Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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Generals/Code/GameEngine/Include/Common/Override.h
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Generals/Code/GameEngine/Include/Common/Override.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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// Override.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 _OVERRIDE_H_
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#define _OVERRIDE_H_
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#include "Common/Overridable.h"
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/*
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An OVERRIDE is a replacement for a pointer of its contained type, ie, rather than containing
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a LocomotorTemplate*, you would contain an OVERRIDE<LocomotorTemplate>.
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OVERRIDE pretends in all ways (dereference via *, -> and casting to type*) to be a type*, so
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there should be very little code that needs to be rewritten to work with these.
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In order to make something overridable, these are the steps:
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1) Make the desired class derive from Overridable.
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2) Make the container class contain an instance of OVERRIDE<Type>
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3) Make the newOverride function (wherever an override is new'd) request the overridables lastOverride,
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to ensure that no leaks are created.
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See LocomotorTemplate for an example.
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*/
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template <class T> class OVERRIDE
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{
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public:
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// Provide useful constructores to go from a T* to an OVERRIDE<T>
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OVERRIDE(const T *overridable = NULL);
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// Copy constructor
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OVERRIDE(OVERRIDE<T> &overridable);
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// Operator= for copying from another OVERRIDE and T*
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__inline OVERRIDE &operator=( const OVERRIDE<T>& override );
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__inline OVERRIDE &operator=( const T* overridable );
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// these are the methods which we can use to access data in a pointer. (Dereference*, ->, and cast
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// to T*). They are all overloaded to recurse to the lowest override and use that.
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__inline const T *operator->( void ) const; // overload const ->
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__inline const T *operator*( void ) const; // overload const *(dereference operator)
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__inline operator const T*( ) const; // overload casting to (const T*)
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// this is useful in case you want to get the pointer that this object is actually looking at.
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__inline const T *getNonOverloadedPointer( void ) const;
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private:
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// Because OVERRIDE is meant to live on the object and not in the store, it currently contains
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// a constant pointer. We could change this if it seems weird.
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const T *m_overridable;
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};
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//-------------------------------------------------------------------------------------------------
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template <class T>
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OVERRIDE<T>::OVERRIDE(const T *overridable)
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{
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m_overridable = overridable;
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}
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//-------------------------------------------------------------------------------------------------
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template <class T>
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OVERRIDE<T>::OVERRIDE(OVERRIDE<T> &overridable)
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{
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m_overridable = overridable.m_overridable;
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}
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//-------------------------------------------------------------------------------------------------
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template <class T>
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OVERRIDE<T> &OVERRIDE<T>::operator=( const OVERRIDE<T>& override )
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{
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m_overridable = override.m_overridable;
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return *this;
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}
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//-------------------------------------------------------------------------------------------------
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template <class T>
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OVERRIDE<T> &OVERRIDE<T>::operator=(const T* overridable)
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{
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m_overridable = overridable;
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return *this;
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}
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//-------------------------------------------------------------------------------------------------
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template <class T>
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const T *OVERRIDE<T>::operator->() const
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{
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if (!m_overridable)
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return NULL;
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return (T*) m_overridable->getFinalOverride();
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}
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//-------------------------------------------------------------------------------------------------
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template <class T>
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const T *OVERRIDE<T>::operator*() const
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{
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if (!m_overridable)
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return NULL;
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return (T*) m_overridable->getFinalOverride();
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}
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//-------------------------------------------------------------------------------------------------
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template <class T>
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const T *OVERRIDE<T>::getNonOverloadedPointer( void ) const
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{
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return (T*) m_overridable;
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}
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//-------------------------------------------------------------------------------------------------
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template <class T>
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OVERRIDE<T>::operator const T*( ) const
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{
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return operator*();
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}
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#endif /* _OVERRIDE_H_ */
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