367 lines
9.7 KiB
C++
367 lines
9.7 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : wwphys *
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* *
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* $Archive:: /Commando/Code/wwphys/accessiblephys.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 8/17/01 8:42p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "accessiblephys.h"
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#include "wwphysids.h"
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#include "persistfactory.h"
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#include "simpledefinitionfactory.h"
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/////////////////////////////////////////////////////////////////////////
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// Persist and definition factories
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/////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass <AccessiblePhysClass, PHYSICS_CHUNKID_ACCESSIBLEPHYS> _AccessiblePhysClassFactory;
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SimplePersistFactoryClass <AccessiblePhysDefClass, PHYSICS_CHUNKID_ACCESSIBLEPHYSDEF> _AccessiblePhysDefFactory;
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DECLARE_DEFINITION_FACTORY (AccessiblePhysDefClass, CLASSID_ACCESSIBLEPHYSDEF, "AccessiblePhys") _AccessiblePhysDefDefFactory;
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/////////////////////////////////////////////////////////////////////////
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// Save/load constants
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/////////////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_PARENT = 0x10311235,
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CHUNKID_VARIABLES,
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VARID_LOCKCODE = 1,
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};
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enum
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{
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CHUNKID_DEF_PARENT = 0x10311249,
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CHUNKID_DEF_VARIABLES,
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VARID_DEF_LOCKCODE = 1,
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};
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/////////////////////////////////////////////////////////////////////////
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//
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// AccessiblePhysClass
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//
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/////////////////////////////////////////////////////////////////////////
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AccessiblePhysClass::AccessiblePhysClass (void) :
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LockCode (0)
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{
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return ;
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}
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/////////////////////////////////////////////////////////////////////////
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//
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// ~AccessiblePhysClass
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//
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/////////////////////////////////////////////////////////////////////////
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AccessiblePhysClass::~AccessiblePhysClass (void)
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{
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return ;
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}
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/////////////////////////////////////////////////////////////////////////
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//
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// Init
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//
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/////////////////////////////////////////////////////////////////////////
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void
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AccessiblePhysClass::Init (const AccessiblePhysDefClass &definition)
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{
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LockCode = definition.LockCode;
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StaticAnimPhysClass::Init ((const StaticAnimPhysDefClass &)definition);
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return ;
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}
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/////////////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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/////////////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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AccessiblePhysClass::Get_Factory (void) const
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{
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return _AccessiblePhysClassFactory;
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}
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/////////////////////////////////////////////////////////////////////////
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//
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// Save
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//
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/////////////////////////////////////////////////////////////////////////
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bool
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AccessiblePhysClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_PARENT);
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StaticAnimPhysClass::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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Save_Variables (csave);
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csave.End_Chunk ();
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return true;
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}
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/////////////////////////////////////////////////////////////////////////
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//
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// Save_Variables
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//
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/////////////////////////////////////////////////////////////////////////
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bool
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AccessiblePhysClass::Save_Variables (ChunkSaveClass &csave)
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{
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WRITE_MICRO_CHUNK (csave, VARID_LOCKCODE, LockCode);
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return true;
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}
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/////////////////////////////////////////////////////////////////////////
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//
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// Load
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//
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/////////////////////////////////////////////////////////////////////////
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bool
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AccessiblePhysClass::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ()) {
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switch(cload.Cur_Chunk_ID ())
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{
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case CHUNKID_PARENT:
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StaticAnimPhysClass::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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default:
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WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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///////////////////////////////////////////////////////////////////////
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bool
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AccessiblePhysClass::Load_Variables (ChunkLoadClass &cload)
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{
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//
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// Loop through all the microchunks that define the variables
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//
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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READ_MICRO_CHUNK (cload, VARID_LOCKCODE, LockCode);
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}
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cload.Close_Micro_Chunk ();
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// AccessiblePhysDefClass
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//
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///////////////////////////////////////////////////////////////////////
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AccessiblePhysDefClass::AccessiblePhysDefClass (void) :
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LockCode (0)
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{
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EDITABLE_PARAM (AccessiblePhysDefClass, ParameterClass::TYPE_INT, LockCode);
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return ;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Get_Class_ID
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//
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///////////////////////////////////////////////////////////////////////
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uint32
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AccessiblePhysDefClass::Get_Class_ID (void) const
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{
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return CLASSID_ACCESSIBLEPHYSDEF;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Create
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//
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///////////////////////////////////////////////////////////////////////
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PersistClass *
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AccessiblePhysDefClass::Create (void) const
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{
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AccessiblePhysClass * obj = NEW_REF(AccessiblePhysClass,());
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obj->Init(*this);
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return obj;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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///////////////////////////////////////////////////////////////////////
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const
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PersistFactoryClass &
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AccessiblePhysDefClass::Get_Factory (void) const
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{
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return _AccessiblePhysDefFactory;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Is_Type
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//
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///////////////////////////////////////////////////////////////////////
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bool
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AccessiblePhysDefClass::Is_Type (const char *type_name)
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{
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bool retval = false;
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if (::stricmp (type_name, AccessiblePhysDefClass::Get_Type_Name ()) == 0) {
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retval = true;
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} else {
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retval = StaticAnimPhysDefClass::Is_Type (type_name);
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}
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return retval;
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}
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/////////////////////////////////////////////////////////////////////////
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//
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// Save
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//
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/////////////////////////////////////////////////////////////////////////
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bool
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AccessiblePhysDefClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_DEF_PARENT);
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StaticAnimPhysDefClass::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_DEF_VARIABLES);
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Save_Variables (csave);
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csave.End_Chunk ();
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return true;
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}
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/////////////////////////////////////////////////////////////////////////
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//
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// Save_Variables
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//
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/////////////////////////////////////////////////////////////////////////
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bool
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AccessiblePhysDefClass::Save_Variables (ChunkSaveClass &csave)
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{
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WRITE_MICRO_CHUNK (csave, VARID_DEF_LOCKCODE, LockCode);
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return true;
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}
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/////////////////////////////////////////////////////////////////////////
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//
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// Load
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//
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/////////////////////////////////////////////////////////////////////////
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bool
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AccessiblePhysDefClass::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ()) {
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switch(cload.Cur_Chunk_ID ())
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{
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case CHUNKID_DEF_PARENT:
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StaticAnimPhysDefClass::Load (cload);
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break;
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case CHUNKID_DEF_VARIABLES:
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Load_Variables (cload);
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break;
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default:
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WWDEBUG_SAY (("Unhandled Chunk: 0x%X File: %s Line: %d\r\n", cload.Cur_Chunk_ID (), __FILE__, __LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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///////////////////////////////////////////////////////////////////////
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bool
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AccessiblePhysDefClass::Load_Variables (ChunkLoadClass &cload)
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{
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//
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// Loop through all the microchunks that define the variables
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//
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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READ_MICRO_CHUNK (cload, VARID_DEF_LOCKCODE, LockCode);
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}
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cload.Close_Micro_Chunk ();
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}
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return true;
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}
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