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120 lines
4.7 KiB
C++
120 lines
4.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef VPHYSICS_SAVERESTORE_H
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#define VPHYSICS_SAVERESTORE_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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#include "datamap.h"
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#include "utlmap.h"
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#include "isaverestore.h"
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#include "utlvector.h"
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//-------------------------------------
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class ISave;
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class IRestore;
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class CPhysicsObject;
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class CPhysicsFluidController;
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class CPhysicsSpring;
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class CPhysicsConstraint;
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class CPhysicsConstraintGroup;
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class CShadowController;
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class CPlayerController;
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class CPhysicsMotionController;
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class CVehicleController;
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struct physsaveparams_t;
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struct physrestoreparams_t;
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class ISaveRestoreOps;
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//-----------------------------------------------------------------------------
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// Purpose: Fixes up pointers beteween vphysics objects
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//-----------------------------------------------------------------------------
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class CVPhysPtrSaveRestoreOps : public CDefSaveRestoreOps
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{
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public:
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CVPhysPtrSaveRestoreOps();
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void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave );
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void PreRestore();
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void PostRestore();
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void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore );
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};
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extern CVPhysPtrSaveRestoreOps g_VPhysPtrSaveRestoreOps;
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#define DEFINE_VPHYSPTR(name) \
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{ FIELD_CUSTOM, #name, { offsetof(classNameTypedef,name), 0 }, 1, FTYPEDESC_SAVE, NULL, &g_VPhysPtrSaveRestoreOps, NULL }
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#define DEFINE_VPHYSPTR_ARRAY(name,count) \
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{ FIELD_CUSTOM, #name, { offsetof(classNameTypedef,name), 0 }, count, FTYPEDESC_SAVE, NULL, &g_VPhysPtrSaveRestoreOps, NULL }
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//-----------------------------------------------------------------------------
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class CVPhysPtrUtlVectorSaveRestoreOps : public CVPhysPtrSaveRestoreOps
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{
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public:
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void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave );
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void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore );
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private:
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typedef CUtlVector<int> VPhysPtrVector;
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};
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extern CVPhysPtrUtlVectorSaveRestoreOps g_VPhysPtrUtlVectorSaveRestoreOps;
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#define DEFINE_VPHYSPTR_UTLVECTOR(name) \
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{ FIELD_CUSTOM, #name, { offsetof(classNameTypedef,name), 0 }, 1, FTYPEDESC_SAVE, NULL, &g_VPhysPtrUtlVectorSaveRestoreOps, NULL }
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//-----------------------------------------------------------------------------
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typedef bool (*PhysSaveFunc_t)( const physsaveparams_t ¶ms, void *pCastedObject ); // second parameter for convenience
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typedef bool (*PhysRestoreFunc_t)( const physrestoreparams_t ¶ms, void **ppCastedObject );
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bool SavePhysicsObject( const physsaveparams_t ¶ms, CPhysicsObject *pObject );
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bool RestorePhysicsObject( const physrestoreparams_t ¶ms, CPhysicsObject **ppObject );
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bool SavePhysicsFluidController( const physsaveparams_t ¶ms, CPhysicsFluidController *pFluidObject );
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bool RestorePhysicsFluidController( const physrestoreparams_t ¶ms, CPhysicsFluidController **ppFluidObject );
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bool SavePhysicsSpring( const physsaveparams_t ¶ms, CPhysicsSpring *pSpring );
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bool RestorePhysicsSpring( const physrestoreparams_t ¶ms, CPhysicsSpring **ppSpring );
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bool SavePhysicsConstraint( const physsaveparams_t ¶ms, CPhysicsConstraint *pConstraint );
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bool RestorePhysicsConstraint( const physrestoreparams_t ¶ms, CPhysicsConstraint **ppConstraint );
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bool SavePhysicsConstraintGroup( const physsaveparams_t ¶ms, CPhysicsConstraintGroup *pConstraintGroup );
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bool RestorePhysicsConstraintGroup( const physrestoreparams_t ¶ms, CPhysicsConstraintGroup **ppConstraintGroup );
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void PostRestorePhysicsConstraintGroup();
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bool SavePhysicsShadowController( const physsaveparams_t ¶ms, IPhysicsShadowController *pShadowController );
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bool RestorePhysicsShadowController( const physrestoreparams_t ¶ms, IPhysicsShadowController **ppShadowController );
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bool RestorePhysicsShadowControllerInternal( const physrestoreparams_t ¶ms, IPhysicsShadowController **ppShadowController, CPhysicsObject *pObject );
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bool SavePhysicsPlayerController( const physsaveparams_t ¶ms, CPlayerController *pPlayerController );
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bool RestorePhysicsPlayerController( const physrestoreparams_t ¶ms, CPlayerController **ppPlayerController );
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bool SavePhysicsMotionController( const physsaveparams_t ¶ms, IPhysicsMotionController *pMotionController );
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bool RestorePhysicsMotionController( const physrestoreparams_t ¶ms, IPhysicsMotionController **ppMotionController );
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bool SavePhysicsVehicleController( const physsaveparams_t ¶ms, CVehicleController *pVehicleController );
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bool RestorePhysicsVehicleController( const physrestoreparams_t ¶ms, CVehicleController **ppVehicleController );
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//-----------------------------------------------------------------------------
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ISaveRestoreOps* MaterialIndexDataOps();
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#endif // VPHYSICS_SAVERESTORE_H
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