/* ** 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 . */ /*********************************************************************************************** *** Confidential - Westwood Studios *** *********************************************************************************************** * * * Project Name : Commando * * * * $Archive:: /Commando/Code/Combat/persistentgameobjobserver.cpp $* * * * $Author:: Byon_g $* * * * $Modtime:: 11/29/01 3:32p $* * * * $Revision:: 7 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "persistentgameobjobserver.h" #include "chunkio.h" #include "persistfactory.h" #include "debug.h" /* ** */ PersistentGameObjObserverClass::PersistentGameObjObserverClass( void ) { Set_ID( GameObjObserverManager::Get_Next_Observer_ID() ); PersistentGameObjObserverManager::Add( this ); } PersistentGameObjObserverClass::~PersistentGameObjObserverClass( void ) { PersistentGameObjObserverManager::Remove( this ); } enum { CHUNKID_PARENT = 411001149, CHUNKID_VARIABLES, MICROCHUNKID_OBSERVER_PTR = 1, MICROCHUNKID_OBSERVER_ID, }; bool PersistentGameObjObserverClass::Save( ChunkSaveClass & csave ) { csave.Begin_Chunk( CHUNKID_PARENT ); PersistClass::Save( csave ); csave.End_Chunk(); csave.Begin_Chunk( CHUNKID_VARIABLES ); void * observer_ptr = (GameObjObserverClass*)this; WRITE_MICRO_CHUNK( csave, MICROCHUNKID_OBSERVER_PTR, observer_ptr ); WRITE_MICRO_CHUNK( csave, MICROCHUNKID_OBSERVER_ID, ID ); csave.End_Chunk(); return true; } bool PersistentGameObjObserverClass::Load( ChunkLoadClass &cload ) { void * old_observer_ptr = NULL; while (cload.Open_Chunk()) { switch(cload.Cur_Chunk_ID()) { case CHUNKID_PARENT: PersistClass::Load( cload ); break; case CHUNKID_VARIABLES: while (cload.Open_Micro_Chunk()) { switch(cload.Cur_Micro_Chunk_ID()) { READ_MICRO_CHUNK( cload, MICROCHUNKID_OBSERVER_PTR, old_observer_ptr ); READ_MICRO_CHUNK( cload, MICROCHUNKID_OBSERVER_ID, ID ); default: Debug_Say(( "Unrecognized PersistentGameObjObserverClass Variable chunkID\n" )); break; } cload.Close_Micro_Chunk(); } break; default: Debug_Say(( "Unrecognized PersistentGameObjObserverClass chunkID\n" )); break; } cload.Close_Chunk(); } WWASSERT( old_observer_ptr != NULL ); if ( old_observer_ptr != NULL ) { SaveLoadSystemClass::Register_Pointer( old_observer_ptr, (GameObjObserverClass*)this ); } return true; } /* ** */ DynamicVectorClass PersistentGameObjObserverManager::ObserverList; void PersistentGameObjObserverManager::Add( PersistentGameObjObserverClass * observer ) { ObserverList.Add( observer ); } void PersistentGameObjObserverManager::Remove( PersistentGameObjObserverClass * observer ) { ObserverList.Delete( observer ); } /* ** */ typedef enum { CHUNKID_OBSERVERS = 1, }; bool PersistentGameObjObserverManager::Save( ChunkSaveClass & csave ) { // Make sure we flush out all the old observers GameObjObserverManager::Delete_Pending(); csave.Begin_Chunk( CHUNKID_OBSERVERS ); // Allow each object in the master list to save for ( int i = 0; i < ObserverList.Count(); i++ ) { csave.Begin_Chunk( ObserverList[i]->Get_Factory().Chunk_ID() ); ObserverList[i]->Get_Factory().Save( csave, ObserverList[i] ); csave.End_Chunk(); } csave.End_Chunk(); return true; } bool PersistentGameObjObserverManager::Load( ChunkLoadClass & cload ) { cload.Open_Chunk(); WWASSERT( cload.Cur_Chunk_ID() == CHUNKID_OBSERVERS ); while (cload.Open_Chunk()) { PersistFactoryClass * factory = SaveLoadSystemClass::Find_Persist_Factory( cload.Cur_Chunk_ID() ); if ( factory ) { factory->Load( cload ); } cload.Close_Chunk(); } cload.Close_Chunk(); return true; } void PersistentGameObjObserverManager::Reset( void ) { GameObjObserverManager::Delete_Pending(); // Delete each in the list while ( ObserverList.Count() ) { delete ObserverList[0]; } GameObjObserverManager::Delete_Pending(); }