mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- more cleanup to reduce references to FArchive.
This commit is contained in:
parent
af6404f763
commit
42e38f6cc1
9 changed files with 159 additions and 565 deletions
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@ -453,14 +453,18 @@ void PType::SkipValue(FArchive &ar, int tag)
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case VAL_Object:
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{
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#if 0
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DObject *skipper;
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ar << skipper;
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#endif
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break;
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}
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case VAL_State:
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{
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#if 0
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FState *skipper;
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ar << skipper;
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#endif
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break;
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}
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case VAL_String:
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@ -1739,7 +1743,7 @@ int PStatePointer::GetRegType() const
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void PStatePointer::WriteValue(FArchive &ar, const void *addr) const
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{
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ar.WriteByte(VAL_State);
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ar << *(FState **)addr;
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//ar << *(FState **)addr;
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}
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//==========================================================================
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@ -1754,7 +1758,7 @@ bool PStatePointer::ReadValue(FArchive &ar, void *addr) const
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ar << tag;
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if (tag == VAL_State)
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{
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ar << *(FState **)addr;
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//ar << *(FState **)addr;
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return true;
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}
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SkipValue(ar, tag);
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@ -1856,6 +1860,7 @@ void PPointer::GetTypeIDs(intptr_t &id1, intptr_t &id2) const
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void PPointer::WriteValue(FArchive &ar, const void *addr) const
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{
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#if 0
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if (PointedType->IsKindOf(RUNTIME_CLASS(PClass)))
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{
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ar.WriteByte(VAL_Object);
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@ -1866,6 +1871,7 @@ void PPointer::WriteValue(FArchive &ar, const void *addr) const
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assert(0 && "Pointer points to a type we don't handle");
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I_Error("Attempt to save pointer to unhandled type");
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}
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#endif
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}
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//==========================================================================
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@ -1876,6 +1882,7 @@ void PPointer::WriteValue(FArchive &ar, const void *addr) const
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bool PPointer::ReadValue(FArchive &ar, void *addr) const
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{
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#if 0
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BYTE tag;
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ar << tag;
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if (tag == VAL_Object && PointedType->IsKindOf(RUNTIME_CLASS(PClass)))
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@ -1884,6 +1891,7 @@ bool PPointer::ReadValue(FArchive &ar, void *addr) const
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return true;
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}
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SkipValue(ar, tag);
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#endif
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return false;
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}
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268
src/farchive.cpp
268
src/farchive.cpp
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@ -1021,267 +1021,6 @@ FArchive &FArchive::operator<< (FName &n)
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return *this;
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}
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FArchive &FArchive::SerializePointer (void *ptrbase, BYTE **ptr, DWORD elemSize)
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{
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DWORD w;
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if (m_Storing)
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{
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if (*(void **)ptr)
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{
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w = DWORD(((size_t)*ptr - (size_t)ptrbase) / elemSize);
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}
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else
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{
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w = ~0u;
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}
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WriteCount (w);
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}
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else
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{
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w = ReadCount ();
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if (w != ~0u)
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{
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*(void **)ptr = (BYTE *)ptrbase + w * elemSize;
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}
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else
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{
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*(void **)ptr = NULL;
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}
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}
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return *this;
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}
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FArchive &FArchive::SerializeObject (DObject *&object, PClass *type)
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{
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if (!m_ThinkersAllowed && type->IsDescendantOf(RUNTIME_CLASS(DThinker)))
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{
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assert(true);
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I_Error("Tried to serialize a thinker before P_SerializeThinkers");
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}
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if (!type->IsDescendantOf(RUNTIME_CLASS(PClass)))
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{ // a regular object
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if (IsStoring())
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{
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return WriteObject(object);
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}
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else
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{
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return ReadObject(object, type);
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}
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}
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else
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{ // a class object
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if (IsStoring())
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{
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UserWriteClass((PClass *)object);
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}
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else
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{
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UserReadClass(object);
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}
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return *this;
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}
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}
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FArchive &FArchive::ReadObject (DObject* &obj, PClass *wanttype)
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{
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#if 0
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BYTE objHead;
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const PClass *type;
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BYTE playerNum;
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DWORD index;
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DObject *newobj;
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operator<< (objHead);
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switch (objHead)
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{
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case NULL_OBJ:
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obj = NULL;
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break;
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case M1_OBJ:
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obj = (DObject *)~0;
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break;
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case OLD_OBJ:
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index = ReadCount();
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if (index >= ArchiveToObject.Size())
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{
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I_Error ("Object reference too high (%u; max is %u)\n", index, ArchiveToObject.Size());
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}
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obj = ArchiveToObject[index];
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break;
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case NEW_PLYR_CLS_OBJ:
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operator<< (playerNum);
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if (m_HubTravel)
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{
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// If travelling inside a hub, use the existing player actor
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type = ReadClass (wanttype);
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// Printf ("New player class: %s (%u)\n", type->Name, m_File->Tell());
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obj = players[playerNum].mo;
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// But also create a new one so that we can get past the one
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// stored in the archive.
