mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
197 lines
6.7 KiB
C++
197 lines
6.7 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 BFG Edition GPL Source Code
|
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
|
|
|
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 BFG Edition 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 BFG Edition 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__
|
|
|
|
/*
|
|
|
|
Save game related helper classes.
|
|
|
|
*/
|
|
|
|
class idSaveGame
|
|
{
|
|
public:
|
|
idSaveGame( idFile* savefile, idFile* stringFile, int inVersion );
|
|
~idSaveGame();
|
|
|
|
void Close();
|
|
|
|
void WriteDecls();
|
|
|
|
void AddObject( const idClass* obj );
|
|
void Resize( const int count )
|
|
{
|
|
objects.Resize( count );
|
|
}
|
|
void WriteObjectList();
|
|
|
|
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 WriteBuildNumber( const int value );
|
|
|
|
int GetBuildNumber() const
|
|
{
|
|
return version;
|
|
}
|
|
|
|
int GetCurrentSaveSize() const
|
|
{
|
|
return file->Length();
|
|
}
|
|
|
|
private:
|
|
idFile* file;
|
|
idFile* stringFile;
|
|
idCompressor* compressor;
|
|
|
|
idList<const idClass*> objects;
|
|
int version;
|
|
|
|
void CallSave_r( const idTypeInfo* cls, const idClass* obj );
|
|
|
|
struct stringTableIndex_s
|
|
{
|
|
idStr string;
|
|
int offset;
|
|
};
|
|
|
|
idHashIndex stringHash;
|
|
idList< stringTableIndex_s > stringTable;
|
|
int curStringTableOffset;
|
|
|
|
};
|
|
|
|
class idRestoreGame
|
|
{
|
|
public:
|
|
idRestoreGame( idFile* savefile, idFile* stringTableFile, int saveVersion );
|
|
~idRestoreGame();
|
|
|
|
void ReadDecls();
|
|
|
|
void CreateObjects();
|
|
void RestoreObjects();
|
|
void DeleteObjects();
|
|
|
|
void Error( VERIFY_FORMAT_STRING const char* fmt, ... );
|
|
|
|
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();
|
|
|
|
// Used to retrieve the saved game buildNumber from within class Restore methods
|
|
int GetBuildNumber() const
|
|
{
|
|
return version;
|
|
}
|
|
|
|
private:
|
|
idFile* file;
|
|
idFile* stringFile;
|
|
idList<idClass*, TAG_SAVEGAMES> objects;
|
|
int version;
|
|
int stringTableOffset;
|
|
|
|
void CallRestore_r( const idTypeInfo* cls, idClass* obj );
|
|
};
|
|
|
|
#endif /* !__SAVEGAME_H__*/
|