diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/public/isaverestore.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/public/isaverestore.h')
| -rw-r--r-- | sp/src/public/isaverestore.h | 774 |
1 files changed, 387 insertions, 387 deletions
diff --git a/sp/src/public/isaverestore.h b/sp/src/public/isaverestore.h index 16c3432c..bfb40a17 100644 --- a/sp/src/public/isaverestore.h +++ b/sp/src/public/isaverestore.h @@ -1,387 +1,387 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef ISAVERESTORE_H
-#define ISAVERESTORE_H
-
-#include "string_t.h"
-#include "datamap.h"
-#include "mathlib/vmatrix.h"
-
-#if defined( _WIN32 )
-#pragma once
-#endif
-
-#ifndef CLIENT_DLL
-class SINGLE_INHERITANCE CBaseEntity;
-#endif
-
-class Vector;
-class VMatrix;
-struct edict_t;
-template< class T > class CHandle;
-typedef CHandle<CBaseEntity> EHANDLE;
-struct matrix3x4_t;
-
-class CSaveRestoreData;
-class CGameSaveRestoreInfo;
-
-class ISave;
-class IRestore;
-
-//-----------------------------------------------------------------------------
-
-#pragma pack(push,1)
-
-struct SaveRestoreRecordHeader_t
-{
- unsigned short size;
- unsigned short symbol;
-};
-
-
-#pragma pack(pop)
-
-//-----------------------------------------------------------------------------
-//
-// ISaveRestoreBlockHandler
-//
-//-----------------------------------------------------------------------------
-
-const int MAX_BLOCK_NAME_LEN = 31;
-const int SIZE_BLOCK_NAME_BUF = 31 + 1;
-
-//-------------------------------------
-
-abstract_class ISaveRestoreBlockHandler
-{
-public:
- virtual const char *GetBlockName() = 0;
-
- virtual void PreSave( CSaveRestoreData * ) = 0; // Called immediately prior to save, generally used to set up any necessary tables
- virtual void Save( ISave * ) = 0;
- virtual void WriteSaveHeaders( ISave * ) = 0; // Called after save to allow the writing out of any dictionaries/tables/indexes generated during save
- virtual void PostSave() = 0;
-
- virtual void PreRestore() = 0;
- virtual void ReadRestoreHeaders( IRestore * ) = 0; // Called prior to Restore()
- virtual void Restore( IRestore *, bool fCreatePlayers ) = 0;
- virtual void PostRestore() = 0;
-};
-
-//-------------------------------------
-
-abstract_class ISaveRestoreBlockSet : public ISaveRestoreBlockHandler
-{
-public:
- virtual void AddBlockHandler( ISaveRestoreBlockHandler *pHandler ) = 0;
- virtual void RemoveBlockHandler( ISaveRestoreBlockHandler *pHandler ) = 0;
- virtual void CallBlockHandlerRestore( ISaveRestoreBlockHandler *pHandler, int baseFilePos, IRestore *pRestore, bool fCreatePlayers ) = 0;
-};
-
-extern ISaveRestoreBlockSet *g_pGameSaveRestoreBlockSet;
-
-//-------------------------------------
-
-abstract_class CDefSaveRestoreBlockHandler : public ISaveRestoreBlockHandler
-{
- virtual const char *GetBlockName() = 0;
-
- virtual void PreSave( CSaveRestoreData * ) {}
- virtual void Save( ISave * ) {}
- virtual void WriteSaveHeaders( ISave * ) {}
- virtual void PostSave() {}
-
- virtual void PreRestore() {}
- virtual void ReadRestoreHeaders( IRestore * ) {}
- virtual void Restore( IRestore *, bool fCreatePlayers ) {}
- virtual void PostRestore() {}
-};
-
-//-----------------------------------------------------------------------------
-//
-// ISave
-//
-//-----------------------------------------------------------------------------
-
-abstract_class ISave
-{
-public:
-
- //---------------------------------
- // Logging
- virtual void StartLogging( const char *pszLogName ) = 0;
- virtual void EndLogging( void ) = 0;
-
- //---------------------------------
- virtual bool IsAsync() = 0;
-
- //---------------------------------
-
- virtual int GetWritePos() const = 0;
- virtual void SetWritePos(int pos) = 0;
-
- //---------------------------------
- // Datamap based writing
- //
-
- virtual int WriteAll( const void *pLeafObject, datamap_t *pLeafMap ) = 0;
- virtual int WriteFields( const char *pname, const void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount ) = 0;
-
- template <typename T>
- int WriteAll( const T *pLeafObject )
- {
- return WriteAll( pLeafObject, &pLeafObject->m_DataMap );
- }
-
- //---------------------------------
- // Block support
- //
- // Using these, one doesn't have to worry about queuing up the read pointer on restore if only
- // a subset of the data is read
- //
-
- virtual void StartBlock( const char *pszBlockName ) = 0;
