dhewm3-sdk/d3xp/gamesys/SaveGame.h

187 lines
6.7 KiB
C
Raw Normal View History

2011-11-22 21:28:15 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
2011-11-22 21:28:15 +00:00
2011-12-06 16:14:59 +00:00
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
2011-11-22 21:28:15 +00:00
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __SAVEGAME_H__
#define __SAVEGAME_H__
#include "framework/DeclFX.h"
#include "framework/Game.h"
#include "renderer/Model.h"
#include "renderer/RenderSystem.h"
#include "gamesys/Class.h"
2011-11-22 21:28:15 +00:00
/*
Save game related helper classes.
*/
const int INITIAL_RELEASE_BUILD_NUMBER = 1262;
class idSaveGame {
public:
idSaveGame( idFile *savefile );
~idSaveGame();
void Close( void );
void AddObject( const idClass *obj );
void WriteObjectList( void );
void Write( const void *buffer, int len );
void WriteInt( const int value );
void WriteJoint( const jointHandle_t value );
void WriteShort( const short value );
void WriteByte( const byte value );
void WriteSignedChar( const signed char value );
void WriteFloat( const float value );
void WriteBool( const bool value );
void WriteString( const char *string );
void WriteVec2( const idVec2 &vec );
void WriteVec3( const idVec3 &vec );
void WriteVec4( const idVec4 &vec );
void WriteVec6( const idVec6 &vec );
void WriteWinding( const idWinding &winding );
void WriteBounds( const idBounds &bounds );
void WriteMat3( const idMat3 &mat );
void WriteAngles( const idAngles &angles );
void WriteObject( const idClass *obj );
void WriteStaticObject( const idClass &obj );
void WriteDict( const idDict *dict );
void WriteMaterial( const idMaterial *material );
void WriteSkin( const idDeclSkin *skin );
void WriteParticle( const idDeclParticle *particle );
void WriteFX( const idDeclFX *fx );
void WriteSoundShader( const idSoundShader *shader );
void WriteModelDef( const class idDeclModelDef *modelDef );
void WriteModel( const idRenderModel *model );
void WriteUserInterface( const idUserInterface *ui, bool unique );
void WriteRenderEntity( const renderEntity_t &renderEntity );
void WriteRenderLight( const renderLight_t &renderLight );
void WriteRefSound( const refSound_t &refSound );
void WriteRenderView( const renderView_t &view );
void WriteUsercmd( const usercmd_t &usercmd );
void WriteContactInfo( const contactInfo_t &contactInfo );
void WriteTrace( const trace_t &trace );
void WriteTraceModel( const idTraceModel &trace );
void WriteClipModel( const class idClipModel *clipModel );
void WriteSoundCommands( void );
void WriteBuildNumber( const int value );
private:
idFile * file;
idList<const idClass *> objects;
void CallSave_r( const idTypeInfo *cls, const idClass *obj );
};
class idRestoreGame {
public:
idRestoreGame( idFile *savefile );
~idRestoreGame();
void CreateObjects( void );
void RestoreObjects( void );
void DeleteObjects( void );
void Error( const char *fmt, ... ) id_attribute((format(printf,2,3)));
void Read( void *buffer, int len );
void ReadInt( int &value );
void ReadJoint( jointHandle_t &value );
void ReadShort( short &value );
void ReadByte( byte &value );
void ReadSignedChar( signed char &value );
void ReadFloat( float &value );
void ReadBool( bool &value );
void ReadString( idStr &string );
void ReadVec2( idVec2 &vec );
void ReadVec3( idVec3 &vec );
void ReadVec4( idVec4 &vec );
void ReadVec6( idVec6 &vec );
void ReadWinding( idWinding &winding );
void ReadBounds( idBounds &bounds );
void ReadMat3( idMat3 &mat );
void ReadAngles( idAngles &angles );
void ReadObject( idClass *&obj );
void ReadStaticObject( idClass &obj );
void ReadDict( idDict *dict );
void ReadMaterial( const idMaterial *&material );
void ReadSkin( const idDeclSkin *&skin );
void ReadParticle( const idDeclParticle *&particle );
void ReadFX( const idDeclFX *&fx );
void ReadSoundShader( const idSoundShader *&shader );
void ReadModelDef( const idDeclModelDef *&modelDef );
void ReadModel( idRenderModel *&model );
void ReadUserInterface( idUserInterface *&ui );
void ReadRenderEntity( renderEntity_t &renderEntity );
void ReadRenderLight( renderLight_t &renderLight );
void ReadRefSound( refSound_t &refSound );
void ReadRenderView( renderView_t &view );
void ReadUsercmd( usercmd_t &usercmd );
void ReadContactInfo( contactInfo_t &contactInfo );
void ReadTrace( trace_t &trace );
void ReadTraceModel( idTraceModel &trace );
void ReadClipModel( idClipModel *&clipModel );
void ReadSoundCommands( void );
void ReadBuildNumber( void );
// Used to retrieve the saved game buildNumber from within class Restore methods
int GetBuildNumber( void );
// DG: added these methods, internalSavegameVersion makes us independent of the global BUILD_NUMBER
void ReadInternalSavegameVersion( void )
{
ReadInt( internalSavegameVersion );
}
// if it's 0, this is from a GetBuildNumber() < 1305 savegame
// otherwise, compare it to idGameLocal::INTERNAL_SAVEGAME_VERSION
int GetInternalSavegameVersion( void ) const
{
return internalSavegameVersion;
}
// DG end
2011-11-22 21:28:15 +00:00
private:
int buildNumber;
int internalSavegameVersion; // DG added this
2011-11-22 21:28:15 +00:00
idFile * file;
idList<idClass *> objects;
void CallRestore_r( const idTypeInfo *cls, idClass *obj );
};
#endif /* !__SAVEGAME_H__*/