == SRESULT_DONE_WAIT ) {
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fl.executing = false;
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return SRESULT_WAIT;
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}
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}
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// Runaway state loop?
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if ( count >= HISTORY_COUNT ) {
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idFile *file;
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fileSystem->RemoveFile ( "statedump.txt" );
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file = fileSystem->OpenFileWrite( "statedump.txt" );
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for ( ; historyStart != historyEnd; historyStart = (historyStart + 1) % HISTORY_COUNT ) {
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if ( historyStage[historyStart] ) {
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gameLocal.Printf ( "rvStateThread: %s (%d)\n", historyState[historyStart], historyStage[historyStart] );
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} else {
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gameLocal.Printf ( "rvStateThread: %s\n", historyState[historyStart] );
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}
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if ( file ) {
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if ( historyStage[historyStart] ) {
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file->Printf ( "rvStateThread: %s (%d)\n", historyState[historyStart], historyStage[historyStart] );
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} else {
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file->Printf ( "rvStateThread: %s\n", historyState[historyStart] );
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}
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}
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}
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if ( file ) {
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fileSystem->CloseFile( file );
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}
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gameLocal.Error ( "rvStateThread: run away state loop '%s'", name.c_str() );
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}
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insertAfter = NULL;
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fl.executing = false;
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// Move interrupted states back into the main state list when the main state list is empty
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if ( !states.Next() && interrupted.Next ( ) ) {
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return Execute ( );
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}
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return lastResult;
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}
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/*
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=====================
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rvStateThread::Save
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=====================
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*/
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void rvStateThread::Save( idSaveGame *saveFile ) const {
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saveFile->WriteString( name.c_str() );
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// No need to save owner, its setup in restore
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saveFile->WriteInt( lastResult );
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saveFile->Write ( &fl, sizeof(fl) );
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saveFile->WriteInt( states.Num() );
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for( idLinkList<stateCall_t>* node = states.NextNode(); node; node = node->NextNode() ) {
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node->Owner()->Save( saveFile );
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}
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saveFile->WriteInt( interrupted.Num() );
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for( idLinkList<stateCall_t>* node = interrupted.NextNode(); node; node = node->NextNode() ) {
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node->Owner()->Save( saveFile );
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}
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// TOSAVE: stateCall_t* insertAfter;
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// TOSAVE: stateResult_t lastResult;
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}
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/*
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=====================
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rvStateThread::Restore
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=====================
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*/
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void rvStateThread::Restore( idRestoreGame *saveFile, idClass* owner ) {
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int numStates;
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stateCall_t* call = NULL;
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saveFile->ReadString( name );
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this->owner = owner;
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saveFile->ReadInt( (int&)lastResult );
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saveFile->Read ( &fl, sizeof(fl) );
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saveFile->ReadInt( numStates );
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for( ; numStates > 0; numStates-- ) {
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call = new stateCall_t;
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assert( call );
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call->Restore( saveFile, owner );
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call->node.SetOwner ( call );
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call->node.AddToEnd ( states );
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}
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saveFile->ReadInt( numStates );
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for( ; numStates > 0; numStates-- ) {
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call = new stateCall_t;
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assert( call );
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call->Restore( saveFile, owner );
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call->node.SetOwner ( call );
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call->node.AddToEnd ( interrupted );
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}
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}
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