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CnC_Renegade/Code/wwphys/accessiblephys.cpp

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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/accessiblephys.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 8/17/01 8:42p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "accessiblephys.h"
#include "wwphysids.h"
#include "persistfactory.h"
#include "simpledefinitionfactory.h"
/////////////////////////////////////////////////////////////////////////
// Persist and definition factories
/////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass <AccessiblePhysClass, PHYSICS_CHUNKID_ACCESSIBLEPHYS> _AccessiblePhysClassFactory;
SimplePersistFactoryClass <AccessiblePhysDefClass, PHYSICS_CHUNKID_ACCESSIBLEPHYSDEF> _AccessiblePhysDefFactory;
DECLARE_DEFINITION_FACTORY (AccessiblePhysDefClass, CLASSID_ACCESSIBLEPHYSDEF, "AccessiblePhys") _AccessiblePhysDefDefFactory;
/////////////////////////////////////////////////////////////////////////
// Save/load constants
/////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_PARENT = 0x10311235,
CHUNKID_VARIABLES,
VARID_LOCKCODE = 1,
};
enum
{
CHUNKID_DEF_PARENT = 0x10311249,
CHUNKID_DEF_VARIABLES,
VARID_DEF_LOCKCODE = 1,
};
/////////////////////////////////////////////////////////////////////////
//
// AccessiblePhysClass
//
/////////////////////////////////////////////////////////////////////////
AccessiblePhysClass::AccessiblePhysClass (void) :
LockCode (0)
{
return ;
}
/////////////////////////////////////////////////////////////////////////
//
// ~AccessiblePhysClass
//
/////////////////////////////////////////////////////////////////////////
AccessiblePhysClass::~AccessiblePhysClass (void)
{
return ;
}
/////////////////////////////////////////////////////////////////////////
//
// Init
//
/////////////////////////////////////////////////////////////////////////
void
AccessiblePhysClass::Init (const AccessiblePhysDefClass &definition)
{
LockCode = definition.LockCode;
StaticAnimPhysClass::Init ((const StaticAnimPhysDefClass &)definition);
return ;
}
/////////////////////////////////////////////////////////////////////////
//
// Get_Factory
//
/////////////////////////////////////////////////////////////////////////
const PersistFactoryClass &
AccessiblePhysClass::Get_Factory (void) const
{
return _AccessiblePhysClassFactory;
}
/////////////////////////////////////////////////////////////////////////
//
// Save
//
/////////////////////////////////////////////////////////////////////////
bool
AccessiblePhysClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_PARENT);
StaticAnimPhysClass::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
Save_Variables (csave);
csave.End_Chunk ();
return true;
}
/////////////////////////////////////////////////////////////////////////
//
// Save_Variables
//
/////////////////////////////////////////////////////////////////////////
bool
AccessiblePhysClass::Save_Variables (ChunkSaveClass &csave)
{
WRITE_MICRO_CHUNK (csave, VARID_LOCKCODE, LockCode);
return true;
}
/////////////////////////////////////////////////////////////////////////
//
// Load
//
/////////////////////////////////////////////////////////////////////////
bool
AccessiblePhysClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch(cload.Cur_Chunk_ID ())
{
case CHUNKID_PARENT:
StaticAnimPhysClass::Load (cload);
break;
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
default:
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
return true;
}
///////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
///////////////////////////////////////////////////////////////////////
bool
AccessiblePhysClass::Load_Variables (ChunkLoadClass &cload)
{
//
// Loop through all the microchunks that define the variables
//
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
READ_MICRO_CHUNK (cload, VARID_LOCKCODE, LockCode);
}
cload.Close_Micro_Chunk ();
}
return true;
}
///////////////////////////////////////////////////////////////////////
//
// AccessiblePhysDefClass
//
///////////////////////////////////////////////////////////////////////
AccessiblePhysDefClass::AccessiblePhysDefClass (void) :
LockCode (0)
{
EDITABLE_PARAM (AccessiblePhysDefClass, ParameterClass::TYPE_INT, LockCode);
return ;
}
///////////////////////////////////////////////////////////////////////
//
// Get_Class_ID
//
///////////////////////////////////////////////////////////////////////
uint32
AccessiblePhysDefClass::Get_Class_ID (void) const
{
return CLASSID_ACCESSIBLEPHYSDEF;
}
///////////////////////////////////////////////////////////////////////
//
// Create
//
///////////////////////////////////////////////////////////////////////
PersistClass *
AccessiblePhysDefClass::Create (void) const
{
AccessiblePhysClass * obj = NEW_REF(AccessiblePhysClass,());
obj->Init(*this);
return obj;
}
///////////////////////////////////////////////////////////////////////
//
// Get_Factory
//
///////////////////////////////////////////////////////////////////////
const
PersistFactoryClass &
AccessiblePhysDefClass::Get_Factory (void) const
{
return _AccessiblePhysDefFactory;
}
///////////////////////////////////////////////////////////////////////
//
// Is_Type
//
///////////////////////////////////////////////////////////////////////
bool
AccessiblePhysDefClass::Is_Type (const char *type_name)
{
bool retval = false;
if (::stricmp (type_name, AccessiblePhysDefClass::Get_Type_Name ()) == 0) {
retval = true;
} else {
retval = StaticAnimPhysDefClass::Is_Type (type_name);
}
return retval;
}
/////////////////////////////////////////////////////////////////////////
//
// Save
//
/////////////////////////////////////////////////////////////////////////
bool
AccessiblePhysDefClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_DEF_PARENT);
StaticAnimPhysDefClass::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_DEF_VARIABLES);
Save_Variables (csave);
csave.End_Chunk ();
return true;
}
/////////////////////////////////////////////////////////////////////////
//
// Save_Variables
//
/////////////////////////////////////////////////////////////////////////
bool
AccessiblePhysDefClass::Save_Variables (ChunkSaveClass &csave)
{
WRITE_MICRO_CHUNK (csave, VARID_DEF_LOCKCODE, LockCode);
return true;
}
/////////////////////////////////////////////////////////////////////////
//
// Load
//
/////////////////////////////////////////////////////////////////////////
bool
AccessiblePhysDefClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch(cload.Cur_Chunk_ID ())
{
case CHUNKID_DEF_PARENT:
StaticAnimPhysDefClass::Load (cload);
break;
case CHUNKID_DEF_VARIABLES:
Load_Variables (cload);
break;
default:
WWDEBUG_SAY (("Unhandled Chunk: 0x%X File: %s Line: %d\r\n", cload.Cur_Chunk_ID (), __FILE__, __LINE__));
break;
}
cload.Close_Chunk();
}
return true;
}
///////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
///////////////////////////////////////////////////////////////////////
bool
AccessiblePhysDefClass::Load_Variables (ChunkLoadClass &cload)
{
//
// Loop through all the microchunks that define the variables
//
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
READ_MICRO_CHUNK (cload, VARID_DEF_LOCKCODE, LockCode);
}
cload.Close_Micro_Chunk ();
}
return true;
}