| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184 |
- /*
- ** 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/persistentgameobjobserver.cpp $*
- * *
- * $Author:: Byon_g $*
- * *
- * $Modtime:: 11/29/01 3:32p $*
- * *
- * $Revision:: 7 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "persistentgameobjobserver.h"
- #include "chunkio.h"
- #include "persistfactory.h"
- #include "debug.h"
- /*
- **
- */
- PersistentGameObjObserverClass::PersistentGameObjObserverClass( void )
- {
- Set_ID( GameObjObserverManager::Get_Next_Observer_ID() );
- PersistentGameObjObserverManager::Add( this );
- }
- PersistentGameObjObserverClass::~PersistentGameObjObserverClass( void )
- {
- PersistentGameObjObserverManager::Remove( this );
- }
- enum {
- CHUNKID_PARENT = 411001149,
- CHUNKID_VARIABLES,
- MICROCHUNKID_OBSERVER_PTR = 1,
- MICROCHUNKID_OBSERVER_ID,
- };
- bool PersistentGameObjObserverClass::Save( ChunkSaveClass & csave )
- {
- csave.Begin_Chunk( CHUNKID_PARENT );
- PersistClass::Save( csave );
- csave.End_Chunk();
- csave.Begin_Chunk( CHUNKID_VARIABLES );
- void * observer_ptr = (GameObjObserverClass*)this;
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_OBSERVER_PTR, observer_ptr );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_OBSERVER_ID, ID );
- csave.End_Chunk();
- return true;
- }
- bool PersistentGameObjObserverClass::Load( ChunkLoadClass &cload )
- {
- void * old_observer_ptr = NULL;
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case CHUNKID_PARENT:
- PersistClass::Load( cload );
- break;
-
- case CHUNKID_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK( cload, MICROCHUNKID_OBSERVER_PTR, old_observer_ptr );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_OBSERVER_ID, ID );
- default:
- Debug_Say(( "Unrecognized PersistentGameObjObserverClass Variable chunkID\n" ));
- break;
- }
- cload.Close_Micro_Chunk();
- }
- break;
- default:
- Debug_Say(( "Unrecognized PersistentGameObjObserverClass chunkID\n" ));
- break;
- }
- cload.Close_Chunk();
- }
- WWASSERT( old_observer_ptr != NULL );
- if ( old_observer_ptr != NULL ) {
- SaveLoadSystemClass::Register_Pointer( old_observer_ptr, (GameObjObserverClass*)this );
- }
- return true;
- }
- /*
- **
- */
- DynamicVectorClass<PersistentGameObjObserverClass *> PersistentGameObjObserverManager::ObserverList;
- void PersistentGameObjObserverManager::Add( PersistentGameObjObserverClass * observer )
- {
- ObserverList.Add( observer );
- }
- void PersistentGameObjObserverManager::Remove( PersistentGameObjObserverClass * observer )
- {
- ObserverList.Delete( observer );
- }
- /*
- **
- */
- typedef enum {
- CHUNKID_OBSERVERS = 1,
- };
- bool PersistentGameObjObserverManager::Save( ChunkSaveClass & csave )
- {
- // Make sure we flush out all the old observers
- GameObjObserverManager::Delete_Pending();
- csave.Begin_Chunk( CHUNKID_OBSERVERS );
- // Allow each object in the master list to save
- for ( int i = 0; i < ObserverList.Count(); i++ ) {
- csave.Begin_Chunk( ObserverList[i]->Get_Factory().Chunk_ID() );
- ObserverList[i]->Get_Factory().Save( csave, ObserverList[i] );
- csave.End_Chunk();
- }
- csave.End_Chunk();
- return true;
- }
- bool PersistentGameObjObserverManager::Load( ChunkLoadClass & cload )
- {
- cload.Open_Chunk();
- WWASSERT( cload.Cur_Chunk_ID() == CHUNKID_OBSERVERS );
- while (cload.Open_Chunk()) {
- PersistFactoryClass * factory = SaveLoadSystemClass::Find_Persist_Factory( cload.Cur_Chunk_ID() );
- if ( factory ) {
- factory->Load( cload );
- }
- cload.Close_Chunk();
- }
- cload.Close_Chunk();
- return true;
- }
- void PersistentGameObjObserverManager::Reset( void )
- {
- GameObjObserverManager::Delete_Pending();
- // Delete each in the list
- while ( ObserverList.Count() ) {
- delete ObserverList[0];
- }
- GameObjObserverManager::Delete_Pending();
- }
|