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AActor *tempobj = static_cast<AActor *>(type->CreateNew ());
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MapObject (obj != NULL ? obj : tempobj);
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tempobj->SerializeUserVars (*this);
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tempobj->Serialize (*this);
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tempobj->CheckIfSerialized ();
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// If this player is not present anymore, keep the new body
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// around just so that the load will succeed.
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if (obj != NULL)
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{
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// When the temporary player's inventory items were loaded,
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// they became owned by the real player. Undo that now.
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for (AInventory *item = tempobj->Inventory; item != NULL; item = item->Inventory)
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{
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item->Owner = tempobj;
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}
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tempobj->Destroy ();
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}
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else
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{
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obj = tempobj;
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players[playerNum].mo = static_cast<APlayerPawn *>(obj);
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}
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break;
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}
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/* fallthrough when not travelling to a previous level */
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case NEW_CLS_OBJ:
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type = ReadClass (wanttype);
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// Printf ("New class: %s (%u)\n", type->Name, m_File->Tell());
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newobj = obj = type->CreateNew ();
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MapObject (obj);
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newobj->SerializeUserVars (*this);
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newobj->Serialize (*this);
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newobj->CheckIfSerialized ();
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break;
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case NEW_PLYR_OBJ:
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operator<< (playerNum);
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if (m_HubTravel)
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{
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type = ReadStoredClass (wanttype);
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// Printf ("Use player class: %s (%u)\n", type->Name, m_File->Tell());
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obj = players[playerNum].mo;
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AActor *tempobj = static_cast<AActor *>(type->CreateNew ());
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MapObject (obj != NULL ? obj : tempobj);
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tempobj->SerializeUserVars (*this);
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tempobj->Serialize (*this);
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tempobj->CheckIfSerialized ();
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if (obj != NULL)
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{
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for (AInventory *item = tempobj->Inventory;
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item != NULL; item = item->Inventory)
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{
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item->Owner = tempobj;
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}
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tempobj->Destroy ();
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}
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else
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{
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obj = tempobj;
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players[playerNum].mo = static_cast<APlayerPawn *>(obj);
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}
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break;
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}
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/* fallthrough when not travelling to a previous level */
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case NEW_OBJ:
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type = ReadStoredClass (wanttype);
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// Printf ("Use class: %s (%u)\n", type->Name, m_File->Tell());
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obj = type->CreateNew ();
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MapObject (obj);
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obj->SerializeUserVars (*this);
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obj->Serialize (*this);
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obj->CheckIfSerialized ();
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break;
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default:
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I_Error ("Unknown object code (%d) in archive\n", objHead);
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}
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#endif
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return *this;
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}
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void FArchive::WriteSprite (int spritenum)
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{
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BYTE id;
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if ((unsigned)spritenum >= (unsigned)sprites.Size())
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{
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spritenum = 0;
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}
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if (m_SpriteMap[spritenum] < 0)
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{
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m_SpriteMap[spritenum] = (int)(m_NumSprites++);
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id = NEW_SPRITE;
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Write (&id, 1);
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Write (sprites[spritenum].name, 4);
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// Write the current sprite number as a hint, because
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// these will only change between different versions.
