This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Combat/combatsaveload.cpp

238 lines
6.4 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/combatsaveload.cpp $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 1/17/02 11:58a $*
* *
* $Revision:: 34 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "combatsaveload.h"
#include "chunkio.h"
#include "gameobjmanager.h"
#include "combat.h"
#include "debug.h"
#include "spawn.h"
#include "timemgr.h"
#include "scripts.h"
#include "persistentgameobjobserver.h"
#include "wwmemlog.h"
#include "cover.h"
#include "objectives.h"
#include "radar.h"
#include "building.h"
#include "bullet.h"
#include "backgroundmgr.h"
#include "weathermgr.h"
#include "weaponview.h"
#include "hud.h"
#include "screenfademanager.h"
/*
**
*/
CombatSaveLoadClass _CombatSaveLoad;
enum {
CHUNKID_GAMEOBJMANAGER = 916991654,
CHUNKID_COMBAT_GAME_MODE,
XXX_CHUNKID_TRANSITIONS,
CHUNKID_SPAWNERS,
XXXCHUNKID_TIME,
CHUNKID_SCRIPTS,
CHUNKID_PERSISTENT_GAME_OBJ_OBSERVERS,
CHUNKID_COVER,
CHUNKID_OBJECTIVES,
CHUNKID_RADAR,
XXXCHUNKID_BUILDINGS,
CHUNKID_GAME_OBJ_OBSERVERS,
CHUNKID_BULLETS,
CHUNKID_WEAPON_VIEW,
CHUNKID_DYNAMIC_BACKGROUND,
CHUNKID_DYNAMIC_WEATHER,
CHUNKID_HUD,
CHUNKID_SCREEN_FADE,
};
/*
**
*/
bool CombatSaveLoadClass::Save( ChunkSaveClass &csave )
{
WWMEMLOG(MEM_GAMEDATA);
csave.Begin_Chunk( CHUNKID_GAMEOBJMANAGER );
GameObjManager::Save( csave );
csave.End_Chunk();
// CombatManager should load before scripts for SyncTime
csave.Begin_Chunk( CHUNKID_COMBAT_GAME_MODE );
CombatManager::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_SPAWNERS );
SpawnManager::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_SCRIPTS );
ScriptManager::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_PERSISTENT_GAME_OBJ_OBSERVERS );
PersistentGameObjObserverManager::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_COVER );
CoverManager::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_OBJECTIVES );
ObjectiveManager::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_RADAR );
RadarManager::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_GAME_OBJ_OBSERVERS );
GameObjObserverManager::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_BULLETS );
BulletManager::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_WEAPON_VIEW );
WeaponViewClass::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_DYNAMIC_BACKGROUND );
BackgroundMgrClass::Save_Dynamic( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_DYNAMIC_WEATHER );
WeatherMgrClass::Save_Dynamic( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_HUD );
HUDClass::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_SCREEN_FADE );
ScreenFadeManager::Save( csave );
csave.End_Chunk();
return true;
}
bool CombatSaveLoadClass::Load( ChunkLoadClass &cload )
{
WWMEMLOG(MEM_GAMEDATA);
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_GAMEOBJMANAGER:
GameObjManager::Load( cload );
break;
case CHUNKID_COMBAT_GAME_MODE:
CombatManager::Load( cload );
break;
case CHUNKID_SPAWNERS:
SpawnManager::Load( cload );
break;
case CHUNKID_SCRIPTS:
ScriptManager::Load( cload );
break;
case CHUNKID_PERSISTENT_GAME_OBJ_OBSERVERS:
PersistentGameObjObserverManager::Load( cload );
break;
case CHUNKID_COVER:
CoverManager::Load( cload );
break;
case CHUNKID_OBJECTIVES:
ObjectiveManager::Load( cload );
break;
case CHUNKID_RADAR:
RadarManager::Load( cload );
break;
case CHUNKID_GAME_OBJ_OBSERVERS:
GameObjObserverManager::Load( cload );
break;
case CHUNKID_BULLETS:
BulletManager::Load( cload );
break;
case CHUNKID_WEAPON_VIEW:
WeaponViewClass::Load( cload );
break;
case CHUNKID_DYNAMIC_BACKGROUND:
BackgroundMgrClass::Load_Dynamic( cload );
break;
case CHUNKID_DYNAMIC_WEATHER:
WeatherMgrClass::Load_Dynamic( cload );
break;
case CHUNKID_HUD:
HUDClass::Load( cload );
break;
case CHUNKID_SCREEN_FADE:
ScreenFadeManager::Load( cload );
break;
default:
Debug_Say(( "Unrecognized CombatSaveLoad chunkID\n" ));
break;
}
cload.Close_Chunk();
}
SaveLoadSystemClass::Register_Post_Load_Callback(this);
return true;
}
void CombatSaveLoadClass::On_Post_Load(void)
{
}