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- /*
- ** 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/basegameobj.cpp $*
- * *
- * $Author:: Byon_g $*
- * *
- * $Modtime:: 8/23/01 10:52a $*
- * *
- * $Revision:: 27 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "basegameobj.h"
- #include "combat.h"
- #include "pscene.h"
- #include "gameobjmanager.h"
- #include "phys.h"
- #include "timemgr.h"
- #include "chunkio.h"
- #include "debug.h"
- #include "assets.h"
- #include "matinfo.h"
- #include "definitionclassids.h"
- #include "networkobjectfactory.h"
- //////////////////////////////////////////////////////////////
- // NetworkGameObjectFactoryClass
- //////////////////////////////////////////////////////////////
- class NetworkGameObjectFactoryClass : public NetworkObjectFactoryClass
- {
- public:
- virtual NetworkObjectClass * Create (cPacket &packet) const;
- virtual void Prep_Packet (NetworkObjectClass *object, cPacket &packet) const;
- virtual uint32 Get_Class_ID (void) const { return NETCLASSID_GAMEOBJ; }
- };
- //////////////////////////////////////////////////////////////
- // Prep_Packet
- //////////////////////////////////////////////////////////////
- void
- NetworkGameObjectFactoryClass::Prep_Packet (NetworkObjectClass *object, cPacket &packet) const
- {
- WWASSERT (object != NULL);
- BaseGameObj *game_obj = (BaseGameObj *)(object);
- //
- // Add the definition ID of the object to the packet
- //
- packet.Add (game_obj->Get_Definition ().Get_ID ());
- return ;
- }
- //////////////////////////////////////////////////////////////
- // Create
- //////////////////////////////////////////////////////////////
- NetworkObjectClass *
- NetworkGameObjectFactoryClass::Create (cPacket &packet) const
- {
- int definition_id = packet.Get (definition_id);
- //
- // Lookup the definition for this object
- //
- DefinitionClass *definition = DefinitionMgrClass::Find_Definition (definition_id);
- WWASSERT (definition != NULL);
- //
- // Create the new object
- //
- BaseGameObj *new_game_obj = (BaseGameObj *)definition->Create();
- //
- // Convert the game object to a network object
- //
- return static_cast<NetworkObjectClass *> (new_game_obj);
- }
- //////////////////////////////////////////////////////////////
- // Static data
- //////////////////////////////////////////////////////////////
- static NetworkGameObjectFactoryClass _NetworkGameObjectFactory;
- /*
- ** BaseGameObjDef
- */
- enum {
- CHUNKID_DEF_PARENT = 1111991123,
- };
- bool BaseGameObjDef::Save( ChunkSaveClass & csave )
- {
- csave.Begin_Chunk( CHUNKID_DEF_PARENT );
- DefinitionClass::Save( csave );
- csave.End_Chunk();
- return true;
- }
- bool BaseGameObjDef::Load( ChunkLoadClass &cload )
- {
- cload.Open_Chunk();
- WWASSERT( cload.Cur_Chunk_ID() == CHUNKID_DEF_PARENT );
- DefinitionClass::Load( cload );
- cload.Close_Chunk();
- return true;
- }
- /*
- **
- */
- BaseGameObj::BaseGameObj( void ) :
- Definition( NULL ),
- //DestroyType( DESTROY_NONE ),
- //ID( 0 ),
- IsPostThinkAllowed( false ),
- EnableCinematicFreeze( true )
- {
- GameObjManager::Add( this );
- Set_Object_Dirty_Bit (NetworkObjectClass::BIT_CREATION, true);
- }
- /*
- **
- */
- BaseGameObj::~BaseGameObj( void )
- {
- GameObjManager::Remove( this );
- }
- /*
- **
- */
- void BaseGameObj::Init( const BaseGameObjDef & definition )
- {
- Definition = &definition;
- }
- const BaseGameObjDef & BaseGameObj::Get_Definition( void ) const
- {
- return *Definition;
- };
- /*
- ** BaseGameObj Save and Load
- */
- enum {
- CHUNKID_VARIABLES = 910991407,
- XXX_MICROCHUNKID_DESTROY_TYPE = 1,
- MICROCHUNKID_DEFINITION_ID,
- MICROCHUNKID_INSTANCE_ID,
- MICROCHUNKID_IS_PENDING_DELETE,
- MICROCHUNKID_ENABLE_CINEMATIC_FREEZE,
- };
- bool BaseGameObj::Save( ChunkSaveClass & csave )
- {
- csave.Begin_Chunk( CHUNKID_VARIABLES );
- bool is_delete_pending = Is_Delete_Pending ();
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_IS_PENDING_DELETE, is_delete_pending );
- int definition_id = Definition->Get_ID();
- WWASSERT( SuperClassID_From_ClassID( Definition->Get_Class_ID () ) == CLASSID_GAME_OBJECTS ||
- SuperClassID_From_ClassID( Definition->Get_Class_ID () ) == CLASSID_BUILDINGS );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEFINITION_ID, definition_id );
- int id = Get_Network_ID ();
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_INSTANCE_ID, id );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_ENABLE_CINEMATIC_FREEZE, EnableCinematicFreeze );
- csave.End_Chunk();
- return true;
- }
- bool BaseGameObj::Load( ChunkLoadClass &cload )
- {
- int id = 0;
- cload.Open_Chunk();
- WWASSERT( cload.Cur_Chunk_ID() == CHUNKID_VARIABLES );
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
-
- case MICROCHUNKID_IS_PENDING_DELETE:
- {
- bool is_delete_pending = false;
- LOAD_MICRO_CHUNK( cload, is_delete_pending );
- if (is_delete_pending) {
- Set_Delete_Pending ();
- }
- break;
- }
- case MICROCHUNKID_INSTANCE_ID:
- {
- LOAD_MICRO_CHUNK( cload, id );
- //TSS
- //Set_Network_ID( id );
- break;
- }
- case MICROCHUNKID_DEFINITION_ID:
- int definition_id;
- LOAD_MICRO_CHUNK( cload, definition_id );
- WWASSERT( Definition == NULL );
- Definition = (const BaseGameObjDef*)DefinitionMgrClass::Find_Definition( definition_id );
- if ( Definition == NULL ) {
- Debug_Say(( "Definition %d not found\n. Re-Export needed\n", definition_id ));
- }
- //
- // 07/30/01 attempting to load a level with temps will presently assert here.
- //
- WWASSERT( Definition != NULL );
- break;
- READ_MICRO_CHUNK( cload, MICROCHUNKID_ENABLE_CINEMATIC_FREEZE, EnableCinematicFreeze );
- default:
- Debug_Say(( "Unrecognized BaseGameObj Variable chunkID\n" ));
- break;
- }
- cload.Close_Micro_Chunk();
- }
- cload.Close_Chunk();
- //
- // Set the ID if necessary
- //
- if (id == 0) {
- id = Get_ID ();
- if (id == 0) {
- Set_Network_ID (NetworkObjectMgrClass::Get_New_Dynamic_ID ());
- } else {
- WWASSERT(id >= NETID_DYNAMIC_OBJECT_MIN && id <= NETID_DYNAMIC_OBJECT_MAX);
- }
- } else {
- Set_Network_ID (id);
- }
- return true;
- }
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