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CnC_Renegade/Code/wwphys/physdynamicsavesystem.cpp

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/*
** 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/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : WWPhys *
* *
* $Archive:: /Commando/Code/wwphys/physdynamicsavesystem.cpp $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 11/29/00 3:58p $*
* *
* $Revision:: 7 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "physdynamicsavesystem.h"
#include "wwphysids.h"
#include "pscene.h"
#include "physcon.h"
#include "chunkio.h"
#include "wwmemlog.h"
#include "pathmgr.h"
#include "saveload.h"
#include "rendobj.h"
#include "phys.h"
/*
** Instantiate the Physics Dynamic-Data-Save-System
*/
PhysDynamicSaveSystemClass _PhysDynamicSaveSystem;
uint32 PhysDynamicSaveSystemClass::Chunk_ID(void) const
{
return PHYSICS_CHUNKID_DYNAMIC_DATA_SUBSYSTEM;
}
bool PhysDynamicSaveSystemClass::Contains_Data(void) const
{
// TODO: could check if we have anything to save...
return true;
}
bool PhysDynamicSaveSystemClass::Save(ChunkSaveClass &csave)
{
WWMEMLOG(MEM_GAMEDATA);
csave.Begin_Chunk(PDSSC_CHUNKID_SCENE);
PhysicsSceneClass::Get_Instance()->Save_Level_Dynamic_Data(csave);
csave.End_Chunk();
csave.Begin_Chunk(PDSSC_CHUNKID_CONSTANTS);
PhysicsConstants::Save(csave);
csave.End_Chunk();
csave.Begin_Chunk(PDSSC_CHUNKID_PATHMGR);
PathMgrClass::Save(csave);
csave.End_Chunk();
return true;
}
bool PhysDynamicSaveSystemClass::Load(ChunkLoadClass &cload)
{
WWMEMLOG(MEM_GAMEDATA);
while (cload.Open_Chunk()) {
switch (cload.Cur_Chunk_ID()) {
case PDSSC_CHUNKID_SCENE:
PhysicsSceneClass::Get_Instance()->Load_Level_Dynamic_Data(cload);
break;
case PDSSC_CHUNKID_CONSTANTS:
PhysicsConstants::Load(cload);
break;
case PDSSC_CHUNKID_PATHMGR:
PathMgrClass::Load(cload);
break;
}
cload.Close_Chunk();
}
SaveLoadSystemClass::Register_Post_Load_Callback(this);
return true;
}
void PhysDynamicSaveSystemClass::On_Post_Load(void)
{
PhysicsSceneClass::Get_Instance()->Post_Load_Level_Dynamic_Data();
}