- Transform the Actor Damage functions to/from an integer for saving. (I am occasionally

encountering unknown class "None" when loading now, which is not so nice.)

SVN r3923 (scripting)
This commit is contained in:
Randy Heit 2012-10-29 01:13:26 +00:00
parent c2e700f116
commit e7168b3a51

View file

@ -145,6 +145,79 @@ AActor::~AActor ()
// Use Destroy() instead. // Use Destroy() instead.
} }
//==========================================================================
//
// CalcDamageValue
//
// Given a script function, returns an integer to represent it in a
// savegame. This encoding is compatible with previous incarnations
// where damage was an integer.
//
// 0 : use null function
// 0x40000000 : use default function
// anything else : use function that returns this number
//
//==========================================================================
static int CalcDamageValue(VMFunction *func)
{
if (func == NULL)
{
return 0;
}
VMScriptFunction *sfunc = dyn_cast<VMScriptFunction>(func);
if (sfunc == NULL)
{
return 0x40000000;
}
VMOP *op = sfunc->Code;
// If the function was created by CreateDamageFunction(), extract
// the value used to create it and return that. Otherwise, return
// indicating to use the default function.
if (op->op == OP_RETI && op->a == 0)
{
return op->i16;
}
if (op->op == OP_RET && op->a == 0 && op->b == (REGT_INT | REGT_KONST))
{
return sfunc->KonstD[op->c];
}
return 0x40000000;
}
//==========================================================================
//
// UncalcDamageValue
//
// Given a damage integer, returns a script function for it.
//
//==========================================================================
static VMFunction *UncalcDamageValue(int dmg, VMFunction *def)
{
if (dmg == 0)
{
return NULL;
}
if ((dmg & 0xC0000000) == 0x40000000)
{
return def;
}
// Does the default version return this? If so, use it. Otherwise,
// create a new function.
if (CalcDamageValue(def) == dmg)
{
return def;
}
return CreateDamageFunction(dmg);
}
//==========================================================================
//
// AActor :: Serialize
//
//==========================================================================
void AActor::Serialize (FArchive &arc) void AActor::Serialize (FArchive &arc)
{ {
Super::Serialize (arc); Super::Serialize (arc);
@ -191,8 +264,19 @@ void AActor::Serialize (FArchive &arc)
<< vely << vely
<< velz << velz
<< tics << tics
<< state << state;
<< Damage; if (arc.IsStoring())
{
int dmg;
dmg = CalcDamageValue(Damage);
arc << dmg;
}
else
{
int dmg;
arc << dmg;
Damage = UncalcDamageValue(dmg, GetDefault()->Damage);
}
if (SaveVersion >= 3227) if (SaveVersion >= 3227)
{ {
arc << projectileKickback; arc << projectileKickback;