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