Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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Generals/Code/GameEngine/Include/Common/Overridable.h
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Generals/Code/GameEngine/Include/Common/Overridable.h
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/*
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** Command & Conquer Generals(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// Overridable.h //////////////////////////////////////////////////////////////////////////////////
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// Electronic Arts Pacific
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// Do Not Distribute
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#pragma once
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#ifndef _OVERRIDABLE_H_
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#define _OVERRIDABLE_H_
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/*
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In order for something to live in an OVERRIDE<> object, it must be derived from Overridable
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(publicly).
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This is useful for things like templates, where we want to override the template and make sure
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that all instances get the updated values (for instance, via map.ini)
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*/
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class Overridable : public MemoryPoolObject
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( Overridable, "Overridable" )
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private:
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Overridable *m_nextOverride;
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Bool m_isOverride;
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public:
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Overridable() : m_nextOverride(NULL), m_isOverride(false) {}
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// return a constant version of m_nextOverride, which can be NULL if there is no
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// override
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const Overridable *getNextOverride( void ) const
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{
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return m_nextOverride;
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}
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// recursively ask if there is a next override, and if not, return this.
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const Overridable *getFinalOverride( void ) const
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{
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if (m_nextOverride)
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return m_nextOverride->getFinalOverride();
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return this;
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}
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// set the next override on this object. This currently makes no attempt to prevent leaks.
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// it probably shouldn't because doing so could cause infinite loops
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void setNextOverride(Overridable *nextOverridable)
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{
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m_nextOverride = nextOverridable;
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}
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// useful for the LocomotorStore to cleanup overrides.
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Overridable *friend_getNextOverride( void )
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{
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return m_nextOverride;
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}
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// useful for the LocomotorStore to create an override dangling off the final override.
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Overridable *friend_getFinalOverride( void )
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{
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if (m_nextOverride)
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return m_nextOverride->friend_getFinalOverride();
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return this;
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}
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// useful for the LocomotorStore to create an override dangling off the final override.
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const Overridable *friend_getFinalOverride( void ) const
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{
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if (m_nextOverride)
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return m_nextOverride->friend_getFinalOverride();
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return this;
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}
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// used by ini-parsing functions to mark specific Overridables as overrides
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void markAsOverride( void )
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{
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m_isOverride = true;
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}
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// used in factory reset() calls at the end of a game to clean up overrides. Can return NULL
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// if the first Overridable is itself an override
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Overridable *deleteOverrides( void )
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{
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if ( m_isOverride )
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{
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deleteInstance();
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return NULL;
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}
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else if ( m_nextOverride )
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{
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m_nextOverride = m_nextOverride->deleteOverrides();
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}
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return this;
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}
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};
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// cleans up and dangling overrides.
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__inline Overridable::~Overridable()
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{
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if (m_nextOverride)
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m_nextOverride->deleteInstance();
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}
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#endif /* _OVERRIDABLE_H_ */
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