/*
** 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/TileDefinition.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 7/13/00 3:39p $*
* *
* $Revision:: 7 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "tiledefinition.h"
#include "simpledefinitionfactory.h"
#include "definitionclassids.h"
#include "definitionmgr.h"
#include "persistfactory.h"
#include "editorchunkids.h"
#include "tilenode.h"
//////////////////////////////////////////////////////////////////////////////////
// Constants
//////////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_VARIABLES = 0x00000100,
CHUNKID_BASE_CLASS = 0x00000200,
};
enum
{
VARID_XXX_MODEL_NAME = 0x01,
VARID_PHYS_DEF_ID
};
//////////////////////////////////////////////////////////////////////////////////
//
// Static factories
//
//////////////////////////////////////////////////////////////////////////////////
DECLARE_DEFINITION_FACTORY(TileDefinitionClass, CLASSID_TILE, "Tile") _TileDefFactory;
SimplePersistFactoryClass _TilePersistFactory;
//////////////////////////////////////////////////////////////////////////////////
//
// TileDefinitionClass
//
//////////////////////////////////////////////////////////////////////////////////
TileDefinitionClass::TileDefinitionClass (void)
: m_PhysDefID (0),
DefinitionClass ()
{
MODEL_DEF_PARAM (TileDefinitionClass, m_PhysDefID, "StaticPhysDef");
return ;
}
//////////////////////////////////////////////////////////////////////////////////
//
// ~TileDefinitionClass
//
//////////////////////////////////////////////////////////////////////////////////
TileDefinitionClass::~TileDefinitionClass (void)
{
return ;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Get_Factory
//
//////////////////////////////////////////////////////////////////////////////////
const PersistFactoryClass &
TileDefinitionClass::Get_Factory (void) const
{
return _TilePersistFactory;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Save
//
//////////////////////////////////////////////////////////////////////////////////
bool
TileDefinitionClass::Save (ChunkSaveClass &csave)
{
bool retval = true;
csave.Begin_Chunk (CHUNKID_VARIABLES);
retval &= Save_Variables (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
retval &= DefinitionClass::Save (csave);
csave.End_Chunk ();
return retval;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Load
//
//////////////////////////////////////////////////////////////////////////////////
bool
TileDefinitionClass::Load (ChunkLoadClass &cload)
{
bool retval = true;
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_VARIABLES:
retval &= Load_Variables (cload);
break;
case CHUNKID_BASE_CLASS:
retval &= DefinitionClass::Load (cload);
break;
}
cload.Close_Chunk ();
}
return retval;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Save_Variables
//
//////////////////////////////////////////////////////////////////////////////////
bool
TileDefinitionClass::Save_Variables (ChunkSaveClass &csave)
{
bool retval = true;
WRITE_MICRO_CHUNK (csave, VARID_PHYS_DEF_ID, m_PhysDefID)
return retval;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
//////////////////////////////////////////////////////////////////////////////////
bool
TileDefinitionClass::Load_Variables (ChunkLoadClass &cload)
{
bool retval = true;
//
// 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_PHYS_DEF_ID, m_PhysDefID)
}
cload.Close_Micro_Chunk ();
}
return retval;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Create
//
//////////////////////////////////////////////////////////////////////////////////
PersistClass *
TileDefinitionClass::Create (void) const
{
return new TileNodeClass ();
}