- virtual void StartBlock() = 0;
- virtual void EndBlock() = 0;
-
- //---------------------------------
- // Primitive types
- //
-
- virtual void WriteShort( const short *value, int count = 1 ) = 0;
- virtual void WriteInt( const int *value, int count = 1 ) = 0; // Save an int
- inline void WriteInt( const unsigned *value, int count = 1 ) { WriteInt( (int *)value, count ); }
- virtual void WriteBool( const bool *value, int count = 1 ) = 0; // Save a bool
- virtual void WriteFloat( const float *value, int count = 1 ) = 0; // Save a float
- virtual void WriteData( const char *pdata, int size ) = 0; // Save a binary data block
- virtual void WriteString( const char *pstring ) = 0; // Save a null-terminated string
- virtual void WriteString( const string_t *stringId, int count = 1 ) = 0; // Save a null-terminated string (engine string)
- virtual void WriteVector( const Vector &value ) = 0; // Save a vector
- virtual void WriteVector( const Vector *value, int count = 1 ) = 0; // Save a vector array
- virtual void WriteQuaternion( const Quaternion &value ) = 0; // Save a Quaternion
- virtual void WriteQuaternion( const Quaternion *value, int count = 1 ) = 0; // Save a Quaternion array
-
- // Note: All of the following will write out both a header and the data. On restore,
- // this needs to be cracked
- virtual void WriteShort( const char *pname, const short *value, int count = 1 ) = 0;
- virtual void WriteInt( const char *pname, const int *value, int count = 1 ) = 0; // Save an int
- virtual void WriteBool( const char *pname, const bool *value, int count = 1 ) = 0; // Save a bool
- virtual void WriteFloat( const char *pname, const float *value, int count = 1 ) = 0; // Save a float
- virtual void WriteData( const char *pname, int size, const char *pdata ) = 0; // Save a binary data block
- virtual void WriteString( const char *pname, const char *pstring ) = 0; // Save a null-terminated string
- virtual void WriteString( const char *pname, const string_t *stringId, int count = 1 ) = 0; // Save a null-terminated string (engine string)
- virtual void WriteVector( const char *pname, const Vector &value ) = 0; // Save a vector
- virtual void WriteVector( const char *pname, const Vector *value, int count = 1 ) = 0; // Save a vector array
- virtual void WriteQuaternion( const char *pname, const Quaternion &value ) = 0; // Save a Quaternion
- virtual void WriteQuaternion( const char *pname, const Quaternion *value, int count = 1 ) = 0; // Save a Quaternion array
-
- //---------------------------------
- // Game types
- //
-
- virtual void WriteTime( const char *pname, const float *value, int count = 1 ) = 0; // Save a float (timevalue)
- virtual void WriteTick( const char *pname, const int *value, int count = 1 ) = 0; // Save a tick (timevalue)
- virtual void WritePositionVector( const char *pname, const Vector &value ) = 0; // Offset for landmark if necessary
- virtual void WritePositionVector( const char *pname, const Vector *value, int count = 1 ) = 0; // array of pos vectors
- virtual void WriteFunction( datamap_t *pMap, const char *pname, inputfunc_t **value, int count = 1 ) = 0; // Save a function pointer
-
- virtual void WriteTime( const float *value, int count = 1 ) = 0; // Save a float (timevalue)
- virtual void WriteTick( const int *value, int count = 1 ) = 0; // Save a tick (timevalue)
- virtual void WritePositionVector( const Vector &value ) = 0; // Offset for landmark if necessary
- virtual void WritePositionVector( const Vector *value, int count = 1 ) = 0; // array of pos vectors
-
- virtual void WriteEntityPtr( const char *pname, CBaseEntity **ppEntity, int count = 1 ) = 0;
- virtual void WriteEdictPtr( const char *pname, edict_t **ppEdict, int count = 1 ) = 0;
- virtual void WriteEHandle( const char *pname, const EHANDLE *pEHandle, int count = 1 ) = 0;
-
- virtual void WriteEntityPtr( CBaseEntity **ppEntity, int count = 1 ) = 0;
- virtual void WriteEdictPtr( edict_t **ppEdict, int count = 1 ) = 0;
- virtual void WriteEHandle( const EHANDLE *pEHandle, int count = 1 ) = 0;
-
- //---------------------------------
- // Back door to support somewhat awkward ownership of game save/restore data
- virtual CGameSaveRestoreInfo *GetGameSaveRestoreInfo() = 0;
-
-protected:
- virtual ~ISave() {};
-};
-
-//-----------------------------------------------------------------------------
-//
