mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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197 lines
6.7 KiB
C++
197 lines
6.7 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __SAVEGAME_H__
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#define __SAVEGAME_H__
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/*
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Save game related helper classes.
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*/
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class idSaveGame
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{
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public:
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idSaveGame( idFile* savefile, idFile* stringFile, int inVersion );
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~idSaveGame();
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void Close();
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void WriteDecls();
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void AddObject( const idClass* obj );
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void Resize( const int count )
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{
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objects.Resize( count );
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}
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void WriteObjectList();
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void Write( const void* buffer, int len );
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void WriteInt( const int value );
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void WriteJoint( const jointHandle_t value );
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void WriteShort( const short value );
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void WriteByte( const byte value );
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void WriteSignedChar( const signed char value );
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void WriteFloat( const float value );
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void WriteBool( const bool value );
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void WriteString( const char* string );
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void WriteVec2( const idVec2& vec );
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void WriteVec3( const idVec3& vec );
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void WriteVec4( const idVec4& vec );
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void WriteVec6( const idVec6& vec );
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void WriteWinding( const idWinding& winding );
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void WriteBounds( const idBounds& bounds );
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void WriteMat3( const idMat3& mat );
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void WriteAngles( const idAngles& angles );
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void WriteObject( const idClass* obj );
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void WriteStaticObject( const idClass& obj );
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void WriteDict( const idDict* dict );
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void WriteMaterial( const idMaterial* material );
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void WriteSkin( const idDeclSkin* skin );
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void WriteParticle( const idDeclParticle* particle );
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void WriteFX( const idDeclFX* fx );
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void WriteSoundShader( const idSoundShader* shader );
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void WriteModelDef( const class idDeclModelDef* modelDef );
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void WriteModel( const idRenderModel* model );
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void WriteUserInterface( const idUserInterface* ui, bool unique );
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void WriteRenderEntity( const renderEntity_t& renderEntity );
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void WriteRenderLight( const renderLight_t& renderLight );
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void WriteRefSound( const refSound_t& refSound );
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void WriteRenderView( const renderView_t& view );
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void WriteUsercmd( const usercmd_t& usercmd );
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void WriteContactInfo( const contactInfo_t& contactInfo );
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void WriteTrace( const trace_t& trace );
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void WriteTraceModel( const idTraceModel& trace );
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void WriteClipModel( const class idClipModel* clipModel );
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void WriteSoundCommands();
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void WriteBuildNumber( const int value );
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int GetBuildNumber() const
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{
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return version;
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}
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int GetCurrentSaveSize() const
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{
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return file->Length();
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}
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private:
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idFile* file;
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idFile* stringFile;
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idCompressor* compressor;
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idList<const idClass*> objects;
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int version;
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void CallSave_r( const idTypeInfo* cls, const idClass* obj );
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struct stringTableIndex_s
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{
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idStr string;
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int offset;
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};
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idHashIndex stringHash;
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idList< stringTableIndex_s > stringTable;
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int curStringTableOffset;
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};
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class idRestoreGame
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{
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public:
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idRestoreGame( idFile* savefile, idFile* stringTableFile, int saveVersion );
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~idRestoreGame();
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void ReadDecls();
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void CreateObjects();
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void RestoreObjects();
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void DeleteObjects();
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void Error( VERIFY_FORMAT_STRING const char* fmt, ... );
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void Read( void* buffer, int len );
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void ReadInt( int& value );
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void ReadJoint( jointHandle_t& value );
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void ReadShort( short& value );
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void ReadByte( byte& value );
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void ReadSignedChar( signed char& value );
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void ReadFloat( float& value );
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void ReadBool( bool& value );
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void ReadString( idStr& string );
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void ReadVec2( idVec2& vec );
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void ReadVec3( idVec3& vec );
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void ReadVec4( idVec4& vec );
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void ReadVec6( idVec6& vec );
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void ReadWinding( idWinding& winding );
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void ReadBounds( idBounds& bounds );
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void ReadMat3( idMat3& mat );
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void ReadAngles( idAngles& angles );
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void ReadObject( idClass*& obj );
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void ReadStaticObject( idClass& obj );
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void ReadDict( idDict* dict );
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void ReadMaterial( const idMaterial*& material );
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void ReadSkin( const idDeclSkin*& skin );
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void ReadParticle( const idDeclParticle*& particle );
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void ReadFX( const idDeclFX*& fx );
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void ReadSoundShader( const idSoundShader*& shader );
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void ReadModelDef( const idDeclModelDef*& modelDef );
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void ReadModel( idRenderModel*& model );
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void ReadUserInterface( idUserInterface*& ui );
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void ReadRenderEntity( renderEntity_t& renderEntity );
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void ReadRenderLight( renderLight_t& renderLight );
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void ReadRefSound( refSound_t& refSound );
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void ReadRenderView( renderView_t& view );
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void ReadUsercmd( usercmd_t& usercmd );
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void ReadContactInfo( contactInfo_t& contactInfo );
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void ReadTrace( trace_t& trace );
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void ReadTraceModel( idTraceModel& trace );
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void ReadClipModel( idClipModel*& clipModel );
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void ReadSoundCommands();
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// Used to retrieve the saved game buildNumber from within class Restore methods
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int GetBuildNumber() const
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{
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return version;
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}
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private:
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idFile* file;
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idFile* stringFile;
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idList<idClass*, TAG_SAVEGAMES> objects;
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int version;
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int stringTableOffset;
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void CallRestore_r( const idTypeInfo* cls, idClass* obj );
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};
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#endif /* !__SAVEGAME_H__*/
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