quake4-sdk/source/game/gamesys/SaveGame.h

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2007-06-15 00:00:00 +00:00
#ifndef __SAVEGAME_H__
#define __SAVEGAME_H__
/*
Save game related helper classes.
*/
const int INITIAL_RELEASE_BUILD_NUMBER = 1262;
class idSaveGame {
public:
friend void Cmd_CheckSave_f( const idCmdArgs &args );
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 WriteVec5( const idVec5 &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 );
// RAVEN BEGIN
// jscott: not using
// void WriteParticle( const idDeclParticle *particle );
// void WriteFX( const idDeclFX *fx );
// RAVEN END
void WriteSoundShader( const idSoundShader *shader );
void WriteModelDef( const class idDeclModelDef *modelDef );
void WriteModel( const idRenderModel *model );
// RAVEN BEGIN
// bdube: material type
void WriteMaterialType ( const rvDeclMatType* matType );
void WriteTable ( const idDeclTable* table );
// abahr
void WriteExtrapolate( const idExtrapolate<int>& extrap );
void WriteExtrapolate( const idExtrapolate<float>& extrap );
void WriteExtrapolate( const idExtrapolate<idVec3>& extrap );
void WriteInterpolate( const idInterpolateAccelDecelLinear<int>& lerp );
void WriteInterpolate( const idInterpolateAccelDecelLinear<float>& lerp );
void WriteInterpolate( const idInterpolateAccelDecelLinear<idVec3>& lerp );
void WriteInterpolate( const idInterpolate<int>& lerp );
void WriteInterpolate( const idInterpolate<float>& lerp );
void WriteInterpolate( const idInterpolate<idVec3>& lerp );
void WriteRenderEffect( const renderEffect_t &renderEffect );
void WriteFrustum( const idFrustum& frustum );
void WriteSyncId( void );
// RAVEN END
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 WriteClipModel( const class idClipModel *clipModel );
void WriteSoundCommands( void );
void WriteBuildNumber( const int value );
protected:
idFile * file;
idList<const idClass *> objects;
void CallSave_r( const idTypeInfo *cls, const idClass *obj );
};
class idRestoreGame {
public:
friend void Cmd_CheckSave_f( const idCmdArgs &args );
idRestoreGame( idFile *savefile );
~idRestoreGame();
void CreateObjects( void );
void RestoreObjects( void );
void DeleteObjects( void );
void Error( 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 ReadVec5( idVec5 &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 );
// RAVEN BEGIN
// bdube: not using
// void ReadParticle( const idDeclParticle *&particle );
// void ReadFX( const idDeclFX *&fx );
// RAVEN END
void ReadSoundShader( const idSoundShader *&shader );
void ReadModelDef( const idDeclModelDef *&modelDef );
void ReadModel( idRenderModel *&model );
// RAVEN BEGIN
void ReadUserInterface( idUserInterface *&ui, const idDict *args );
// bdube: material type
void ReadMaterialType ( const rvDeclMatType* &matType );
void ReadTable ( const idDeclTable* &table );
// abahr
void ReadExtrapolate( idExtrapolate<int>& extrap );
void ReadExtrapolate( idExtrapolate<float>& extrap );
void ReadExtrapolate( idExtrapolate<idVec3>& extrap );
void ReadInterpolate( idInterpolateAccelDecelLinear<int>& lerp );
void ReadInterpolate( idInterpolateAccelDecelLinear<float>& lerp );
void ReadInterpolate( idInterpolateAccelDecelLinear<idVec3>& lerp );
void ReadInterpolate( idInterpolate<int>& lerp );
void ReadInterpolate( idInterpolate<float>& lerp );
void ReadInterpolate( idInterpolate<idVec3>& lerp );
void ReadRenderEffect( renderEffect_t &renderEffect );
void ReadFrustum( idFrustum& frustum );
void ReadSyncId( const char *detail = "unspecified", const char *classname = NULL ) { file->ReadSyncId( detail, classname ); }
void ReadRenderEntity( renderEntity_t &renderEntity, const idDict *args );
// RAVEN END
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 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__*/