-// IRestore
-//
-//-----------------------------------------------------------------------------
-
-abstract_class IRestore
-{
-public:
-
- //---------------------------------
-
- virtual int GetReadPos() const = 0;
- virtual void SetReadPos( int pos ) = 0;
-
- //---------------------------------
- // Datamap based reading
- //
-
- virtual int ReadAll( void *pLeafObject, datamap_t *pLeafMap ) = 0;
-
- virtual int ReadFields( const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldcount = 1 ) = 0;
- virtual void EmptyFields( void *pBaseData, typedescription_t *pFields, int fieldcount = 1 ) = 0;
-
- template <typename T>
- int ReadAll( T *pLeafObject )
- {
- return ReadAll( pLeafObject, &pLeafObject->m_DataMap );
- }
-
- //---------------------------------
- // Block support
- //
-
- virtual void StartBlock( SaveRestoreRecordHeader_t *pHeader ) = 0;
- virtual void StartBlock( char szBlockName[SIZE_BLOCK_NAME_BUF] ) = 0;
- virtual void StartBlock() = 0;
- virtual void EndBlock() = 0;
-
- //---------------------------------
- // Field header cracking
- //
-
- virtual void ReadHeader( SaveRestoreRecordHeader_t *pheader ) = 0;
- virtual int SkipHeader() = 0; // skips the header, but returns the size of the field
- virtual const char *StringFromHeaderSymbol( int symbol ) = 0;
-
- //---------------------------------
- // Primitive types
- //
-
- virtual short ReadShort( void ) = 0;
- virtual int ReadShort( short *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
- virtual int ReadInt( int *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
- inline int ReadInt( unsigned *pValue, int count = 1, int nBytesAvailable = 0 ) { return ReadInt( (int *)pValue, count, nBytesAvailable ); }
- virtual int ReadInt( void ) = 0;
- virtual int ReadBool( bool *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
- virtual int ReadFloat( float *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
- virtual int ReadData( char *pData, int size, int nBytesAvailable ) = 0;
- virtual void ReadString( char *pDest, int nSizeDest, int nBytesAvailable ) = 0; // A null-terminated string
- virtual int ReadString( string_t *pString, int count = 1, int nBytesAvailable = 0 ) = 0;
- virtual int ReadVector( Vector *pValue ) = 0;
- virtual int ReadVector( Vector *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
- virtual int ReadQuaternion( Quaternion *pValue ) = 0;
- virtual int ReadQuaternion( Quaternion *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
-
- //---------------------------------
- // Game types
- //
-
- virtual int ReadTime( float *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
- virtual int ReadTick( int *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
- virtual int ReadPositionVector( Vector *pValue ) = 0;
- virtual int ReadPositionVector( Vector *pValue, int count = 1, int nBytesAvailable = 0 ) = 0;
- virtual int ReadFunction( datamap_t *pMap, inputfunc_t **pValue, int count = 1, int nBytesAvailable = 0) = 0;
-
- virtual int ReadEntityPtr( CBaseEntity **ppEntity, int count = 1, int nBytesAvailable = 0 ) = 0;
- virtual int ReadEdictPtr( edict_t **ppEdict, int count = 1, int nBytesAvailable = 0 ) = 0;
- virtual int ReadEHandle( EHANDLE *pEHandle, int count = 1, int nBytesAvailable = 0 ) = 0;
- virtual int ReadVMatrix( VMatrix *pValue, int count = 1, int nBytesAvailable = 0) = 0;
- virtual int ReadVMatrixWorldspace( VMatrix *pValue, int count = 1, int nBytesAvailable = 0) = 0;
- virtual int ReadMatrix3x4Worldspace( matrix3x4_t *pValue, int nElems = 1, int nBytesAvailable = 0 ) = 0;
-
- //---------------------------------
-
- virtual bool GetPrecacheMode( void ) = 0;
-
- //---------------------------------
- // Back door to support somewhat awkward ownership of game save/restore data
- virtual CGameSaveRestoreInfo *GetGameSaveRestoreInfo() = 0;
-
-protected:
- virtual ~IRestore() {};
-};
-
-//-----------------------------------------------------------------------------
-// Purpose: The operations necessary to save and restore custom types (FIELD_CUSTOM)
-//
-//
-
-struct SaveRestoreFieldInfo_t
-{
- void * pField;
-
- // Note that it is legal for the following two fields to be NULL,
- // though it may be disallowed by implementors of ISaveRestoreOps
- void * pOwner;
- typedescription_t *pTypeDesc;
-};
-
-abstract_class ISaveRestoreOps
-{
-public:
- // save data type interface
