This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Combat/reflist.cpp

130 lines
4.7 KiB
C++
Raw Permalink Normal View History

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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.
**
** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando / G *
* *
* $Archive:: /Commando/Code/Combat/reflist.cpp $*
* *
* $Author:: Patrick $*
* *
* $Modtime:: 2/06/01 2:26p $*
* *
* $Revision:: 1 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "reflist.h"
#include "scriptablegameobj.h"
bool ReferencerClass::Save( ChunkSaveClass & csave )
{
csave.Begin_Chunk( CHUNKID_REF_VARIABLES );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_TARGET, ReferenceTarget );
csave.End_Chunk();
return true;
}
bool ReferencerClass::Load( ChunkLoadClass & cload )
{
cload.Open_Chunk();
WWASSERT( cload.Cur_Chunk_ID() == CHUNKID_REF_VARIABLES );
WWASSERT( ReferenceTarget == NULL );
WWASSERT( TargetReferencerListNext == NULL );
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK( cload, MICROCHUNKID_TARGET, ReferenceTarget );
default:
// Debug_Say(( "Unrecognized REFLIST Variable chunkID\n" ));
break;
}
cload.Close_Micro_Chunk();
}
cload.Close_Chunk();
if ( ReferenceTarget != NULL ) {
REQUEST_POINTER_REMAP( (void **)&ReferenceTarget );
}
SaveLoadSystemClass::Register_Post_Load_Callback( this );
return true;
}
void ReferencerClass::On_Post_Load(void)
{
// if we found our target, re-link to it.
if ( ReferenceTarget ) {
ScriptableGameObj* data = ReferenceTarget->Get_Data();
ReferenceTarget = NULL;
*this = data;
}
}
const ReferencerClass & ReferencerClass::operator = ( const ScriptableGameObj * reference_target )
{
if ( ReferenceTarget != NULL ) { // if I currently have a target
ReferencerClass *referencer = ReferenceTarget->ReferencerListHead;
WWASSERT( referencer );
if ( referencer == this ) { // if I'm the first in the list, fix the head
ReferenceTarget->ReferencerListHead = TargetReferencerListNext;
TargetReferencerListNext = NULL;
ReferenceTarget = NULL;
} else {
WWASSERT( referencer->TargetReferencerListNext );
while ( ReferenceTarget != NULL ) { // Find me in the list, and remove me
if ( referencer->TargetReferencerListNext == this ) {
referencer->TargetReferencerListNext = TargetReferencerListNext;
TargetReferencerListNext = NULL;
ReferenceTarget = NULL;
} else {
referencer = referencer->TargetReferencerListNext;
WWASSERT( referencer != NULL );
}
}
}
}
WWASSERT( ReferenceTarget == NULL );
if ( reference_target != NULL ) { // if new reference is non-null
ReferenceTarget = (ReferenceableClass<ScriptableGameObj> *) (reference_target); // set it and link list
TargetReferencerListNext = ReferenceTarget->ReferencerListHead;
ReferenceTarget->ReferencerListHead = this;
}
return *this;
}