/* ** 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 (); }