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WriteCount (spritenum);
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}
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else
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{
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id = OLD_SPRITE;
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Write (&id, 1);
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WriteCount (m_SpriteMap[spritenum]);
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}
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}
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int FArchive::ReadSprite ()
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{
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BYTE id;
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Read (&id, 1);
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if (id == OLD_SPRITE)
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{
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DWORD index = ReadCount ();
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if (index >= m_NumSprites)
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{
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I_Error ("Sprite %u has not been read yet\n", index);
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}
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return m_SpriteMap[index];
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}
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else if (id == NEW_SPRITE)
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{
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DWORD name;
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DWORD hint;
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Read (&name, 4);
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hint = ReadCount ();
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if (hint >= NumStdSprites || sprites[hint].dwName != name)
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{
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for (hint = NumStdSprites; hint-- != 0; )
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{
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if (sprites[hint].dwName == name)
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{
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break;
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}
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}
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if (hint >= sprites.Size())
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{ // Don't know this sprite, so just use the first one
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hint = 0;
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}
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}
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m_SpriteMap[m_NumSprites++] = hint;
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return hint;
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}
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else
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{
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I_Error ("Expected a sprite but got something else\n");
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return 0;
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}
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}
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DWORD FArchive::AddName (const char *name)
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{
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DWORD index;
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@ -1388,13 +1127,6 @@ PClass *FArchive::ReadStoredClass (const PClass *wanttype)
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return type;
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}
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DWORD FArchive::MapObject (DObject *obj)
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{
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DWORD i = ArchiveToObject.Push(obj);
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ObjectToArchive[obj] = i;
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return i;
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}
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void FArchive::UserWriteClass (PClass *type)
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{
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BYTE id;
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@ -196,16 +196,10 @@ virtual void Read (void *mem, unsigned int len);
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FArchive& operator<< (char *&str);
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FArchive& operator<< (FName &n);
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FArchive& operator<< (FString &str);
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FArchive& SerializePointer (void *ptrbase, BYTE **ptr, DWORD elemSize);
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FArchive& SerializeObject (DObject *&object, PClass *type);
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FArchive& WriteObject (DObject *obj);
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FArchive& ReadObject (DObject *&obj, PClass *wanttype);
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void WriteName (const char *name);
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const char *ReadName (); // The returned name disappears with the archive, unlike strings
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void WriteSprite (int spritenum);
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int ReadSprite ();
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inline FArchive& operator<< (SBYTE &c) { return operator<< ((BYTE &)c); }
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inline FArchive& operator<< (SWORD &s) { return operator<< ((WORD &)s); }
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@ -214,7 +208,6 @@ inline FArchive& operator<< (SQWORD &i) { return operator<< ((QWORD &)i); }
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inline FArchive& operator<< (unsigned char *&str) { return operator<< ((char *&)str); }
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inline FArchive& operator<< (signed char *&str) { return operator<< ((char *&)str); }
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inline FArchive& operator<< (bool &b) { return operator<< ((BYTE &)b); }
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inline FArchive& operator<< (DObject* &object) { return ReadObject (object, RUNTIME_CLASS(DObject)); }
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void EnableThinkers()
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{
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@ -229,7 +222,6 @@ inline FArchive& operator<< (DObject* &object) { return ReadObject (object, RUN
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protected:
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enum { EObjectHashSize = 137 };
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DWORD MapObject (DObject *obj);
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DWORD WriteClass (PClass *info);
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PClass *ReadClass ();
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PClass *ReadClass (const PClass *wanttype);
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@ -283,60 +275,5 @@ public:
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FPNGChunkFile Chunk;
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};
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inline FArchive &operator<< (FArchive &arc, PalEntry &p)
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{
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return arc << p.a << p.r << p.g << p.b;
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}
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struct FStrifeDialogueNode;
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struct FSwitchDef;
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struct FDoorAnimation;
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struct FLinePortal;
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FArchive &operator<< (FArchive &arc, FLinePortal &da);
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FArchive &operator<< (FArchive &arc, FSectorPortal &da);
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template<class T,class TT>
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inline FArchive &operator<< (FArchive &arc, TArray<T,TT> &self)
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{
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if (arc.IsStoring())
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{
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arc.WriteCount(self.Count);
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}
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else
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{
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DWORD numStored = arc.ReadCount();
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self.Resize(numStored);
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}
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for (unsigned int i = 0; i < self.Count; ++i)
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{
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arc << self.Array[i];
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}
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return arc;
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}
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struct sector_t;
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struct line_t;
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struct vertex_t;
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struct side_t;
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FArchive &operator<< (FArchive &arc, sector_t *&sec);
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FArchive &operator<< (FArchive &arc, const sector_t *&sec);
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FArchive &operator<< (FArchive &arc, line_t *&line);
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FArchive &operator<< (FArchive &arc, vertex_t *&vert);
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FArchive &operator<< (FArchive &arc, side_t *&side);
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FArchive &operator<<(FArchive &arc, DAngle &ang);
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FArchive &operator<<(FArchive &arc, DVector3 &vec);
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FArchive &operator<<(FArchive &arc, DVector2 &vec);
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template<typename T, typename TT>
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FArchive& operator<< (FArchive& arc, TFlags<T, TT>& flag)
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{
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return flag.Serialize (arc);
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}
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#endif //__FARCHIVE_H__
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@ -168,10 +168,6 @@ struct FStateLabels
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void Destroy(); // intentionally not a destructor!