- virtual void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave ) = 0;
- virtual void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore ) = 0;
-
- virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) = 0;
- virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) = 0;
- virtual bool Parse( const SaveRestoreFieldInfo_t &fieldInfo, char const* szValue ) = 0;
-
- //---------------------------------
-
- void Save( void *pField, ISave *pSave ) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; Save( fieldInfo, pSave ); }
- void Restore( void *pField, IRestore *pRestore ) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; Restore( fieldInfo, pRestore ); }
-
- bool IsEmpty( void *pField) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; return IsEmpty( fieldInfo ); }
- void MakeEmpty( void *pField) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; MakeEmpty( fieldInfo ); }
- bool Parse( void *pField, char const *pszValue ) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; return Parse( fieldInfo, pszValue ); }
-};
-
-//-------------------------------------
-
-class CDefSaveRestoreOps : public ISaveRestoreOps
-{
-public:
- // save data type interface
- virtual void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave ) {}
- virtual void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore ) {}
-
- virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) { return false; }
- virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) {}
- virtual bool Parse( const SaveRestoreFieldInfo_t &fieldInfo, char const* szValue ) { return false; }
-};
-
-
-//-----------------------------------------------------------------------------
-// Used by ops that deal with pointers
-//-----------------------------------------------------------------------------
-class CClassPtrSaveRestoreOps : public CDefSaveRestoreOps
-{
-public:
- virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo )
- {
- void **ppClassPtr = (void **)fieldInfo.pField;
- int nObjects = fieldInfo.pTypeDesc->fieldSize;
- for ( int i = 0; i < nObjects; i++ )
- {
- if ( ppClassPtr[i] != NULL )
- return false;
- }
- return true;
- }
-
- virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo )
- {
- memset( fieldInfo.pField, 0, fieldInfo.pTypeDesc->fieldSize * sizeof( void * ) );
- }
-};
-
-
-//=============================================================================
-
-#endif // ISAVERESTORE_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef ISAVERESTORE_H +#define ISAVERESTORE_H + +#include "string_t.h" +#include "datamap.h" +#include "mathlib/vmatrix.h" + +#if defined( _WIN32 ) +#pragma once +#endif + +#ifndef CLIENT_DLL +class SINGLE_INHERITANCE CBaseEntity; +#endif + +class Vector; +class VMatrix; +struct edict_t; +template< class T > class CHandle; +typedef CHandle<CBaseEntity> EHANDLE; +struct matrix3x4_t; + +class CSaveRestoreData; +class CGameSaveRestoreInfo; + +class ISave; +class IRestore; + +//----------------------------------------------------------------------------- + +#pragma pack(push,1) + +struct SaveRestoreRecordHeader_t +{ + unsigned short size; + unsigned short symbol; +}; + + +#pragma pack(pop) + +//----------------------------------------------------------------------------- +// +// ISaveRestoreBlockHandler +// +//----------------------------------------------------------------------------- + +const int MAX_BLOCK_NAME_LEN = 31; +const int SIZE_BLOCK_NAME_BUF = 31 + 1; + +//------------------------------------- + +abstract_class ISaveRestoreBlockHandler +{ +public: + virtual const char *GetBlockName() = 0; + + virtual void PreSave( CSaveRestoreData * ) = 0; // Called immediately prior to save, generally used to set up any necessary tables + virtual void Save( ISave * ) = 0; + virtual void WriteSaveHeaders( ISave * ) = 0; // Called after save to allow the writing out of any dictionaries/tables/indexes generated during save + virtual void PostSave() = 0; + + virtual void PreRestore() = 0; + virtual void ReadRestoreHeaders( IRestore * ) = 0; // Called prior to Restore() + virtual void Restore( IRestore *, bool fCreatePlayers ) = 0; + virtual void PostRestore() = 0; +}; + +//------------------------------------- + +abstract_class ISaveRestoreBlockSet : public ISaveRestoreBlockHandler +{ +public: + virtual void AddBlockHandler( ISaveRestoreBlockHandler *pHandler ) = 0; + virtual void RemoveBlockHandler( ISaveRestoreBlockHandler *pHandler ) = 0; + virtual void CallBlockHandlerRestore( ISaveRestoreBlockHandler *pHandler, int baseFilePos, IRestore *pRestore, bool fCreatePlayers ) = 0; +}; + +extern ISaveRestoreBlockSet *g_pGameSaveRestoreBlockSet; + +//------------------------------------- + +abstract_class CDefSaveRestoreBlockHandler : public ISaveRestoreBlockHandler +{ + virtual const char *GetBlockName() = 0; + + virtual void PreSave( CSaveRestoreData * ) {} + virtual void Save( ISave * ) {} + virtual void WriteSaveHeaders( ISave * ) {} + virtual void PostSave() {} + + virtual void PreRestore() {} + virtual void ReadRestoreHeaders( IRestore * ) {} + virtual void Restore( IRestore *, bool fCreatePlayers ) {} + virtual void PostRestore() {} +}; + +//----------------------------------------------------------------------------- +// +// ISave +// +//----------------------------------------------------------------------------- + +abstract_class ISave +{ +public: + + //--------------------------------- + // Logging + virtual void StartLogging( const char *pszLogName ) = 0; + virtual void EndLogging( void ) = 0; + + //--------------------------------- + virtual bool IsAsync() = 0; + + //--------------------------------- + + virtual int GetWritePos() const = 0; + virtual void SetWritePos(int pos) = 0; + + //--------------------------------- + // Datamap based writing + // + + virtual int WriteAll( const void *pLeafObject, datamap_t *pLeafMap ) = 0; + virtual int WriteFields( const char *pname, const void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount ) = 0; + + template <typename T> + int WriteAll( const T *pLeafObject ) + { + return WriteAll( pLeafObject, &pLeafObject->m_DataMap ); + } + + //--------------------------------- + // Block support + // + // Using these, one doesn't have to worry about queuing up the read pointer on restore if only + // a subset of the data is read + // + + virtual void StartBlock( const char *pszBlockName ) = 0; + virtual void StartBlock() = 0; + virtual void EndBlock() = 0; + + //--------------------------------- + // Primitive types + // + + virtual void WriteShort( const short *value, int count = 1 ) = 0; + virtual void WriteInt( const int *value, int count = 1 ) = 0; // Save an int + inline void WriteInt( const unsigned *value, int count = 1 ) { WriteInt( (int *)value, count ); } + virtual void WriteBool( const bool *value, int count = 1 ) = 0; // Save a bool + virtual void WriteFloat( const float *value, int count = 1 ) = 0; // Save a float + virtual void WriteData( const char *pdata, int size ) = 0; // Save a binary data block + virtual void WriteString( const char *pstring ) = 0; // Save a null-terminated string + virtual void WriteString( const string_t *stringId, int count = 1 ) = 0; // Save a null-terminated string (engine string) + virtual void WriteVector( const Vector &value ) = 0; // Save a vector + virtual void WriteVector( const Vector *value, int count = 1 ) = 0; // Save a vector array + virtual void WriteQuaternion( const Quaternion &value ) = 0; // Save a Quaternion + virtual void WriteQuaternion( const Quaternion *value, int count = 1 ) = 0; // Save a Quaternion array + + // Note: All of the following will write out both a header and the data. On restore, + // this needs to be cracked + virtual void WriteShort( const char *pname, const short *value, int count = 1 ) = 0; + virtual void WriteInt( const char *pname, const int *value, int count = 1 ) = 0; // Save an int + virtual void WriteBool( const char *pname, const bool *value, int count = 1 ) = 0; // Save a bool + virtual void WriteFloat( const char *pname, const float *value, int count = 1 ) = 0; // Save a float + virtual void WriteData( const char *pname, int size, const char *pdata ) = 0; // Save a binary data block + virtual void WriteString( const char *pname, const char *pstring ) = 0; // Save a null-terminated string + virtual void WriteString( const char *pname, const string_t *stringId, int count = 1 ) = 0; // Save a null-terminated string (engine string) + virtual void WriteVector( const char *pname, const Vector &value ) = 0; // Save a vector + virtual void WriteVector( const char *pname, const Vector *value, int count = 1 ) = 0; // Save a vector array + virtual void WriteQuaternion( const char *pname, const Quaternion &value ) = 0; // Save a Quaternion + virtual void WriteQuaternion( const