Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
Loading...
Searching...
No Matches
Snapshot Class Referenceabstract

#include <Snapshot.h>

Inherited by AI, AIGroup, AIPlayer, AcademyStats, Anim2D, AttackPriorityInfo, BaseHeightMapRenderObjClass, BuildListInfo, CampaignManager, CaveSystem, DamageInfo, DamageInfoInput, DamageInfoOutput, Drawable, Energy, ExperienceTracker, GameClient, GameLogic, GameState, GameStateMap, GeometryInfo, GhostObject, GhostObjectManager, InGameUI, Locomotor, LocomotorSet, MissionStats, Module, ModuleData, ModuleFactory, Money, Object, ObjectTypes, ParticleInfo, ParticleSystemInfo, ParticleSystemManager, PartitionCell, PartitionManager, Path, Pathfinder, Player, PlayerList, PlayerRelationMap, PolygonTrigger, Radar, RadarObject, ResourceGatheringManager, ScoreKeeper, Script, ScriptEngine, ScriptGroup, ScriptList, SequentialScript, SidesList, SightingInfo, SkirmishGameInfo, Squad, State, StateMachine, TAiData, Team, TeamFactory, TeamInQueue, TeamPrototype, TeamRelationMap, TeamTemplateInfo, TerrainLogic, TerrainVisual, TintEnvelope, TunnelTracker, TurretAI, Upgrade, View, W3DPropBuffer [private], W3DRenderObjectSnapshot, W3DTreeBuffer, WaterRenderObjClass, Weapon, WeaponSet, and WorkOrder.

Public Member Functions

 Snapshot (void)
 
 ~Snapshot (void)
 

Protected Member Functions

virtual void crc (Xfer *xfer)=0
 run the "light" crc check on this data structure
 
virtual void xfer (Xfer *xfer)=0
 
virtual void loadPostProcess (void)=0
 

Friends

class GameState
 
class XferLoad
 
class XferSave
 
class XferCRC
 

Detailed Description

Definition at line 44 of file Snapshot.h.

Constructor & Destructor Documentation

◆ Snapshot()

Snapshot::Snapshot ( void )

Definition at line 37 of file Snapshot.cpp.

◆ ~Snapshot()

Snapshot::~Snapshot ( void )

@ todo, this might be needed in theory in the future, but iterating the post process

Definition at line 44 of file Snapshot.cpp.

Member Function Documentation

◆ crc()

