129 lines
4.7 KiB
C++
129 lines
4.7 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 / G *
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* *
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* $Archive:: /Commando/Code/Combat/reflist.cpp $*
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* *
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* $Author:: Patrick $*
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* *
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* $Modtime:: 2/06/01 2:26p $*
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* *
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* $Revision:: 1 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "reflist.h"
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#include "scriptablegameobj.h"
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bool ReferencerClass::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_REF_VARIABLES );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_TARGET, ReferenceTarget );
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csave.End_Chunk();
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return true;
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}
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bool ReferencerClass::Load( ChunkLoadClass & cload )
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{
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cload.Open_Chunk();
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WWASSERT( cload.Cur_Chunk_ID() == CHUNKID_REF_VARIABLES );
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WWASSERT( ReferenceTarget == NULL );
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WWASSERT( TargetReferencerListNext == NULL );
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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_TARGET, ReferenceTarget );
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default:
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// Debug_Say(( "Unrecognized REFLIST 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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cload.Close_Chunk();
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if ( ReferenceTarget != NULL ) {
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REQUEST_POINTER_REMAP( (void **)&ReferenceTarget );
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}
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SaveLoadSystemClass::Register_Post_Load_Callback( this );
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return true;
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}
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void ReferencerClass::On_Post_Load(void)
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{
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// if we found our target, re-link to it.
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if ( ReferenceTarget ) {
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ScriptableGameObj* data = ReferenceTarget->Get_Data();
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ReferenceTarget = NULL;
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*this = data;
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}
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}
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const ReferencerClass & ReferencerClass::operator = ( const ScriptableGameObj * reference_target )
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{
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if ( ReferenceTarget != NULL ) { // if I currently have a target
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ReferencerClass *referencer = ReferenceTarget->ReferencerListHead;
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WWASSERT( referencer );
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if ( referencer == this ) { // if I'm the first in the list, fix the head
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ReferenceTarget->ReferencerListHead = TargetReferencerListNext;
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TargetReferencerListNext = NULL;
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ReferenceTarget = NULL;
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} else {
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WWASSERT( referencer->TargetReferencerListNext );
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while ( ReferenceTarget != NULL ) { // Find me in the list, and remove me
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if ( referencer->TargetReferencerListNext == this ) {
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referencer->TargetReferencerListNext = TargetReferencerListNext;
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TargetReferencerListNext = NULL;
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ReferenceTarget = NULL;
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} else {
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referencer = referencer->TargetReferencerListNext;
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WWASSERT( referencer != NULL );
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}
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}
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}
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}
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WWASSERT( ReferenceTarget == NULL );
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if ( reference_target != NULL ) { // if new reference is non-null
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ReferenceTarget = (ReferenceableClass<ScriptableGameObj> *) (reference_target); // set it and link list
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TargetReferencerListNext = ReferenceTarget->ReferencerListHead;
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ReferenceTarget->ReferencerListHead = this;
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}
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return *this;
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}
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