char *pname, const Quaternion *value, int count = 1 ) = 0; // Save a Quaternion array + + //--------------------------------- + // Game types + // + + virtual void WriteTime( const char *pname, const float *value, int count = 1 ) = 0; // Save a float (timevalue) + virtual void WriteTick( const char *pname, const int *value, int count = 1 ) = 0; // Save a tick (timevalue) + virtual void WritePositionVector( const char *pname, const Vector &value ) = 0; // Offset for landmark if necessary + virtual void WritePositionVector( const char *pname, const Vector *value, int count = 1 ) = 0; // array of pos vectors + virtual void WriteFunction( datamap_t *pMap, const char *pname, inputfunc_t **value, int count = 1 ) = 0; // Save a function pointer + + virtual void WriteTime( const float *value, int count = 1 ) = 0; // Save a float (timevalue) + virtual void WriteTick( const int *value, int count = 1 ) = 0; // Save a tick (timevalue) + virtual void WritePositionVector( const Vector &value ) = 0; // Offset for landmark if necessary + virtual void WritePositionVector( const Vector *value, int count = 1 ) = 0; // array of pos vectors + + virtual void WriteEntityPtr( const char *pname, CBaseEntity **ppEntity, int count = 1 ) = 0; + virtual void WriteEdictPtr( const char *pname, edict_t **ppEdict, int count = 1 ) = 0; + virtual void WriteEHandle( const char *pname, const EHANDLE *pEHandle, int count = 1 ) = 0; + + virtual void WriteEntityPtr( CBaseEntity **ppEntity, int count = 1 ) = 0; + virtual void WriteEdictPtr( edict_t **ppEdict, int count = 1 ) = 0; + virtual void WriteEHandle( const EHANDLE *pEHandle, int count = 1 ) = 0; + + //--------------------------------- + // Back door to support somewhat awkward ownership of game save/restore data + virtual CGameSaveRestoreInfo *GetGameSaveRestoreInfo() = 0; + +protected: + virtual ~ISave() {}; +}; + +//----------------------------------------------------------------------------- +// +// IRestore +// +//----------------------------------------------------------------------------- + +abstract_class IRestore +{ +public: + + //--------------------------------- + + virtual int GetReadPos() const = 0; + virtual void SetReadPos( int pos ) = 0; + + //--------------------------------- + // Datamap based reading + // + + virtual int ReadAll( void *pLeafObject, datamap_t *pLeafMap ) = 0; + + virtual int ReadFields( const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldcount = 1 ) = 0; + virtual void EmptyFields( void *pBaseData, typedescription_t *pFields, int fieldcount = 1 ) = 0; + + template <typename T> + int ReadAll( T *pLeafObject ) + { + return ReadAll( pLeafObject, &pLeafObject->m_DataMap ); + } + + //--------------------------------- + // Block support + // + + virtual void StartBlock( SaveRestoreRecordHeader_t *pHeader ) = 0; + virtual void StartBlock( char szBlockName[SIZE_BLOCK_NAME_BUF] ) = 0; + virtual void StartBlock() = 0; + virtual void EndBlock() = 0; + + //--------------------------------- + // Field header cracking + // + + virtual void ReadHeader( SaveRestoreRecordHeader_t *pheader ) = 0; + virtual int SkipHeader() = 0; // skips the header, but returns the size of the field + virtual const char *StringFromHeaderSymbol( int symbol ) = 0; + + //--------------------------------- + // Primitive types + // + + virtual short ReadShort( void ) = 0; + virtual int ReadShort( short *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; + virtual int ReadInt( int *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; + inline int ReadInt( unsigned *pValue, int count = 1, int nBytesAvailable = 0 ) { return ReadInt( (int *)pValue, count, nBytesAvailable ); } + virtual int ReadInt( void ) = 0; + virtual int ReadBool( bool *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; + virtual int ReadFloat( float *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; + virtual int ReadData( char *pData, int size, int nBytesAvailable ) = 0; + virtual void ReadString( char *pDest, int nSizeDest, int nBytesAvailable ) = 0; // A null-terminated string + virtual int ReadString( string_t *pString, int count = 1, int nBytesAvailable = 0 ) = 0; + virtual int ReadVector( Vector *pValue ) = 0; + virtual int ReadVector( Vector *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; + virtual int ReadQuaternion( Quaternion *pValue ) = 0; + virtual int ReadQuaternion( Quaternion *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; + + //--------------------------------- + // Game types + // + + virtual int ReadTime( float *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; + virtual int ReadTick( int *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; + virtual int ReadPositionVector( Vector *pValue ) = 0; + virtual int ReadPositionVector( Vector *pValue, int count = 1, int nBytesAvailable = 0 ) = 0; + virtual int ReadFunction( datamap_t *pMap, inputfunc_t **pValue, int count = 1, int nBytesAvailable = 0) = 0; + + virtual int ReadEntityPtr( CBaseEntity **ppEntity, int count = 1, int nBytesAvailable = 0 ) = 0; + virtual int ReadEdictPtr( edict_t **ppEdict, int count = 1, int nBytesAvailable = 0 ) = 0; + virtual int ReadEHandle( EHANDLE *pEHandle, int count = 1, int nBytesAvailable = 0 ) = 0; + virtual int ReadVMatrix( VMatrix *pValue, int count = 1, int nBytesAvailable = 0) = 0; + virtual int ReadVMatrixWorldspace( VMatrix *pValue, int count = 1, int nBytesAvailable = 0) = 0; + virtual int ReadMatrix3x4Worldspace( matrix3x4_t *pValue, int nElems = 1, int nBytesAvailable = 0 ) = 0; + + //--------------------------------- + + virtual bool GetPrecacheMode( void ) = 0; + + //--------------------------------- + // Back door to support somewhat awkward ownership of game save/restore data + virtual CGameSaveRestoreInfo *GetGameSaveRestoreInfo() = 0; + +protected: + virtual ~IRestore() {}; +}; + +//----------------------------------------------------------------------------- +// Purpose: The operations necessary to save and restore custom types (FIELD_CUSTOM) +// +// + +struct SaveRestoreFieldInfo_t +{ + void * pField; + + // Note that it is legal for the following two fields to be NULL, + // though it may be disallowed by implementors of ISaveRestoreOps + void * pOwner; + typedescription_t *pTypeDesc; +}; + +abstract_class ISaveRestoreOps +{ +public: + // save data type interface + virtual void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave ) = 0; + virtual void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore ) = 0; + + virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) = 0; + virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) = 0; + virtual bool Parse( const SaveRestoreFieldInfo_t &fieldInfo, char const* szValue ) = 0; + + //--------------------------------- + + void Save( void *pField, ISave *pSave ) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; Save( fieldInfo, pSave ); } + void Restore( void *pField, IRestore *pRestore ) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; Restore( fieldInfo, pRestore ); } + + bool IsEmpty( void *pField) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; return IsEmpty( fieldInfo ); } + void MakeEmpty( void *pField) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; MakeEmpty( fieldInfo ); } + bool Parse( void *pField, char const *pszValue ) { SaveRestoreFieldInfo_t fieldInfo = { pField, NULL, NULL }; return Parse( fieldInfo, pszValue ); } +}; + +//------------------------------------- + +class CDefSaveRestoreOps : public ISaveRestoreOps +{ +public: + // save data type interface + virtual void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave ) {} + virtual void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore ) {} + + virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) { return false; } + virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) {} + virtual bool Parse( const SaveRestoreFieldInfo_t &fieldInfo, char const* szValue ) { return false; } +}; + + +//----------------------------------------------------------------------------- +// Used by ops that deal with pointers +//----------------------------------------------------------------------------- +class CClassPtrSaveRestoreOps : public CDefSaveRestoreOps +{ +public: + virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) + { + void **ppClassPtr = (void **)fieldInfo.pField; + int nObjects = fieldInfo.pTypeDesc->fieldSize; + for ( int i = 0; i < nObjects; i++ ) + { + if ( ppClassPtr[i] != NULL ) + return false; + } + return true; + } + + virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo ) + { + memset( fieldInfo.pField, 0, fieldInfo.pTypeDesc->fieldSize * sizeof( void * ) ); + } +}; + + +//============================================================================= + +#endif // ISAVERESTORE_H |