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};
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FArchive &operator<< (FArchive &arc, FState *&state);
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#include "gametype.h"
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struct DmgFactors : public TMap<FName, double>
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@ -238,11 +238,6 @@ CCMD (playerclasses)
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// 16 pixels of bob
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#define MAXBOB 16.
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FArchive &operator<< (FArchive &arc, player_t *&p)
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{
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return arc.SerializePointer (players, (BYTE **)&p, sizeof(*players));
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}
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// The player_t constructor. Since LogText is not a POD, we cannot just
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// memset it all to 0.
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player_t::player_t()
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@ -194,6 +194,7 @@ bool FRemapTable::operator==(const FRemapTable &o)
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void FRemapTable::Serialize(FArchive &arc)
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{
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#if 0
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int n = NumEntries;
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arc << NumEntries;
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@ -214,6 +215,7 @@ void FRemapTable::Serialize(FArchive &arc)
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{
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arc << Palette[j];
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}
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#endif
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}
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//----------------------------------------------------------------------------
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@ -2234,15 +2234,17 @@ FArchive &operator<<(FArchive &arc, FSoundID &sid)
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static FArchive &operator<<(FArchive &arc, FSoundChan &chan)
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{
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arc << chan.SourceType;
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#if 0
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switch (chan.SourceType)
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{
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case SOURCE_None: break;
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//case SOURCE_Actor: arc << chan.Actor; break;
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case SOURCE_Actor: arc << chan.Actor; break;
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case SOURCE_Sector: arc << chan.Sector; break;
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case SOURCE_Polyobj: /*arc << chan.Poly;*/ break;
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case SOURCE_Unattached: arc << chan.Point[0] << chan.Point[1] << chan.Point[2]; break;
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default: I_Error("Unknown sound source type %d\n", chan.SourceType); break;
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}
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#endif
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arc << chan.SoundID
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<< chan.OrgID
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<< chan.Volume
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@ -560,14 +560,27 @@ void FSerializer::WriteObjects()
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if (isWriting())
|
||||
{
|
||||
BeginArray("objects");
|
||||
// we cannot use the C++11 shorthand syntax here because the array may grow while being processed.
|
||||
for (unsigned i = 0; i < w->mDObjects.Size(); i++)
|
||||
{
|
||||
auto obj = w->mDObjects[i];
|
||||
player_t *player;
|
||||
|
||||
BeginObject(nullptr);
|
||||
WriteKey("classtype");
|
||||
w->mWriter.String(w->mDObjects[i]->GetClass()->TypeName.GetChars());
|
||||
w->mDObjects[i]->SerializeUserVars(*this);
|
||||
w->mDObjects[i]->Serialize(*this);
|
||||
w->mDObjects[i]->CheckIfSerialized();
|
||||
w->mWriter.Key("classtype");
|
||||
w->mWriter.String(obj->GetClass()->TypeName.GetChars());
|
||||
|
||||
if (obj->IsKindOf(RUNTIME_CLASS(AActor)) &&
|
||||
(player = static_cast<AActor *>(obj)->player) &&
|
||||
player->mo == obj)
|
||||
{
|
||||
w->mWriter.Key("playerindex");
|
||||
w->mWriter.Int(int(player - players));
|
||||
}
|
||||
|
||||
obj->SerializeUserVars(*this);
|
||||
obj->Serialize(*this);
|
||||
obj->CheckIfSerialized();
|
||||
EndObject();
|
||||
}
|
||||
EndArray();
|
||||
|
|
343
src/zzz_old.cpp
343
src/zzz_old.cpp
|
@ -36,223 +36,6 @@
|
|||
#define OLD_SPRITE ((BYTE)12) // Reference to an old sprite name follows
|
||||
|
||||
|
||||
FArchive &FArchive::WriteObject (DObject *obj)
|
||||
{
|
||||
#if 0
|
||||
player_t *player;
|
||||
BYTE id[2];
|
||||
|
||||
if (obj == NULL)
|
||||
{
|
||||
id[0] = NULL_OBJ;
|
||||
Write (id, 1);
|
||||
}
|
||||
else if (obj == (DObject*)~0)
|
||||
{
|
||||
id[0] = M1_OBJ;
|
||||
Write (id, 1);
|
||||
}
|
||||
else if (obj->ObjectFlags & OF_EuthanizeMe)
|
||||
{
|
||||
// Objects that want to die are not saved to the archive, but
|
||||
// we leave the pointers to them alone.
