Example #1
0
void DThinker::SerializeAll (FArchive &arc, bool hubLoad)
{
	DThinker *thinker;

	if (arc.IsStoring ())
	{
		thinker = FirstThinker;
		while (thinker)
		{
			arc << (BYTE)1;
			arc << thinker;
			thinker = thinker->m_Next;
		}
		arc << (BYTE)0;
	}
	else
	{
		if (hubLoad)
			DestroyMostThinkers ();
		else
			DestroyAllThinkers ();

		BYTE more;
		arc >> more;
		while (more)
		{
			DThinker *thinker;
			arc >> thinker;
			arc >> more;
		}

		// killough 3/26/98: Spawn icon landings:
		P_SpawnBrainTargets ();
	}
}
Example #2
0
void DThinker::SerializeAll (FArchive &arc, bool hubLoad, bool noStorePlayers)
{
	DThinker *thinker;
	if (arc.IsStoring () && noStorePlayers)
	{
		thinker = FirstThinker;
		while (thinker)
		{
			// Don't store player mobjs.
			if (!(thinker->IsKindOf(RUNTIME_CLASS(AActor)) &&
			    static_cast<AActor *>(thinker)->type == MT_PLAYER))
			{
				arc << (BYTE)1;
				arc << thinker;
			}
			thinker = thinker->m_Next;
		}
		arc << (BYTE)0;
	}
	else if (arc.IsStoring ())
	{
		thinker = FirstThinker;
		while (thinker)
		{
			arc << (BYTE)1;
			arc << thinker;
			thinker = thinker->m_Next;
		}
		arc << (BYTE)0;
	}
	else
	{
		if (hubLoad || noStorePlayers)
			DestroyMostThinkers ();
		else
			DestroyAllThinkers ();

		BYTE more;
		arc >> more;
		while (more)
		{
			DThinker *thinker;
			arc >> thinker;
			arc >> more;
		}

		// killough 3/26/98: Spawn icon landings:
		P_SpawnBrainTargets ();
	}
}
void DThinker::SerializeAll(FArchive &arc, bool hubLoad)
{
	DThinker *thinker;
	BYTE stat;
	int statcount;
	int i;

	// Save lists of thinkers, but not by storing the first one and letting
	// the archiver catch the rest. (Which leads to buttloads of recursion
	// and makes the file larger.) Instead, we explicitly save each thinker
	// in sequence. When restoring an archive, we also have to maintain
	// the thinker lists here instead of relying on the archiver to do it
	// for us.

	if (arc.IsStoring())
	{
		for (statcount = i = 0; i <= MAX_STATNUM; i++)
		{
			statcount += (!Thinkers[i].IsEmpty() || !FreshThinkers[i].IsEmpty());
		}
		arc << statcount;
		for (i = 0; i <= MAX_STATNUM; i++)
		{
			if (!Thinkers[i].IsEmpty() || !FreshThinkers[i].IsEmpty())
			{
				stat = i;
				arc << stat;
				SaveList(arc, Thinkers[i].GetHead());
				SaveList(arc, FreshThinkers[i].GetHead());
				thinker = NULL;
				arc << thinker;		// Save a final NULL for this list
			}
		}
	}
	else
	{
		if (hubLoad)
			DestroyMostThinkers();
		else
			DestroyAllThinkers();

		// Prevent the constructor from inserting thinkers into a list.
		bSerialOverride = true;

		try
		{
			arc << statcount;
			while (statcount > 0)
			{
				arc << stat << thinker;
				while (thinker != NULL)
				{
					// This may be a player stored in their ancillary list. Remove
					// them first before inserting them into the new list.
					if (thinker->NextThinker != NULL)
					{
						thinker->Remove();
					}
					// Thinkers with the OF_JustSpawned flag set go in the FreshThinkers
					// list. Anything else goes in the regular Thinkers list.
					if (thinker->ObjectFlags & OF_EuthanizeMe)
					{
						// This thinker was destroyed during the loading process. Do
						// not link it in to any list.
					}
					else if (thinker->ObjectFlags & OF_JustSpawned)
					{
						FreshThinkers[stat].AddTail(thinker);
					}
					else
					{
						Thinkers[stat].AddTail(thinker);
					}
					arc << thinker;
				}
				statcount--;
			}
		}
		catch (class CDoomError &err)
		{
			bSerialOverride = false;

			// DestroyAllThinkers cannot be called here. It will try to delete the corrupted
			// object table left behind by the serializer and crash.
			// Trying to continue is not an option here because the garbage collector will 
			// crash the next time it runs.
			// Even making this a fatal error will crash but at least the message can be seen
			// before the crash - which is not the case with all other options.

			//DestroyAllThinkers();
			I_FatalError("%s", err.GetMessage());
			throw;
		}
		bSerialOverride = false;
	}
}
Example #4
0
void DThinker::SerializeAll(FArchive &arc, bool hubLoad)
{
	DThinker *thinker;
	BYTE stat;
	int statcount;
	int i;

	// Save lists of thinkers, but not by storing the first one and letting
	// the archiver catch the rest. (Which leads to buttloads of recursion
	// and makes the file larger.) Instead, we explicitly save each thinker
	// in sequence. When restoring an archive, we also have to maintain
	// the thinker lists here instead of relying on the archiver to do it
	// for us.

	if (arc.IsStoring())
	{
		for (statcount = i = 0; i <= MAX_STATNUM; i++)
		{
			statcount += (!Thinkers[i].IsEmpty() || !FreshThinkers[i].IsEmpty());
		}
		arc << statcount;
		for (i = 0; i <= MAX_STATNUM; i++)
		{
			if (!Thinkers[i].IsEmpty() || !FreshThinkers[i].IsEmpty())
			{
				stat = i;
				arc << stat;
				SaveList(arc, Thinkers[i].GetHead());
				SaveList(arc, FreshThinkers[i].GetHead());
				thinker = NULL;
				arc << thinker;		// Save a final NULL for this list
			}
		}
	}
	else
	{
		if (hubLoad)
			DestroyMostThinkers();
		else
			DestroyAllThinkers();

		// Prevent the constructor from inserting thinkers into a list.
		bSerialOverride = true;

		try
		{
			arc << statcount;
			while (statcount > 0)
			{
				arc << stat << thinker;
				while (thinker != NULL)
				{
					// This may be a player stored in their ancillary list. Remove
					// them first before inserting them into the new list.
					if (thinker->NextThinker != NULL)
					{
						thinker->Remove();
					}
					// Thinkers with the OF_JustSpawned flag set go in the FreshThinkers
					// list. Anything else goes in the regular Thinkers list.
					if (thinker->ObjectFlags & OF_EuthanizeMe)
					{
						// This thinker was destroyed during the loading process. Do
						// not link it in to any list.
					}
					else if (thinker->ObjectFlags & OF_JustSpawned)
					{
						FreshThinkers[stat].AddTail(thinker);
					}
					else
					{
						Thinkers[stat].AddTail(thinker);
					}
					arc << thinker;
				}
				statcount--;
			}
		}
		catch (class CDoomError &)
		{
			bSerialOverride = false;
			DestroyAllThinkers();
			throw;
		}
		bSerialOverride = false;
	}
}