2011-11-22 21:28:15 +00:00
|
|
|
/*
|
|
|
|
===========================================================================
|
|
|
|
|
|
|
|
Doom 3 GPL Source Code
|
2011-12-06 18:20:15 +00:00
|
|
|
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__
|
|
|
|
|
2011-12-16 22:28:29 +00:00
|
|
|
#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 );
|
|
|
|
|
|
|
|
private:
|
|
|
|
int buildNumber;
|
|
|
|
|
|
|
|
idFile * file;
|
|
|
|
|
|
|
|
idList<idClass *> objects;
|
|
|
|
|
|
|
|
void CallRestore_r( const idTypeInfo *cls, idClass *obj );
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif /* !__SAVEGAME_H__*/
|