|
||||
id[0] = NULL_OBJ;
|
||||
Write (id, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
PClass *type = obj->GetClass();
|
||||
DWORD *classarcid;
|
||||
|
||||
if (type == RUNTIME_CLASS(DObject))
|
||||
{
|
||||
//I_Error ("Tried to save an instance of DObject.\n"
|
||||
// "This should not happen.\n");
|
||||
id[0] = NULL_OBJ;
|
||||
Write (id, 1);
|
||||
}
|
||||
else if (NULL == (classarcid = ClassToArchive.CheckKey(type)))
|
||||
{
|
||||
// No instances of this class have been written out yet.
|
||||
// Write out the class, then write out the object. If this
|
||||
// is an actor controlled by a player, make note of that
|
||||
// so that it can be overridden when moving around in a hub.
|
||||
if (obj->IsKindOf (RUNTIME_CLASS (AActor)) &&
|
||||
(player = static_cast<AActor *>(obj)->player) &&
|
||||
player->mo == obj)
|
||||
{
|
||||
id[0] = NEW_PLYR_CLS_OBJ;
|
||||
id[1] = (BYTE)(player - players);
|
||||
Write (id, 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
id[0] = NEW_CLS_OBJ;
|
||||
Write (id, 1);
|
||||
}
|
||||
WriteClass (type);
|
||||
// Printf ("Make class %s (%u)\n", type->Name, m_File->Tell());
|
||||
MapObject (obj);
|
||||
obj->SerializeUserVars (*this);
|
||||
obj->Serialize (*this);
|
||||
obj->CheckIfSerialized ();
|
||||
}
|
||||
else
|
||||
{
|
||||
// An instance of this class has already been saved. If
|
||||
// this object has already been written, save a reference
|
||||
// to the saved object. Otherwise, save a reference to the
|
||||
// class, then save the object. Again, if this is a player-
|
||||
// controlled actor, remember that.
|
||||
DWORD *objarcid = ObjectToArchive.CheckKey(obj);
|
||||
|
||||
if (objarcid == NULL)
|
||||
{
|
||||
|
||||
if (obj->IsKindOf (RUNTIME_CLASS (AActor)) &&
|
||||
(player = static_cast<AActor *>(obj)->player) &&
|
||||
player->mo == obj)
|
||||
{
|
||||
id[0] = NEW_PLYR_OBJ;
|
||||
id[1] = (BYTE)(player - players);
|
||||
Write (id, 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
id[0] = NEW_OBJ;
|
||||
Write (id, 1);
|
||||
}
|
||||
WriteCount (*classarcid);
|
||||
// Printf ("Reuse class %s (%u)\n", type->Name, m_File->Tell());
|
||||
MapObject (obj);
|
||||
obj->SerializeUserVars (*this);
|
||||
obj->Serialize (*this);
|
||||
obj->CheckIfSerialized ();
|
||||
}
|
||||
else
|
||||
{
|
||||
id[0] = OLD_OBJ;
|
||||
Write (id, 1);
|
||||
WriteCount (*objarcid);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
||||
FArchive &operator<< (FArchive &arc, sector_t *&sec)
|
||||
{
|
||||
return arc.SerializePointer (sectors, (BYTE **)&sec, sizeof(*sectors));
|
||||
}
|
||||
|
||||
FArchive &operator<< (FArchive &arc, const sector_t *&sec)
|
||||
{
|
||||
return arc.SerializePointer (sectors, (BYTE **)&sec, sizeof(*sectors));
|
||||
}
|
||||
|
||||
FArchive &operator<< (FArchive &arc, line_t *&line)
