qzdoom/src/zzz_old.cpp
2016-09-20 10:59:48 +02:00

183 lines
4.9 KiB
C++

#include "a_doomglobal.h"
#include "a_hexenglobal.h"
#include "a_strifeglobal.h"
#include "ravenshared.h"
#include "a_weaponpiece.h"
#include "d_dehacked.h"
// For NULL states, which aren't owned by any actor, the owner
// is recorded as AActor with the following state. AActor should
// never actually have this many states of its own, so this
// is (relatively) safe.
#define NULL_STATE_INDEX 127
// These are special tokens found in the data stream of an archive.
// Whenever a new object is encountered, it gets created using new and
// is then asked to serialize itself before processing of the previous
// object continues. This can result in some very deep recursion if
// you aren't careful about how you organize your data.
#define NEW_OBJ ((BYTE)1) // Data for a new object follows
#define NEW_CLS_OBJ ((BYTE)2) // Data for a new class and object follows
#define OLD_OBJ ((BYTE)3) // Reference to an old object follows
#define NULL_OBJ ((BYTE)4) // Load as NULL
#define M1_OBJ ((BYTE)44) // Load as (DObject*)-1
#define NEW_PLYR_OBJ ((BYTE)5) // Data for a new player follows
#define NEW_PLYR_CLS_OBJ ((BYTE)6) // Data for a new class and player follows
#define NEW_NAME ((BYTE)27) // A new name follows
#define OLD_NAME ((BYTE)28) // Reference to an old name follows
#define NIL_NAME ((BYTE)33) // Load as NULL
#define NEW_SPRITE ((BYTE)11) // A new sprite name follows
#define OLD_SPRITE ((BYTE)12) // Reference to an old sprite name follows
void P_SerializeACSScriptNumber(FArchive &arc, int &scriptnum, bool was2byte)
{
arc << scriptnum;
// If the script number is negative, then it's really a name.
// So read/store the name after it.
if (scriptnum < 0)
{
if (arc.IsStoring())
{
arc.WriteName(FName(ENamedName(-scriptnum)).GetChars());
}
else
{
const char *nam = arc.ReadName();
scriptnum = -FName(nam);
}
}
}
#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