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