|
||||
{
|
||||
return arc.SerializePointer (lines, (BYTE **)&line, sizeof(*lines));
|
||||
}
|
||||
|
||||
FArchive &operator<< (FArchive &arc, vertex_t *&vert)
|
||||
{
|
||||
return arc.SerializePointer (vertexes, (BYTE **)&vert, sizeof(*vertexes));
|
||||
}
|
||||
|
||||
FArchive &operator<< (FArchive &arc, side_t *&side)
|
||||
{
|
||||
return arc.SerializePointer (sides, (BYTE **)&side, sizeof(*sides));
|
||||
}
|
||||
|
||||
FArchive &operator<<(FArchive &arc, DAngle &ang)
|
||||
{
|
||||
arc << ang.Degrees;
|
||||
return arc;
|
||||
}
|
||||
|
||||
FArchive &operator<<(FArchive &arc, DVector3 &vec)
|
||||
{
|
||||
arc << vec.X << vec.Y << vec.Z;
|
||||
return arc;
|
||||
}
|
||||
|
||||
FArchive &operator<<(FArchive &arc, DVector2 &vec)
|
||||
{
|
||||
arc << vec.X << vec.Y;
|
||||
return arc;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FArchive &operator<< (FArchive &arc, FState *&state)
|
||||
{
|
||||
PClassActor *info;
|
||||
|
||||
if (arc.IsStoring ())
|
||||
{
|
||||
if (state == NULL)
|
||||
{
|
||||
arc.UserWriteClass (RUNTIME_CLASS(AActor));
|
||||
arc.WriteCount (NULL_STATE_INDEX);
|
||||
return arc;
|
||||
}
|
||||
|
||||
info = FState::StaticFindStateOwner (state);
|
||||
|
||||
if (info != NULL)
|
||||
{
|
||||
arc.UserWriteClass (info);
|
||||
arc.WriteCount ((DWORD)(state - info->OwnedStates));
|
||||
}
|
||||
else
|
||||
{
|
||||
/* this was never working as intended.
|
||||
I_Error ("Cannot find owner for state %p:\n"
|
||||
"%s %c%c %3d [%p] -> %p", state,
|
||||
sprites[state->sprite].name,
|
||||
state->GetFrame() + 'A',
|
||||
state->GetFullbright() ? '*' : ' ',
|
||||
state->GetTics(),
|
||||
state->GetAction(),
|
||||
state->GetNextState());
|
||||
*/
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
PClassActor *info;
|
||||
DWORD ofs;
|
||||
|
||||
arc.UserReadClass<PClassActor>(info);
|
||||
ofs = arc.ReadCount ();
|
||||
if (ofs == NULL_STATE_INDEX && info == RUNTIME_CLASS(AActor))
|
||||
{
|
||||
state = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
state = info->OwnedStates + ofs;
|
||||
}
|
||||
}
|
||||
return arc;
|
||||
}
|
||||
|
||||
FArchive &operator<< (FArchive &arc, secplane_t &plane)
|
||||
{
|
||||
arc << plane.normal << plane.D;
|
||||
if (plane.normal.Z != 0)
|
||||
{ // plane.c should always be non-0. Otherwise, the plane
|
||||
// would be perfectly vertical. (But then, don't let this crash on a broken savegame...)
|
||||
plane.negiC = -1 / plane.normal.Z;
|
||||
}
|
||||
return arc;
|
||||
}
|
||||
|
||||
void P_SerializeACSScriptNumber(FArchive &arc, int &scriptnum, bool was2byte)
|
||||
{
|
||||
|
@ -272,3 +55,129 @@ void P_SerializeACSScriptNumber(FArchive &arc, int &scriptnum, bool was2byte)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#if 0
|
||||
// still needed as reference.
