- more cleanup to reduce references to FArchive.

This commit is contained in:
Christoph Oelckers 2016-09-20 10:59:48 +02:00
commit 42e38f6cc1
9 changed files with 151 additions and 557 deletions

View file

@ -1021,267 +1021,6 @@ FArchive &FArchive::operator<< (FName &n)
return *this;
}
FArchive &FArchive::SerializePointer (void *ptrbase, BYTE **ptr, DWORD elemSize)
{
DWORD w;
if (m_Storing)
{
if (*(void **)ptr)
{
w = DWORD(((size_t)*ptr - (size_t)ptrbase) / elemSize);
}
else
{
w = ~0u;
}
WriteCount (w);
}
else
{
w = ReadCount ();
if (w != ~0u)
{
*(void **)ptr = (BYTE *)ptrbase + w * elemSize;
}
else
{
*(void **)ptr = NULL;
}
}
return *this;
}
FArchive &FArchive::SerializeObject (DObject *&object, PClass *type)
{
if (!m_ThinkersAllowed && type->IsDescendantOf(RUNTIME_CLASS(DThinker)))
{
assert(true);
I_Error("Tried to serialize a thinker before P_SerializeThinkers");
}
if (!type->IsDescendantOf(RUNTIME_CLASS(PClass)))
{ // a regular object
if (IsStoring())
{
return WriteObject(object);
}
else
{
return ReadObject(object, type);
}
}
else
{ // a class object
if (IsStoring())
{
UserWriteClass((PClass *)object);
}
else
{
UserReadClass(object);
}
return *this;
}
}
FArchive &FArchive::ReadObject (DObject* &obj, PClass *wanttype)
{
#if 0
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);
}
#endif
return *this;
}
void FArchive::WriteSprite (int spritenum)
{
BYTE id;
if ((unsigned)spritenum >= (unsigned)sprites.Size())
{
spritenum = 0;
}
if (m_SpriteMap[spritenum] < 0)
{
m_SpriteMap[spritenum] = (int)(m_NumSprites++);
id = NEW_SPRITE;
Write (&id, 1);
Write (sprites[spritenum].name, 4);
// Write the current sprite number as a hint, because
// these will only change between different versions.
WriteCount (spritenum);
}
else
{
id = OLD_SPRITE;
Write (&id, 1);
WriteCount (m_SpriteMap[spritenum]);
}
}
int FArchive::ReadSprite ()
{
BYTE id;
Read (&id, 1);
if (id == OLD_SPRITE)
{
DWORD index = ReadCount ();
if (index >= m_NumSprites)
{
I_Error ("Sprite %u has not been read yet\n", index);
}
return m_SpriteMap[index];
}
else if (id == NEW_SPRITE)
{
DWORD name;
DWORD hint;
Read (&name, 4);
hint = ReadCount ();
if (hint >= NumStdSprites || sprites[hint].dwName != name)
{
for (hint = NumStdSprites; hint-- != 0; )
{
if (sprites[hint].dwName == name)
{
break;
}
}
if (hint >= sprites.Size())
{ // Don't know this sprite, so just use the first one
hint = 0;
}
}
m_SpriteMap[m_NumSprites++] = hint;
return hint;
}
else
{
I_Error ("Expected a sprite but got something else\n");
return 0;
}
}
DWORD FArchive::AddName (const char *name)
{
DWORD index;
@ -1388,13 +1127,6 @@ PClass *FArchive::ReadStoredClass (const PClass *wanttype)
return type;
}
DWORD FArchive::MapObject (DObject *obj)
{
DWORD i = ArchiveToObject.Push(obj);
ObjectToArchive[obj] = i;
return i;
}
void FArchive::UserWriteClass (PClass *type)
{
BYTE id;