virtual void Snapshot::crc ( Xfer * xfer)
protectedpure virtual

run the "light" crc check on this data structure

Implemented in AcademyStats, ActAsDozerState, ActAsSupplyTruckState, AI, AIAttackAimAtTargetState, AIAttackApproachTargetState, AIAttackAreaState, AIAttackFireWeaponState, AIAttackFollowWaypointPathState, AIAttackMoveStateMachine, AIAttackMoveToState, AIAttackPursueTargetState, AIAttackSquadState, AIAttackState, AIAttackThenIdleStateMachine, AIBusyState, AIDeadState, AIDockApproachState, AIDockMachine, AIDockProcessDockState, AIDockState, AIDockWaitForClearanceState, AIEnterState, AIExitInstantlyState, AIExitState, AIFaceState, AIFollowPathState, AIFollowWaypointPathExactState, AIFollowWaypointPathState, AIGroup, AIGuardAttackAggressorState, AIGuardIdleState, AIGuardInnerState, AIGuardMachine, AIGuardOuterState, AIGuardRetaliateAttackAggressorState, AIGuardRetaliateIdleState, AIGuardRetaliateInnerState, AIGuardRetaliateMachine, AIGuardRetaliateOuterState, AIGuardRetaliateReturnState, AIGuardRetaliateState, AIGuardReturnState, AIGuardState, AIHuntState, AIIdleState, AIInternalMoveToState, AIMoveAndDeleteState, AIMoveAndEvacuateState, AIMoveAndTightenState, AIPanicState, AIPickUpCrateState, AIPlayer, AIRappelState, AISkirmishPlayer, AIStateMachine, AITNGuardAttackAggressorState, AITNGuardIdleState, AITNGuardInnerState, AITNGuardMachine, AITNGuardOuterState, AITNGuardReturnState, AITunnelNetworkGuardState, AIWaitState, AIWanderInPlaceState, AIWanderState, Anim2D, ApproachState, AttackPriorityInfo, AttackStateMachine, BaseHeightMapRenderObjClass, BehaviorModule, BodyModule, BuildListInfo, CampaignManager, CaveSystem, ChinookCombatDropState, ChinookEvacuateState, ChinookHeadOffMapState, ChinookMoveToBldgState, ChinookRecordCreationState, ChinookTakeoffOrLandingState, CleanUpState, ConsiderNewApproachState, ContinueState, DamageInfo, DamageInfoInput, DamageInfoOutput, DeliveringState, DeliverPayloadStateMachine, DockingState, DozerActionDoActionState, DozerActionMoveToActionPosState, DozerActionPickActionPosState, DozerActionState, DozerActionStateMachine, DozerPrimaryGoingHomeState, DozerPrimaryIdleState, DozerPrimaryStateMachine, Drawable, DrawableModule, Energy, ExperienceTracker, FailureState, GameClient, GameLogic, GameState, GameStateMap, GeometryInfo, GhostObject, GhostObjectManager, HackInternetState, HeadOffMapState, HeliTakeoffOrLandingState, InGameUI, JetAwaitingRunwayState, JetOrHeliCirclingDeadAirfieldState, JetOrHeliParkOrientState, JetOrHeliReloadAmmoState, JetPauseBeforeTakeoffState, Locomotor, LocomotorSet, MissionStats, Module, ModuleData, ModuleFactory, Money, Object, ObjectHelper, ObjectModule, ObjectTypes, PackingState, Particle, ParticleInfo, ParticleSystem, ParticleSystemInfo, ParticleSystemManager, PartitionCell, PartitionManager, Path, Pathfinder, Player, PlayerList, PlayerRelationMap, PolygonTrigger, Radar, RadarObject, RecoverFromOffMapState, RegroupingState, ResourceGatheringManager, ScoreKeeper, Script, ScriptEngine, ScriptGroup, ScriptList, SequentialScript, SidesList, SightingInfo, SkirmishGameInfo, SleepState, Squad, State, StateMachine, SuccessState, SupplyTruckBusyState, SupplyTruckIdleState, SupplyTruckStateMachine, SupplyTruckWantsToPickUpOrDeliverBoxesState, TAiData, Team, TeamFactory, TeamInQueue, TeamPrototype, TeamRelationMap, TeamTemplateInfo, TerrainLogic, TerrainVisual, TintEnvelope, TunnelTracker, TurretAI, TurretAIAimTurretState, TurretAIHoldTurretState, TurretAIIdleScanState, TurretAIIdleState, TurretAIRecenterTurretState, TurretStateMachine, UnpackingState, Upgrade, View, W3DGhostObject, W3DGhostObjectManager, W3DModelDrawModuleData, W3DPropBuffer, W3DRenderObjectSnapshot, W3DTerrainLogic, W3DTerrainVisual, W3DTreeBuffer, WaterRenderObjClass, Weapon, WeaponSet, WorkerStateMachine, and WorkOrder.

◆ loadPostProcess()

virtual void Snapshot::loadPostProcess ( void )
protectedpure virtual

post process phase for loading save games. All save systems have their xfer run using XferLoad mode, and then all systems each have their post process run

