/*
** 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();
}