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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 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 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.
- */
- const int INITIAL_RELEASE_BUILD_NUMBER = 1262;
- class idSaveGame {
- public:
- 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 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 );
- void WriteBuildNumber( const int value );
- private:
- idFile * file;
- idList<const idClass *> objects;
- void CallSave_r( const idTypeInfo *cls, const idClass *obj );
- };
- class idRestoreGame {
- public:
- idRestoreGame( idFile *savefile );
- ~idRestoreGame();
- void CreateObjects( void );
- void RestoreObjects( void );
- void DeleteObjects( void );
- void Error( const char *fmt, ... ) id_attribute((format(printf,2,3)));
- 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( 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__*/
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