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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 / G *
- * *
- * $Archive:: /Commando/Code/Combat/reflist.cpp $*
- * *
- * $Author:: Patrick $*
- * *
- * $Modtime:: 2/06/01 2:26p $*
- * *
- * $Revision:: 1 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "reflist.h"
- #include "scriptablegameobj.h"
- bool ReferencerClass::Save( ChunkSaveClass & csave )
- {
- csave.Begin_Chunk( CHUNKID_REF_VARIABLES );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_TARGET, ReferenceTarget );
- csave.End_Chunk();
- return true;
- }
- bool ReferencerClass::Load( ChunkLoadClass & cload )
- {
- cload.Open_Chunk();
- WWASSERT( cload.Cur_Chunk_ID() == CHUNKID_REF_VARIABLES );
- WWASSERT( ReferenceTarget == NULL );
- WWASSERT( TargetReferencerListNext == NULL );
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK( cload, MICROCHUNKID_TARGET, ReferenceTarget );
- default:
- // Debug_Say(( "Unrecognized REFLIST Variable chunkID\n" ));
- break;
- }
- cload.Close_Micro_Chunk();
- }
- cload.Close_Chunk();
- if ( ReferenceTarget != NULL ) {
- REQUEST_POINTER_REMAP( (void **)&ReferenceTarget );
- }
- SaveLoadSystemClass::Register_Post_Load_Callback( this );
- return true;
- }
- void ReferencerClass::On_Post_Load(void)
- {
- // if we found our target, re-link to it.
- if ( ReferenceTarget ) {
- ScriptableGameObj* data = ReferenceTarget->Get_Data();
- ReferenceTarget = NULL;
- *this = data;
- }
- }
- const ReferencerClass & ReferencerClass::operator = ( const ScriptableGameObj * reference_target )
- {
- if ( ReferenceTarget != NULL ) { // if I currently have a target
- ReferencerClass *referencer = ReferenceTarget->ReferencerListHead;
- WWASSERT( referencer );
- if ( referencer == this ) { // if I'm the first in the list, fix the head
- ReferenceTarget->ReferencerListHead = TargetReferencerListNext;
- TargetReferencerListNext = NULL;
- ReferenceTarget = NULL;
- } else {
- WWASSERT( referencer->TargetReferencerListNext );
- while ( ReferenceTarget != NULL ) { // Find me in the list, and remove me
- if ( referencer->TargetReferencerListNext == this ) {
- referencer->TargetReferencerListNext = TargetReferencerListNext;
- TargetReferencerListNext = NULL;
- ReferenceTarget = NULL;
- } else {
- referencer = referencer->TargetReferencerListNext;
- WWASSERT( referencer != NULL );
- }
- }
- }
- }
- WWASSERT( ReferenceTarget == NULL );
- if ( reference_target != NULL ) { // if new reference is non-null
- ReferenceTarget = (ReferenceableClass<ScriptableGameObj> *) (reference_target); // set it and link list
- TargetReferencerListNext = ReferenceTarget->ReferencerListHead;
- ReferenceTarget->ReferencerListHead = this;
- }
- return *this;
- }
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