reflist.cpp 4.7 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** Confidential - Westwood Studios ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : Commando / G *
  23. * *
  24. * $Archive:: /Commando/Code/Combat/reflist.cpp $*
  25. * *
  26. * $Author:: Patrick $*
  27. * *
  28. * $Modtime:: 2/06/01 2:26p $*
  29. * *
  30. * $Revision:: 1 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "reflist.h"
  36. #include "scriptablegameobj.h"
  37. bool ReferencerClass::Save( ChunkSaveClass & csave )
  38. {
  39. csave.Begin_Chunk( CHUNKID_REF_VARIABLES );
  40. WRITE_MICRO_CHUNK( csave, MICROCHUNKID_TARGET, ReferenceTarget );
  41. csave.End_Chunk();
  42. return true;
  43. }
  44. bool ReferencerClass::Load( ChunkLoadClass & cload )
  45. {
  46. cload.Open_Chunk();
  47. WWASSERT( cload.Cur_Chunk_ID() == CHUNKID_REF_VARIABLES );
  48. WWASSERT( ReferenceTarget == NULL );
  49. WWASSERT( TargetReferencerListNext == NULL );
  50. while (cload.Open_Micro_Chunk()) {
  51. switch(cload.Cur_Micro_Chunk_ID()) {
  52. READ_MICRO_CHUNK( cload, MICROCHUNKID_TARGET, ReferenceTarget );
  53. default:
  54. // Debug_Say(( "Unrecognized REFLIST Variable chunkID\n" ));
  55. break;
  56. }
  57. cload.Close_Micro_Chunk();
  58. }
  59. cload.Close_Chunk();
  60. if ( ReferenceTarget != NULL ) {
  61. REQUEST_POINTER_REMAP( (void **)&ReferenceTarget );
  62. }
  63. SaveLoadSystemClass::Register_Post_Load_Callback( this );
  64. return true;
  65. }
  66. void ReferencerClass::On_Post_Load(void)
  67. {
  68. // if we found our target, re-link to it.
  69. if ( ReferenceTarget ) {
  70. ScriptableGameObj* data = ReferenceTarget->Get_Data();
  71. ReferenceTarget = NULL;
  72. *this = data;
  73. }
  74. }
  75. const ReferencerClass & ReferencerClass::operator = ( const ScriptableGameObj * reference_target )
  76. {
  77. if ( ReferenceTarget != NULL ) { // if I currently have a target
  78. ReferencerClass *referencer = ReferenceTarget->ReferencerListHead;
  79. WWASSERT( referencer );
  80. if ( referencer == this ) { // if I'm the first in the list, fix the head
  81. ReferenceTarget->ReferencerListHead = TargetReferencerListNext;
  82. TargetReferencerListNext = NULL;
  83. ReferenceTarget = NULL;
  84. } else {
  85. WWASSERT( referencer->TargetReferencerListNext );
  86. while ( ReferenceTarget != NULL ) { // Find me in the list, and remove me
  87. if ( referencer->TargetReferencerListNext == this ) {
  88. referencer->TargetReferencerListNext = TargetReferencerListNext;
  89. TargetReferencerListNext = NULL;
  90. ReferenceTarget = NULL;
  91. } else {
  92. referencer = referencer->TargetReferencerListNext;
  93. WWASSERT( referencer != NULL );
  94. }
  95. }
  96. }
  97. }
  98. WWASSERT( ReferenceTarget == NULL );
  99. if ( reference_target != NULL ) { // if new reference is non-null
  100. ReferenceTarget = (ReferenceableClass<ScriptableGameObj> *) (reference_target); // set it and link list
  101. TargetReferencerListNext = ReferenceTarget->ReferencerListHead;
  102. ReferenceTarget->ReferencerListHead = this;
  103. }
  104. return *this;
  105. }