Implemented in AcademyStats, ActAsDozerState, ActAsSupplyTruckState, AI, AIAttackAimAtTargetState, AIAttackApproachTargetState, AIAttackAreaState, AIAttackFireWeaponState, AIAttackFollowWaypointPathState, AIAttackMoveStateMachine, AIAttackMoveToState, AIAttackPursueTargetState, AIAttackSquadState, AIAttackState, AIAttackThenIdleStateMachine, AIBusyState, AIDeadState, AIDockApproachState, AIDockMachine, AIDockProcessDockState, AIDockState, AIDockWaitForClearanceState, AIEnterState, AIExitInstantlyState, AIExitState, AIFaceState, AIFollowPathState, AIFollowWaypointPathExactState, AIFollowWaypointPathState, AIGroup, AIGuardAttackAggressorState, AIGuardIdleState, AIGuardInnerState, AIGuardMachine, AIGuardOuterState, AIGuardRetaliateAttackAggressorState, AIGuardRetaliateIdleState, AIGuardRetaliateInnerState, AIGuardRetaliateMachine, AIGuardRetaliateOuterState, AIGuardRetaliateReturnState, AIGuardRetaliateState, AIGuardReturnState, AIGuardState, AIHuntState, AIIdleState, AIInternalMoveToState, AIMoveAndDeleteState, AIMoveAndEvacuateState, AIMoveAndTightenState, AIPanicState, AIPickUpCrateState, AIPlayer, AIRappelState, AISkirmishPlayer, AIStateMachine, AITNGuardAttackAggressorState, AITNGuardIdleState, AITNGuardInnerState, AITNGuardMachine, AITNGuardOuterState, AITNGuardReturnState, AITunnelNetworkGuardState, AIWaitState, AIWanderInPlaceState, AIWanderState, Anim2D, ApproachState, AttackPriorityInfo, AttackStateMachine, BaseHeightMapRenderObjClass, BehaviorModule, BodyModule, BuildListInfo, CampaignManager, CaveSystem, ChinookCombatDropState, ChinookEvacuateState, ChinookHeadOffMapState, ChinookMoveToBldgState, ChinookRecordCreationState, ChinookTakeoffOrLandingState, CleanUpState, ConsiderNewApproachState, ContinueState, DamageInfo, DamageInfoInput, DamageInfoOutput, DeliveringState, DeliverPayloadStateMachine, DockingState, DozerActionDoActionState, DozerActionMoveToActionPosState, DozerActionPickActionPosState, DozerActionState, DozerActionStateMachine, DozerPrimaryGoingHomeState, DozerPrimaryIdleState, DozerPrimaryStateMachine, Drawable, DrawableModule, Energy, ExperienceTracker, FailureState, GameClient, GameLogic, GameState, GameStateMap, GeometryInfo, GhostObject, GhostObjectManager, HackInternetState, HeadOffMapState, HeliTakeoffOrLandingState, InGameUI, JetAwaitingRunwayState, JetOrHeliCirclingDeadAirfieldState, JetOrHeliParkOrientState, JetOrHeliReloadAmmoState, JetPauseBeforeTakeoffState, Locomotor, LocomotorSet, MissionStats, Module, ModuleData, ModuleFactory, Money, Object, ObjectHelper, ObjectModule, ObjectTypes, PackingState, Particle, ParticleInfo, ParticleSystem, ParticleSystemInfo, ParticleSystemManager, PartitionCell, PartitionManager, Path, Pathfinder, Player, PlayerList, PlayerRelationMap, PolygonTrigger, Radar, RadarObject, RecoverFromOffMapState, RegroupingState, ResourceGatheringManager, ScoreKeeper, Script, ScriptEngine, ScriptGroup, ScriptList, SequentialScript, SidesList, SightingInfo, SkirmishGameInfo, SleepState, Squad, State, StateMachine, SuccessState, SupplyTruckBusyState, SupplyTruckIdleState, SupplyTruckStateMachine, SupplyTruckWantsToPickUpOrDeliverBoxesState, TAiData, Team, TeamFactory, TeamInQueue, TeamPrototype, TeamRelationMap, TeamTemplateInfo, TerrainLogic, TerrainVisual, TintEnvelope, TunnelTracker, TurretAI, TurretAIAimTurretState, TurretAIHoldTurretState, TurretAIIdleScanState, TurretAIIdleState, TurretAIRecenterTurretState, TurretStateMachine, UnpackingState, Upgrade, View, W3DGhostObject, W3DGhostObjectManager, W3DModelDrawModuleData, W3DPropBuffer, W3DRenderObjectSnapshot, W3DTerrainLogic, W3DTerrainVisual, W3DTreeBuffer, WaterRenderObjClass, Weapon, WeaponSet, WorkerStateMachine, and WorkOrder.

◆ xfer()

virtual void Snapshot::xfer ( Xfer * xfer)
protectedpure virtual

run save, load, or deep CRC check on this data structure, the type depends on the setup of the Xfer pointer

