184 lines
6.7 KiB
C
184 lines
6.7 KiB
C
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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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const int INITIAL_RELEASE_BUILD_NUMBER = 1262;
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class idSaveGame {
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public:
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friend void Cmd_CheckSave_f( const idCmdArgs &args );
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idSaveGame( idFile *savefile );
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~idSaveGame();
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void Close( void );
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void AddObject( const idClass *obj );
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void WriteObjectList( void );
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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 WriteVec5( const idVec5 &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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// RAVEN BEGIN
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// jscott: not using
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// void WriteParticle( const idDeclParticle *particle );
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// void WriteFX( const idDeclFX *fx );
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// RAVEN END
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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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// RAVEN BEGIN
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// bdube: material type
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void WriteMaterialType ( const rvDeclMatType* matType );
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void WriteTable ( const idDeclTable* table );
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// abahr
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void WriteExtrapolate( const idExtrapolate<int>& extrap );
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void WriteExtrapolate( const idExtrapolate<float>& extrap );
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void WriteExtrapolate( const idExtrapolate<idVec3>& extrap );
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void WriteInterpolate( const idInterpolateAccelDecelLinear<int>& lerp );
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void WriteInterpolate( const idInterpolateAccelDecelLinear<float>& lerp );
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void WriteInterpolate( const idInterpolateAccelDecelLinear<idVec3>& lerp );
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void WriteInterpolate( const idInterpolate<int>& lerp );
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void WriteInterpolate( const idInterpolate<float>& lerp );
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void WriteInterpolate( const idInterpolate<idVec3>& lerp );
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void WriteRenderEffect( const renderEffect_t &renderEffect );
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void WriteFrustum( const idFrustum& frustum );
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void WriteSyncId( void );
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// RAVEN END
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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 WriteClipModel( const class idClipModel *clipModel );
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void WriteSoundCommands( void );
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void WriteBuildNumber( const int value );
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protected:
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idFile * file;
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idList<const idClass *> objects;
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void CallSave_r( const idTypeInfo *cls, const idClass *obj );
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};
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class idRestoreGame {
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public:
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friend void Cmd_CheckSave_f( const idCmdArgs &args );
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idRestoreGame( idFile *savefile );
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~idRestoreGame();
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void CreateObjects( void );
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void RestoreObjects( void );
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void DeleteObjects( void );
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void Error( 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 ReadVec5( idVec5 &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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// RAVEN BEGIN
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// bdube: not using
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// void ReadParticle( const idDeclParticle *&particle );
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// void ReadFX( const idDeclFX *&fx );
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// RAVEN END
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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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// RAVEN BEGIN
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void ReadUserInterface( idUserInterface *&ui, const idDict *args );
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// bdube: material type
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void ReadMaterialType ( const rvDeclMatType* &matType );
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void ReadTable ( const idDeclTable* &table );
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// abahr
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void ReadExtrapolate( idExtrapolate<int>& extrap );
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void ReadExtrapolate( idExtrapolate<float>& extrap );
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void ReadExtrapolate( idExtrapolate<idVec3>& extrap );
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void ReadInterpolate( idInterpolateAccelDecelLinear<int>& lerp );
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void ReadInterpolate( idInterpolateAccelDecelLinear<float>& lerp );
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void ReadInterpolate( idInterpolateAccelDecelLinear<idVec3>& lerp );
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void ReadInterpolate( idInterpolate<int>& lerp );
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void ReadInterpolate( idInterpolate<float>& lerp );
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void ReadInterpolate( idInterpolate<idVec3>& lerp );
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void ReadRenderEffect( renderEffect_t &renderEffect );
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void ReadFrustum( idFrustum& frustum );
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void ReadSyncId( const char *detail = "unspecified", const char *classname = NULL ) { file->ReadSyncId( detail, classname ); }
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void ReadRenderEntity( renderEntity_t &renderEntity, const idDict *args );
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// RAVEN END
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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 ReadClipModel( idClipModel *&clipModel );
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void ReadSoundCommands( void );
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void ReadBuildNumber( void );
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// Used to retrieve the saved game buildNumber from within class Restore methods
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int GetBuildNumber( void );
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private:
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int buildNumber;
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idFile * file;
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idList<idClass *> objects;
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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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