/* ** 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 . */ /*********************************************************************************************** *** 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 : LevelEdit * * * * $Archive:: /Commando/Code/Tools/LevelEdit/PathfindStartDefinition.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 11/14/99 4:26p $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "stdafx.h" #include "pathfindstartdefinition.h" #include "simpledefinitionfactory.h" #include "definitionclassids.h" #include "definitionmgr.h" #include "persistfactory.h" #include "editorchunkids.h" #include "pathfindstartnode.h" ////////////////////////////////////////////////////////////////////////////////// // Constants ////////////////////////////////////////////////////////////////////////////////// enum { CHUNKID_VARIABLES = 0x00000100, CHUNKID_BASE_CLASS = 0x00000200, }; enum { VARID_GAME_OBJ_ID = 0x01 }; ////////////////////////////////////////////////////////////////////////////////// // // Static factories // ////////////////////////////////////////////////////////////////////////////////// DECLARE_DEFINITION_FACTORY(PathfindStartDefinitionClass, CLASSID_PATHFIND_START_DEF, "Pathfind Generator") _PathfindStartDefFactory; SimplePersistFactoryClass _PathfindStartPersistFactory; ////////////////////////////////////////////////////////////////////////////////// // // PathfindStartDefinitionClass // ////////////////////////////////////////////////////////////////////////////////// PathfindStartDefinitionClass::PathfindStartDefinitionClass (void) : m_GameObjectID (0), DefinitionClass () { EDITABLE_PARAM( PathfindStartDefinitionClass, ParameterClass::TYPE_GAMEOBJDEFINITIONID, m_GameObjectID ); return ; } ////////////////////////////////////////////////////////////////////////////////// // // ~PathfindStartDefinitionClass // ////////////////////////////////////////////////////////////////////////////////// PathfindStartDefinitionClass::~PathfindStartDefinitionClass (void) { return ; } ////////////////////////////////////////////////////////////////////////////////// // // Get_Factory // ////////////////////////////////////////////////////////////////////////////////// const PersistFactoryClass & PathfindStartDefinitionClass::Get_Factory (void) const { return _PathfindStartPersistFactory; } ////////////////////////////////////////////////////////////////////////////////// // // Save // ////////////////////////////////////////////////////////////////////////////////// bool PathfindStartDefinitionClass::Save (ChunkSaveClass &csave) { bool retval = true; csave.Begin_Chunk (CHUNKID_BASE_CLASS); retval &= DefinitionClass::Save (csave); csave.End_Chunk (); csave.Begin_Chunk (CHUNKID_VARIABLES); WRITE_MICRO_CHUNK (csave, VARID_GAME_OBJ_ID, m_GameObjectID); csave.End_Chunk (); return retval; } ////////////////////////////////////////////////////////////////////////////////// // // Load // ////////////////////////////////////////////////////////////////////////////////// bool PathfindStartDefinitionClass::Load (ChunkLoadClass &cload) { bool retval = true; while (cload.Open_Chunk ()) { switch (cload.Cur_Chunk_ID ()) { case CHUNKID_BASE_CLASS: retval &= DefinitionClass::Load (cload); break; case CHUNKID_VARIABLES: retval &= Load_Variables (cload); break; } cload.Close_Chunk (); } return retval; } /////////////////////////////////////////////////////////////////////// // // Load_Variables // /////////////////////////////////////////////////////////////////////// bool PathfindStartDefinitionClass::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_GAME_OBJ_ID, m_GameObjectID); } cload.Close_Micro_Chunk (); } return true; } ////////////////////////////////////////////////////////////////////////////////// // // Create // ////////////////////////////////////////////////////////////////////////////////// PersistClass * PathfindStartDefinitionClass::Create (void) const { return new PathfindStartNodeClass (); }