This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/wwsaveload/definitionfactorymgr.cpp

295 lines
8.6 KiB
C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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:: /VSS_Sync/wwsaveload/definitionfactorymgr.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 10/16/00 11:42a $*
* *
* $Revision:: 12 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "definitionfactorymgr.h"
#include "definitionfactory.h"
#include "wwdebug.h"
#include <string.h>
#ifdef _UNIX
#include "osdep.h"
#endif
////////////////////////////////////////////////////////////////////////////
// Static member initialization
////////////////////////////////////////////////////////////////////////////
DefinitionFactoryClass *DefinitionFactoryMgrClass::_FactoryListHead = 0;
////////////////////////////////////////////////////////////////////////////
//
// Find_Factory
//
////////////////////////////////////////////////////////////////////////////
DefinitionFactoryClass *
DefinitionFactoryMgrClass::Find_Factory (uint32 class_id)
{
DefinitionFactoryClass *factory = 0;
//
// Loop through all the factories and see if we can
// find the one who owns the corresponding class-id.
//
for ( DefinitionFactoryClass *curr_factory = _FactoryListHead;
(factory == 0) && (curr_factory != 0);
curr_factory = curr_factory->m_NextFactory) {
//
// Is this the factory we were looking for?
//
if (curr_factory->Get_Class_ID () == class_id) {
factory = curr_factory;
}
}
return factory;
}
////////////////////////////////////////////////////////////////////////////
//
// Find_Factory
//
////////////////////////////////////////////////////////////////////////////
DefinitionFactoryClass *
DefinitionFactoryMgrClass::Find_Factory (const char *name)
{
DefinitionFactoryClass *factory = 0;
//
// Loop through all the factories and see if we can
// find the one who owns the corresponding class-id.
//
for ( DefinitionFactoryClass *curr_factory = _FactoryListHead;
(factory == 0) && (curr_factory != 0);
curr_factory = curr_factory->m_NextFactory) {
//
// Is this the factory we were looking for?
//
if (::stricmp (curr_factory->Get_Name (), name) == 0) {
factory = curr_factory;
}
}
return factory;
}
////////////////////////////////////////////////////////////////////////////
//
// Get_First
//
////////////////////////////////////////////////////////////////////////////
DefinitionFactoryClass *
DefinitionFactoryMgrClass::Get_First (uint32 superclass_id)
{
DefinitionFactoryClass *factory = 0;
//
// Loop through all the factories and see if we can
// find the next one that belongs to the given superclass
//
for ( DefinitionFactoryClass *curr_factory = _FactoryListHead;
(factory == 0) && (curr_factory != 0);
curr_factory = curr_factory->m_NextFactory) {
//
// Is this the factory we were looking for?
//
if (::SuperClassID_From_ClassID (curr_factory->Get_Class_ID ()) == superclass_id) {
factory = curr_factory;
}
}
return factory;
}
////////////////////////////////////////////////////////////////////////////
//
// Get_Next
//
////////////////////////////////////////////////////////////////////////////
DefinitionFactoryClass *
DefinitionFactoryMgrClass::Get_Next
(
DefinitionFactoryClass *curr_factory,
uint32 superclass_id
)
{
DefinitionFactoryClass *factory = 0;
//
// Loop through all the factories and see if we can
// find the next one that belongs to the given superclass
//
while ((factory == NULL) && ((curr_factory = curr_factory->m_NextFactory) != NULL)) {
//
// Is this the factory we were looking for?
//
if (::SuperClassID_From_ClassID (curr_factory->Get_Class_ID ()) == superclass_id) {
factory = curr_factory;
}
}
return factory;
}
////////////////////////////////////////////////////////////////////////////
//
// Get_First
//
////////////////////////////////////////////////////////////////////////////
DefinitionFactoryClass *
DefinitionFactoryMgrClass::Get_First (void)
{
return _FactoryListHead;
}
////////////////////////////////////////////////////////////////////////////
//
// Get_Next
//
////////////////////////////////////////////////////////////////////////////
DefinitionFactoryClass *
DefinitionFactoryMgrClass::Get_Next (DefinitionFactoryClass *curr_factory)
{
DefinitionFactoryClass *factory = 0;
//
// Simply return the next factory in the chain
//
if (curr_factory != NULL) {
factory = curr_factory->m_NextFactory;
}
return factory;
}
////////////////////////////////////////////////////////////////////////////
//
// Register_Factory
//
////////////////////////////////////////////////////////////////////////////
void
DefinitionFactoryMgrClass::Register_Factory (DefinitionFactoryClass *factory)
{
WWASSERT (factory->m_NextFactory == 0);
WWASSERT (factory->m_PrevFactory == 0);
Link_Factory (factory);
return ;
}
////////////////////////////////////////////////////////////////////////////
//
// Unregister_Factory
//
////////////////////////////////////////////////////////////////////////////
void
DefinitionFactoryMgrClass::Unregister_Factory (DefinitionFactoryClass *factory)
{
WWASSERT (factory != 0);
Unlink_Factory (factory);
return ;
}
////////////////////////////////////////////////////////////////////////////
//
// Link_Factory
//
////////////////////////////////////////////////////////////////////////////
void
DefinitionFactoryMgrClass::Link_Factory (DefinitionFactoryClass *factory)
{
WWASSERT (factory->m_NextFactory == 0);
WWASSERT (factory->m_PrevFactory == 0);
// Adding this factory in front of the current head of the list
factory->m_NextFactory = _FactoryListHead;
// If the list wasn't empty, link the next factory back to this factory
if (factory->m_NextFactory != 0) {
factory->m_NextFactory->m_PrevFactory = factory;
}
// Point the head of the list at this factory now
_FactoryListHead = factory;
return ;
}
////////////////////////////////////////////////////////////////////////////
//
// Unlink_Factory
//
////////////////////////////////////////////////////////////////////////////
void
DefinitionFactoryMgrClass::Unlink_Factory (DefinitionFactoryClass *factory)
{
WWASSERT(factory != 0);
// Handle the factory's prev pointer:
if (factory->m_PrevFactory == 0) {
// this factory is the head
WWASSERT (_FactoryListHead == factory);
_FactoryListHead = factory->m_NextFactory;
} else {
// link it's prev with it's next
factory->m_PrevFactory->m_NextFactory = factory->m_NextFactory;
}
// Handle the factory's next pointer if its not at the end of the list:
if (factory->m_NextFactory != 0) {
factory->m_NextFactory->m_PrevFactory = factory->m_PrevFactory;
}
// factory is now un-linked
factory->m_NextFactory = 0;
factory->m_PrevFactory = 0;
return ;
}