|
||||
FArchive &FArchive::ReadObject(DObject* &obj, PClass *wanttype)
|
||||
{
|
||||
BYTE objHead;
|
||||
const PClass *type;
|
||||
BYTE playerNum;
|
||||
DWORD index;
|
||||
DObject *newobj;
|
||||
|
||||
operator<< (objHead);
|
||||
|
||||
switch (objHead)
|
||||
{
|
||||
case NULL_OBJ:
|
||||
obj = NULL;
|
||||
break;
|
||||
|
||||
case M1_OBJ:
|
||||
obj = (DObject *)~0;
|
||||
break;
|
||||
|
||||
case OLD_OBJ:
|
||||
index = ReadCount();
|
||||
if (index >= ArchiveToObject.Size())
|
||||
{
|
||||
I_Error("Object reference too high (%u; max is %u)\n", index, ArchiveToObject.Size());
|
||||
}
|
||||
obj = ArchiveToObject[index];
|
||||
break;
|
||||
|
||||
case NEW_PLYR_CLS_OBJ:
|
||||
operator<< (playerNum);
|
||||
if (m_HubTravel)
|
||||
{
|
||||
// If travelling inside a hub, use the existing player actor
|
||||
type = ReadClass(wanttype);
|
||||
// Printf ("New player class: %s (%u)\n", type->Name, m_File->Tell());
|
||||
obj = players[playerNum].mo;
|
||||
|
||||
// But also create a new one so that we can get past the one
|
||||
// stored in the archive.
|
||||
AActor *tempobj = static_cast<AActor *>(type->CreateNew());
|
||||
MapObject(obj != NULL ? obj : tempobj);
|
||||
tempobj->SerializeUserVars(*this);
|
||||
tempobj->Serialize(*this);
|
||||
tempobj->CheckIfSerialized();
|
||||
// If this player is not present anymore, keep the new body
|
||||
// around just so that the load will succeed.
|
||||
if (obj != NULL)
|
||||
{
|
||||
// When the temporary player's inventory items were loaded,
|
||||
// they became owned by the real player. Undo that now.
|
||||
for (AInventory *item = tempobj->Inventory; item != NULL; item = item->Inventory)
|
||||
{
|
||||
item->Owner = tempobj;
|
||||
}
|
||||
tempobj->Destroy();
|
||||
}
|
||||
else
|
||||
{
|
||||
obj = tempobj;
|
||||
players[playerNum].mo = static_cast<APlayerPawn *>(obj);
|
||||
}
|
||||
break;
|
||||
}
|
||||
/* fallthrough when not travelling to a previous level */
|
||||
case NEW_CLS_OBJ:
|
||||
type = ReadClass(wanttype);
|
||||
// Printf ("New class: %s (%u)\n", type->Name, m_File->Tell());
|
||||
newobj = obj = type->CreateNew();
|
||||
MapObject(obj);
|
||||
newobj->SerializeUserVars(*this);
|
||||
newobj->Serialize(*this);
|
||||
newobj->CheckIfSerialized();
|
||||
break;
|
||||
|
||||
case NEW_PLYR_OBJ:
|
||||
operator<< (playerNum);
|
||||
if (m_HubTravel)
|
||||
{
|
||||
type = ReadStoredClass(wanttype);
|
||||
// Printf ("Use player class: %s (%u)\n", type->Name, m_File->Tell());
|
||||
obj = players[playerNum].mo;
|
||||
|
||||
AActor *tempobj = static_cast<AActor *>(type->CreateNew());
|
||||
MapObject(obj != NULL ? obj : tempobj);
|
||||
tempobj->SerializeUserVars(*this);
|
||||
tempobj->Serialize(*this);
|
||||
tempobj->CheckIfSerialized();
|
||||
if (obj != NULL)
|
||||
{
|
||||
for (AInventory *item = tempobj->Inventory;
|
||||
item != NULL; item = item->Inventory)
|
||||
{
|
||||
item->Owner = tempobj;
|
||||
}
|
||||
tempobj->Destroy();
|
||||
}
|
||||
else
|
||||
{
|
||||
obj = tempobj;
|
||||
players[playerNum].mo = static_cast<APlayerPawn *>(obj);
|
||||
}
|
||||
break;
|
||||
}
|
||||
/* fallthrough when not travelling to a previous level */
|
||||
case NEW_OBJ:
|
||||
type = ReadStoredClass(wanttype);
|
||||
// Printf ("Use class: %s (%u)\n", type->Name, m_File->Tell());
|
||||
obj = type->CreateNew();
|
||||
MapObject(obj);
|
||||
obj->SerializeUserVars(*this);
|
||||
obj->Serialize(*this);
|
||||
obj->CheckIfSerialized();
|
||||
break;
|
||||
|
||||
default:
|
||||
I_Error("Unknown object code (%d) in archive\n", objHead);
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in a new issue