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CnC_Renegade/Code/Combat/gameobjobserver.cpp

107 lines
3.8 KiB
C++

/*
** 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/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/gameobjobserver.cpp $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 9/18/00 3:10p $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "gameobjobserver.h"
#include "simplevec.h"
#include "chunkio.h"
#include "debug.h"
SimpleDynVecClass<GameObjObserverClass *> PendingDeleteList;
int GameObjObserverManager::NextID = 8000000;
void GameObjObserverManager::Delete_Register( GameObjObserverClass * observer )
{
PendingDeleteList.Add( observer );
}
void GameObjObserverManager::Delete_Pending( void )
{
while ( PendingDeleteList.Count() ) {
delete PendingDeleteList[0];
PendingDeleteList.Delete( 0 );
}
}
/*
**
*/
enum {
CHUNKID_VARIABLES = 918001455,
MICROCHUNKID_NEXT_ID = 1,
};
bool GameObjObserverManager::Save( ChunkSaveClass & csave )
{
csave.Begin_Chunk( CHUNKID_VARIABLES );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_NEXT_ID, NextID );
csave.End_Chunk();
return true;
}
bool GameObjObserverManager::Load( ChunkLoadClass & cload )
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_VARIABLES:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK( cload, MICROCHUNKID_NEXT_ID, NextID );
default:
Debug_Say(("Unhandled Variable Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
break;
}
cload.Close_Micro_Chunk();
}
break;
default:
Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
return true;
}