- moved new code to its proper location and started moving the replaced old archive code to a placeholder file for easy removal later.
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13 changed files with 1391 additions and 1253 deletions
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@ -47,71 +47,6 @@
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// actor. States are archived by recording the actor they belong
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// to and the index into that actor's list of states.
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// For NULL states, which aren't owned by any actor, the owner
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// is recorded as AActor with the following state. AActor should
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// never actually have this many states of its own, so this
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// is (relatively) safe.
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#define NULL_STATE_INDEX 127
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//==========================================================================
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//
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//
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//==========================================================================
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FArchive &operator<< (FArchive &arc, FState *&state)
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{
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PClassActor *info;
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if (arc.IsStoring ())
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{
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if (state == NULL)
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{
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arc.UserWriteClass (RUNTIME_CLASS(AActor));
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arc.WriteCount (NULL_STATE_INDEX);
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return arc;
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}
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info = FState::StaticFindStateOwner (state);
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if (info != NULL)
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{
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arc.UserWriteClass (info);
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arc.WriteCount ((DWORD)(state - info->OwnedStates));
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}
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else
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{
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/* this was never working as intended.
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I_Error ("Cannot find owner for state %p:\n"
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"%s %c%c %3d [%p] -> %p", state,
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sprites[state->sprite].name,
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state->GetFrame() + 'A',
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state->GetFullbright() ? '*' : ' ',
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state->GetTics(),
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state->GetAction(),
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state->GetNextState());
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*/
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}
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}
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else
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{
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PClassActor *info;
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DWORD ofs;
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arc.UserReadClass<PClassActor>(info);
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ofs = arc.ReadCount ();
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if (ofs == NULL_STATE_INDEX && info == RUNTIME_CLASS(AActor))
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{
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state = NULL;
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}
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else
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{
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state = info->OwnedStates + ofs;
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}
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}
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return arc;
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}
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//==========================================================================
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//
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// Find the actor that a state belongs to.
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