181 lines
6.3 KiB
C++
181 lines
6.3 KiB
C++
// Copyright (C) 2004 Id Software, Inc.
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//
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#ifndef __SAVEGAME_H__
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#define __SAVEGAME_H__
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class idClass;
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class idTypeInfo;
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class sdUserInterfaceLocal;
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class idClipModel;
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class idDeclSkin;
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class rvDeclEffect;
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class idSoundShader;
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class idDeclModelDef;
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class idRenderModel;
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class sdTeamInfo;
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class function_t;
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struct renderEntity_s;
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struct renderLight_s;
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struct renderView_s;
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struct contactInfo_t;
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struct trace_t;
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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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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 WriteUnsignedInt( const unsigned 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 WriteModel( const idRenderModel *model );
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void WriteRenderEntity( const renderEntity_s& renderEntity );
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void WriteRenderLight( const renderLight_s& renderLight );
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void WriteRenderEffect( const renderEffect_s& renderEffect );
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void WriteRefSound( const refSound_t& refSound );
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void WriteRenderView( const renderView_s& 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( void );
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void WriteTeamInfo( const sdTeamInfo* teamInfo );
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void WriteFunction( const function_t* function );
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// decls
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void WriteMaterial( const idMaterial *material );
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void WriteSkin( const idDeclSkin *skin );
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void WriteEffect( const rvDeclEffect *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 WriteVehicleScript( const class sdDeclVehicleScript *vehicleScript );
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void WriteInvItem( const class sdDeclInvItem *invItem );
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void WritePlayerClass( const class sdDeclPlayerClass *playerClass );
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void WriteTable( const class idDeclTable *table );
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void WriteDamage( const class sdDeclDamage *damage );
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void WriteToolTip( const class sdDeclToolTip *toolTip );
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void WriteCampaign( const class sdDeclCampaign *campaign );
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void WriteBuildNumber( const int value );
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private:
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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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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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int ReadInt( void );
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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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float ReadFloat( void );
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void ReadBool( bool &value );
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bool ReadBool( void );
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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 ReadModel( idRenderModel *&model );
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void ReadRenderEntity( renderEntity_t &renderEntity );
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void ReadRenderLight( renderLight_t &renderLight );
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void ReadRenderEffect( renderEffect_s &renderEffect );
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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( void );
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void ReadTeamInfo( sdTeamInfo*& teamInfo );
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void ReadFunction( const function_t*& function );
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// decls
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void ReadMaterial( const idMaterial *&material );
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void ReadSkin( const idDeclSkin *&skin );
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void ReadEffect( const rvDeclEffect*&fx );
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void ReadSoundShader( const idSoundShader *&shader );
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void ReadModelDef( const idDeclModelDef *&modelDef );
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void ReadVehicleScript( const class sdDeclVehicleScript *&vehicleScript );
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void ReadInvItem( const class sdDeclInvItem *&invItem );
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void ReadPlayerClass( const class sdDeclPlayerClass *&playerClass );
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void ReadTable( const class idDeclTable *&table );
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void ReadDamage( const class sdDeclDamage *&damage );
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void ReadToolTip( const class sdDeclToolTip *&toolTip );
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void ReadCampaign( const class sdDeclCampaign *&campaign );
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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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