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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/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WWPhys *
- * *
- * $Archive:: /Commando/Code/wwphys/physdynamicsavesystem.cpp $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 11/29/00 3:58p $*
- * *
- * $Revision:: 7 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "physdynamicsavesystem.h"
- #include "wwphysids.h"
- #include "pscene.h"
- #include "physcon.h"
- #include "chunkio.h"
- #include "wwmemlog.h"
- #include "pathmgr.h"
- #include "saveload.h"
- #include "rendobj.h"
- #include "phys.h"
- /*
- ** Instantiate the Physics Dynamic-Data-Save-System
- */
- PhysDynamicSaveSystemClass _PhysDynamicSaveSystem;
- uint32 PhysDynamicSaveSystemClass::Chunk_ID(void) const
- {
- return PHYSICS_CHUNKID_DYNAMIC_DATA_SUBSYSTEM;
- }
- bool PhysDynamicSaveSystemClass::Contains_Data(void) const
- {
- // TODO: could check if we have anything to save...
- return true;
- }
- bool PhysDynamicSaveSystemClass::Save(ChunkSaveClass &csave)
- {
- WWMEMLOG(MEM_GAMEDATA);
- csave.Begin_Chunk(PDSSC_CHUNKID_SCENE);
- PhysicsSceneClass::Get_Instance()->Save_Level_Dynamic_Data(csave);
- csave.End_Chunk();
- csave.Begin_Chunk(PDSSC_CHUNKID_CONSTANTS);
- PhysicsConstants::Save(csave);
- csave.End_Chunk();
- csave.Begin_Chunk(PDSSC_CHUNKID_PATHMGR);
- PathMgrClass::Save(csave);
- csave.End_Chunk();
- return true;
- }
- bool PhysDynamicSaveSystemClass::Load(ChunkLoadClass &cload)
- {
- WWMEMLOG(MEM_GAMEDATA);
- while (cload.Open_Chunk()) {
- switch (cload.Cur_Chunk_ID()) {
- case PDSSC_CHUNKID_SCENE:
- PhysicsSceneClass::Get_Instance()->Load_Level_Dynamic_Data(cload);
- break;
- case PDSSC_CHUNKID_CONSTANTS:
- PhysicsConstants::Load(cload);
- break;
- case PDSSC_CHUNKID_PATHMGR:
- PathMgrClass::Load(cload);
- break;
- }
- cload.Close_Chunk();
- }
-
- SaveLoadSystemClass::Register_Post_Load_Callback(this);
- return true;
- }
- void PhysDynamicSaveSystemClass::On_Post_Load(void)
- {
- PhysicsSceneClass::Get_Instance()->Post_Load_Level_Dynamic_Data();
- }
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