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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/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)
- {
- }
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