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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/gameobjobserver.cpp $*
- * *
- * $Author:: Byon_g $*
- * *
- * $Modtime:: 9/18/00 3:10p $*
- * *
- * $Revision:: 5 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "gameobjobserver.h"
- #include "simplevec.h"
- #include "chunkio.h"
- #include "debug.h"
- SimpleDynVecClass<GameObjObserverClass *> PendingDeleteList;
- int GameObjObserverManager::NextID = 8000000;
- void GameObjObserverManager::Delete_Register( GameObjObserverClass * observer )
- {
- PendingDeleteList.Add( observer );
- }
- void GameObjObserverManager::Delete_Pending( void )
- {
- while ( PendingDeleteList.Count() ) {
- delete PendingDeleteList[0];
- PendingDeleteList.Delete( 0 );
- }
- }
- /*
- **
- */
- enum {
- CHUNKID_VARIABLES = 918001455,
- MICROCHUNKID_NEXT_ID = 1,
- };
- bool GameObjObserverManager::Save( ChunkSaveClass & csave )
- {
- csave.Begin_Chunk( CHUNKID_VARIABLES );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_NEXT_ID, NextID );
- csave.End_Chunk();
- return true;
- }
- bool GameObjObserverManager::Load( ChunkLoadClass & cload )
- {
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case CHUNKID_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK( cload, MICROCHUNKID_NEXT_ID, NextID );
- default:
- Debug_Say(("Unhandled Variable Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
- break;
- }
- cload.Close_Micro_Chunk();
- }
- break;
- default:
- Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
- break;
- }
- cload.Close_Chunk();
- }
- return true;
- }
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