/* ** 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/VisPointDefinition.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 10/20/99 4:29p $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "stdafx.h" #include "vispointdefinition.h" #include "simpledefinitionfactory.h" #include "definitionclassids.h" #include "definitionmgr.h" #include "persistfactory.h" #include "editorchunkids.h" #include "vispointnode.h" ////////////////////////////////////////////////////////////////////////////////// // Constants ////////////////////////////////////////////////////////////////////////////////// enum { CHUNKID_VARIABLES = 0x00000100, CHUNKID_BASE_CLASS = 0x00000200, }; ////////////////////////////////////////////////////////////////////////////////// // // Static factories // ////////////////////////////////////////////////////////////////////////////////// DECLARE_DEFINITION_FACTORY(VisPointDefinitionClass, CLASSID_VIS_POINT_DEF, "Manual Vis Point") _VisPointDefFactory; SimplePersistFactoryClass _VisPointPersistFactory; ////////////////////////////////////////////////////////////////////////////////// // // VisPointDefinitionClass // ////////////////////////////////////////////////////////////////////////////////// VisPointDefinitionClass::VisPointDefinitionClass (void) : DefinitionClass () { return ; } ////////////////////////////////////////////////////////////////////////////////// // // ~VisPointDefinitionClass // ////////////////////////////////////////////////////////////////////////////////// VisPointDefinitionClass::~VisPointDefinitionClass (void) { return ; } ////////////////////////////////////////////////////////////////////////////////// // // Get_Factory // ////////////////////////////////////////////////////////////////////////////////// const PersistFactoryClass & VisPointDefinitionClass::Get_Factory (void) const { return _VisPointPersistFactory; } ////////////////////////////////////////////////////////////////////////////////// // // Save // ////////////////////////////////////////////////////////////////////////////////// bool VisPointDefinitionClass::Save (ChunkSaveClass &csave) { bool retval = true; csave.Begin_Chunk (CHUNKID_BASE_CLASS); retval &= DefinitionClass::Save (csave); csave.End_Chunk (); return retval; } ////////////////////////////////////////////////////////////////////////////////// // // Load // ////////////////////////////////////////////////////////////////////////////////// bool VisPointDefinitionClass::Load (ChunkLoadClass &cload) { bool retval = true; while (cload.Open_Chunk ()) { switch (cload.Cur_Chunk_ID ()) { case CHUNKID_BASE_CLASS: retval &= DefinitionClass::Load (cload); break; } cload.Close_Chunk (); } return retval; } ////////////////////////////////////////////////////////////////////////////////// // // Create // ////////////////////////////////////////////////////////////////////////////////// PersistClass * VisPointDefinitionClass::Create (void) const { return new VisPointNodeClass (); }