Implemented in AcademyStats, ActAsDozerState, ActAsSupplyTruckState, AI, AIAttackAimAtTargetState, AIAttackApproachTargetState, AIAttackAreaState, AIAttackFireWeaponState, AIAttackFollowWaypointPathState, AIAttackMoveStateMachine, AIAttackMoveToState, AIAttackPursueTargetState, AIAttackSquadState, AIAttackState, AIAttackThenIdleStateMachine, AIBusyState, AIDeadState, AIDockApproachState, AIDockMachine, AIDockProcessDockState, AIDockState, AIDockWaitForClearanceState, AIEnterState, AIExitInstantlyState, AIExitState, AIFaceState, AIFollowPathState, AIFollowWaypointPathExactState, AIFollowWaypointPathState, AIGroup, AIGuardAttackAggressorState, AIGuardIdleState, AIGuardInnerState, AIGuardMachine, AIGuardOuterState, AIGuardRetaliateAttackAggressorState, AIGuardRetaliateIdleState, AIGuardRetaliateInnerState, AIGuardRetaliateMachine, AIGuardRetaliateOuterState, AIGuardRetaliateReturnState, AIGuardRetaliateState, AIGuardReturnState, AIGuardState, AIHuntState, AIIdleState, AIInternalMoveToState, AIMoveAndDeleteState, AIMoveAndEvacuateState, AIMoveAndTightenState, AIPanicState, AIPickUpCrateState, AIPlayer, AIRappelState, AISkirmishPlayer, AIStateMachine, AITNGuardAttackAggressorState, AITNGuardIdleState, AITNGuardInnerState, AITNGuardMachine, AITNGuardOuterState, AITNGuardReturnState, AITunnelNetworkGuardState, AIWaitState, AIWanderInPlaceState, AIWanderState, Anim2D, ApproachState, AttackPriorityInfo, AttackStateMachine, BaseHeightMapRenderObjClass, BehaviorModule, BodyModule, BuildListInfo, CampaignManager, CaveSystem, ChinookCombatDropState, ChinookEvacuateState, ChinookHeadOffMapState, ChinookMoveToBldgState, ChinookRecordCreationState, ChinookTakeoffOrLandingState, CleanUpState, ConsiderNewApproachState, ContinueState, DamageInfo, DamageInfoInput, DamageInfoOutput, DeliveringState, DeliverPayloadStateMachine, DockingState, DozerActionDoActionState, DozerActionMoveToActionPosState, DozerActionPickActionPosState, DozerActionState, DozerActionStateMachine, DozerPrimaryGoingHomeState, DozerPrimaryIdleState, DozerPrimaryStateMachine, Drawable, DrawableModule, Energy, ExperienceTracker, FailureState, GameClient, GameLogic, GameState, GameStateMap, GeometryInfo, GhostObject, GhostObjectManager, HackInternetState, HeadOffMapState, HeliTakeoffOrLandingState, InGameUI, JetAwaitingRunwayState, JetOrHeliCirclingDeadAirfieldState, JetOrHeliParkOrientState, JetOrHeliReloadAmmoState, JetPauseBeforeTakeoffState, Locomotor, LocomotorSet, MissionStats, Module, ModuleData, ModuleFactory, Money, Object, ObjectHelper, ObjectModule, ObjectTypes, PackingState, Particle, ParticleInfo, ParticleSystem, ParticleSystemInfo, ParticleSystemManager, PartitionCell, PartitionManager, Path, Pathfinder, Player, PlayerList, PlayerRelationMap, PolygonTrigger, Radar, RadarObject, RecoverFromOffMapState, RegroupingState, ResourceGatheringManager, ScoreKeeper, Script, ScriptEngine, ScriptGroup, ScriptList, SequentialScript, SidesList, SightingInfo, SkirmishGameInfo, SleepState, Squad, State, StateMachine, SuccessState, SupplyTruckBusyState, SupplyTruckIdleState, SupplyTruckStateMachine, SupplyTruckWantsToPickUpOrDeliverBoxesState, TAiData, Team, TeamFactory, TeamInQueue, TeamPrototype, TeamRelationMap, TeamTemplateInfo, TerrainLogic, TerrainVisual, TintEnvelope, TunnelTracker, TurretAI, TurretAIAimTurretState, TurretAIHoldTurretState, TurretAIIdleScanState, TurretAIIdleState, TurretAIRecenterTurretState, TurretStateMachine, UnpackingState, Upgrade, View, W3DGhostObject, W3DGhostObjectManager, W3DModelDrawModuleData, W3DPropBuffer, W3DRenderObjectSnapshot, W3DTerrainLogic, W3DTerrainVisual, W3DTreeBuffer, WaterRenderObjClass, Weapon, WeaponSet, WorkerStateMachine, and WorkOrder.

Friends And Related Symbol Documentation

◆ GameState

friend class GameState ( void )
friend

Definition at line 47 of file Snapshot.h.

◆ XferCRC

friend class XferCRC
friend

Definition at line 50 of file Snapshot.h.

◆ XferLoad

friend class XferLoad
friend

Definition at line 48 of file Snapshot.h.

◆ XferSave

friend class XferSave
friend

Definition at line 49 of file Snapshot.h.


The documentation for this class was generated from the following files: