184 lines
5.8 KiB
C++
184 lines
5.8 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/persistentgameobjobserver.cpp $*
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 11/29/01 3:32p $*
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* *
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* $Revision:: 7 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "persistentgameobjobserver.h"
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#include "chunkio.h"
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#include "persistfactory.h"
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#include "debug.h"
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/*
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**
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*/
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PersistentGameObjObserverClass::PersistentGameObjObserverClass( void )
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{
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Set_ID( GameObjObserverManager::Get_Next_Observer_ID() );
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PersistentGameObjObserverManager::Add( this );
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}
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PersistentGameObjObserverClass::~PersistentGameObjObserverClass( void )
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{
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PersistentGameObjObserverManager::Remove( this );
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}
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enum {
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CHUNKID_PARENT = 411001149,
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CHUNKID_VARIABLES,
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MICROCHUNKID_OBSERVER_PTR = 1,
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MICROCHUNKID_OBSERVER_ID,
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};
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bool PersistentGameObjObserverClass::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_PARENT );
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PersistClass::Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_VARIABLES );
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void * observer_ptr = (GameObjObserverClass*)this;
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_OBSERVER_PTR, observer_ptr );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_OBSERVER_ID, ID );
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csave.End_Chunk();
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return true;
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}
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bool PersistentGameObjObserverClass::Load( ChunkLoadClass &cload )
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{
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void * old_observer_ptr = NULL;
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case CHUNKID_PARENT:
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PersistClass::Load( cload );
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break;
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case CHUNKID_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK( cload, MICROCHUNKID_OBSERVER_PTR, old_observer_ptr );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_OBSERVER_ID, ID );
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default:
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Debug_Say(( "Unrecognized PersistentGameObjObserverClass Variable chunkID\n" ));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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break;
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default:
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Debug_Say(( "Unrecognized PersistentGameObjObserverClass chunkID\n" ));
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break;
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}
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cload.Close_Chunk();
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}
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WWASSERT( old_observer_ptr != NULL );
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if ( old_observer_ptr != NULL ) {
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SaveLoadSystemClass::Register_Pointer( old_observer_ptr, (GameObjObserverClass*)this );
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}
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return true;
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}
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/*
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**
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*/
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DynamicVectorClass<PersistentGameObjObserverClass *> PersistentGameObjObserverManager::ObserverList;
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void PersistentGameObjObserverManager::Add( PersistentGameObjObserverClass * observer )
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{
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ObserverList.Add( observer );
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}
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void PersistentGameObjObserverManager::Remove( PersistentGameObjObserverClass * observer )
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{
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ObserverList.Delete( observer );
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}
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/*
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**
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*/
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typedef enum {
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CHUNKID_OBSERVERS = 1,
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};
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bool PersistentGameObjObserverManager::Save( ChunkSaveClass & csave )
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{
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// Make sure we flush out all the old observers
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GameObjObserverManager::Delete_Pending();
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csave.Begin_Chunk( CHUNKID_OBSERVERS );
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// Allow each object in the master list to save
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for ( int i = 0; i < ObserverList.Count(); i++ ) {
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csave.Begin_Chunk( ObserverList[i]->Get_Factory().Chunk_ID() );
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ObserverList[i]->Get_Factory().Save( csave, ObserverList[i] );
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csave.End_Chunk();
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}
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csave.End_Chunk();
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return true;
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}
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bool PersistentGameObjObserverManager::Load( ChunkLoadClass & cload )
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{
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cload.Open_Chunk();
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WWASSERT( cload.Cur_Chunk_ID() == CHUNKID_OBSERVERS );
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while (cload.Open_Chunk()) {
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PersistFactoryClass * factory = SaveLoadSystemClass::Find_Persist_Factory( cload.Cur_Chunk_ID() );
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if ( factory ) {
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factory->Load( cload );
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}
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cload.Close_Chunk();
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}
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cload.Close_Chunk();
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return true;
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}
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void PersistentGameObjObserverManager::Reset( void )
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{
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GameObjObserverManager::Delete_Pending();
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// Delete each in the list
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while ( ObserverList.Count() ) {
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delete ObserverList[0];
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}
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GameObjObserverManager::Delete_Pending();
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}
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