/* ** 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 . */ /*********************************************************************************************** *** 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(); }