292 lines
8.1 KiB
C++
292 lines
8.1 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/simplegameobj.cpp $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 10/10/01 1:43p $*
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* *
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* $Revision:: 29 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "simplegameobj.h"
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#include "combat.h"
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#include "animcontrol.h"
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#include "pscene.h"
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#include "persistfactory.h"
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#include "combatchunkid.h"
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#include "debug.h"
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#include "simpledefinitionfactory.h"
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#include "wwhack.h"
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#include "phys.h"
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#include "apppackettypes.h"
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/*
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** SimpleGameObjDef
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*/
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DECLARE_FORCE_LINK( Simple )
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SimplePersistFactoryClass<SimpleGameObjDef, CHUNKID_GAME_OBJECT_DEF_SIMPLE> _SimpleGameObjDefPersistFactory;
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DECLARE_DEFINITION_FACTORY(SimpleGameObjDef, CLASSID_GAME_OBJECT_DEF_SIMPLE, "Simple") _SimpleGameObjDefDefFactory;
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SimpleGameObjDef::SimpleGameObjDef( void ) :
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IsEditorObject( false ),
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IsHiddenObject( false ),
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PlayerTerminalType( PlayerTerminalClass::TYPE_NONE )
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{
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MODEL_DEF_PARAM( SimpleGameObjDef, PhysDefID, "PhysDef" );
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EDITABLE_PARAM( SimpleGameObjDef, ParameterClass::TYPE_BOOL, IsEditorObject );
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EDITABLE_PARAM( SimpleGameObjDef, ParameterClass::TYPE_BOOL, IsHiddenObject );
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#ifdef PARAM_EDITING_ON
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//
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// Configure the orator types parameter
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//
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EnumParameterClass *pt_type_param = new EnumParameterClass( (int *)&PlayerTerminalType );
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pt_type_param->Set_Name( "Player Terminal Type" );
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pt_type_param->Add_Value( "<None>", PlayerTerminalClass::TYPE_NONE );
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pt_type_param->Add_Value( "GDI", PlayerTerminalClass::TYPE_GDI );
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pt_type_param->Add_Value( "NOD", PlayerTerminalClass::TYPE_NOD );
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pt_type_param->Add_Value( "Mutant", PlayerTerminalClass::TYPE_MUTANT );
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GENERIC_EDITABLE_PARAM( SimpleGameObjDef, pt_type_param );
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#endif
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return ;
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}
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uint32 SimpleGameObjDef::Get_Class_ID (void) const
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{
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return CLASSID_GAME_OBJECT_DEF_SIMPLE;
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}
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PersistClass * SimpleGameObjDef::Create( void ) const
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{
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SimpleGameObj * obj = new SimpleGameObj;
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obj->Init( *this );
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return obj;
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}
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enum {
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CHUNKID_DEF_PARENT = 930991656,
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CHUNKID_DEF_VARIABLES,
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MICROCHUNKID_DEF_IS_EDITOR_OBJECT = 1,
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MICROCHUNKID_DEF_IS_HIDDEN_OBJECT,
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MICROCHUNKID_DEF_PLAYER_TERM_TYPE
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};
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bool SimpleGameObjDef::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_DEF_PARENT );
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PhysicalGameObjDef::Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_DEF_VARIABLES );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_IS_EDITOR_OBJECT, IsEditorObject );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_IS_HIDDEN_OBJECT, IsHiddenObject );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_PLAYER_TERM_TYPE, PlayerTerminalType );
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csave.End_Chunk();
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return true;
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}
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bool SimpleGameObjDef::Load( ChunkLoadClass &cload )
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case CHUNKID_DEF_PARENT:
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PhysicalGameObjDef::Load( cload );
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break;
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case CHUNKID_DEF_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_IS_EDITOR_OBJECT, IsEditorObject );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_IS_HIDDEN_OBJECT, IsHiddenObject );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_PLAYER_TERM_TYPE, PlayerTerminalType );
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default:
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Debug_Say(( "Unrecognized SimpleDef Variable chunkID\n" ));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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break;
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default:
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Debug_Say(( "Unrecognized SimpleDef chunkID\n" ));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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const PersistFactoryClass & SimpleGameObjDef::Get_Factory (void) const
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{
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return _SimpleGameObjDefPersistFactory;
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}
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/*
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** SimpleGameObj
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*/
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SimplePersistFactoryClass<SimpleGameObj, CHUNKID_GAME_OBJECT_SIMPLE> _SimpleGameObjPersistFactory;
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const PersistFactoryClass & SimpleGameObj::Get_Factory (void) const
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{
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return _SimpleGameObjPersistFactory;
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}
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/*
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**
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*/
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SimpleGameObj::SimpleGameObj()
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{
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Set_App_Packet_Type(APPPACKETTYPE_SIMPLE);
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//WWDEBUG_SAY(("SimpleGameObj::SimpleGameObj\n"));
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/*
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if (Get_Definition().Get_Name() != NULL) {
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WWDEBUG_SAY((" for %s\n", Get_Definition().Get_Name()));
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}
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/**/
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}
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SimpleGameObj::~SimpleGameObj()
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{
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}
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/*
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**
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*/
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void SimpleGameObj::Init( void )
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{
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Init( Get_Definition() );
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/*
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if (Get_Definition().Get_Name() != NULL) {
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WWDEBUG_SAY(("SimpleGameObj::Init for %s\n", Get_Definition().Get_Name()));
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}
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/**/
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}
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void SimpleGameObj::Init( const SimpleGameObjDef & definition )
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{
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PhysicalGameObj::Init( definition );
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}
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const SimpleGameObjDef & SimpleGameObj::Get_Definition( void ) const
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{
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return (const SimpleGameObjDef &)BaseGameObj::Get_Definition();
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}
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/*
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** SimpleGameObj Save and Load
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*/
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enum {
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CHUNKID_PARENT = 927991712,
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CHUNKID_VARIABLES,
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XXXCHUNKID_ANIM_CONTROL,
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XXXMICROCHUNKID_PHYSOBJ = 1,
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};
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bool SimpleGameObj::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_PARENT );
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PhysicalGameObj::Save( csave );
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csave.End_Chunk();
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return true;
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}
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bool SimpleGameObj::Load( ChunkLoadClass &cload )
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case CHUNKID_PARENT:
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PhysicalGameObj::Load( cload );
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break;
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default:
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Debug_Say(( "Unrecognized SimpleGameObj chunkID\n" ));
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break;
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}
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cload.Close_Chunk();
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}
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SaveLoadSystemClass::Register_Post_Load_Callback(this);
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return true;
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}
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void SimpleGameObj::On_Post_Load( void )
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{
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PhysicalGameObj::On_Post_Load();
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// NOTE: the On_Post_Load function is only run when loading a level in the game engine
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// so we can put game-specific behavior into this function without messing up the level
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// editor.
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if ( Get_Definition().IsEditorObject ) {
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// Switch to a NULL model
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Peek_Physical_Object()->Set_Model_By_Name( "NULL" );
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// Add clear anim_control
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if ( Get_Anim_Control() != NULL ) {
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Get_Anim_Control()->Set_Model( Peek_Model() );
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}
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}
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if ( Is_Hidden_Object() ) {
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RenderObjClass * model = Peek_Physical_Object()->Peek_Model();
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if (model) {
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model->Set_Hidden(true);
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}
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}
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/*
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if (Get_Definition().Get_Name() != NULL) {
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WWDEBUG_SAY(("SimpleGameObj::On_Post_Load for %s\n", Get_Definition().Get_Name()));
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}
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*/
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}
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