mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-15 23:21:40 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
129
Code/Combat/reflist.cpp
Normal file
129
Code/Combat/reflist.cpp
Normal file
@@ -0,0 +1,129 @@
|
||||
/*
|
||||
** 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;
|
||||
}
|
||||
Reference in New Issue
Block a user