/* ** 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 : WWSaveLoad * * * * $Archive:: /Commando/Code/wwsaveload/persistfactory.h $* * * * Author:: Greg Hjelstrom * * * * $Modtime:: 5/04/01 8:42p $* * * * $Revision:: 11 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef PERSISTFACTORY_H #define PERSISTFACTORY_H #include "always.h" #include "bittype.h" #include "chunkio.h" #include "wwdebug.h" #include "saveload.h" class PersistClass; /* ** PersistFactoryClass ** Create a PersistFactoryClass for each concrete derived PersistClass. These ** factories automatically register with the SaveLoadSystem in their constructors ** and should be accessible through the virtual Get_Factory method of any ** derived PersistClass. */ class PersistFactoryClass { public: PersistFactoryClass(void); virtual ~PersistFactoryClass(void); virtual uint32 Chunk_ID(void) const = 0; virtual PersistClass * Load(ChunkLoadClass & cload) const = 0; virtual void Save(ChunkSaveClass & csave,PersistClass * obj) const = 0; private: PersistFactoryClass * NextFactory; friend class SaveLoadSystemClass; }; /* ** SimplePersistFactoryClass ** This template automates the creation of a PersistFactory for any type of Persist ** object. Simply instantiate a single static instance of this template with the ** type and chunkid in the .cpp file of your class. */ template class SimplePersistFactoryClass : public PersistFactoryClass { public: virtual uint32 Chunk_ID(void) const { return CHUNKID; } virtual PersistClass * Load(ChunkLoadClass & cload) const; virtual void Save(ChunkSaveClass & csave,PersistClass * obj) const; /* ** Internal chunk id's */ enum { SIMPLEFACTORY_CHUNKID_OBJPOINTER = 0x00100100, SIMPLEFACTORY_CHUNKID_OBJDATA }; }; template PersistClass * SimplePersistFactoryClass::Load(ChunkLoadClass & cload) const { T * new_obj = new T; T * old_obj = NULL; cload.Open_Chunk(); WWASSERT(cload.Cur_Chunk_ID() == SIMPLEFACTORY_CHUNKID_OBJPOINTER); cload.Read(&old_obj,sizeof(T *)); cload.Close_Chunk(); cload.Open_Chunk(); WWASSERT(cload.Cur_Chunk_ID() == SIMPLEFACTORY_CHUNKID_OBJDATA); new_obj->Load(cload); cload.Close_Chunk(); SaveLoadSystemClass::Register_Pointer(old_obj,new_obj); return new_obj; } template void SimplePersistFactoryClass::Save(ChunkSaveClass & csave,PersistClass * obj) const { uint32 objptr = (uint32)obj; csave.Begin_Chunk(SIMPLEFACTORY_CHUNKID_OBJPOINTER); csave.Write(&objptr,sizeof(uint32)); csave.End_Chunk(); csave.Begin_Chunk(SIMPLEFACTORY_CHUNKID_OBJDATA); obj->Save(csave); csave.End_Chunk(); } #endif