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CnC_Renegade/Code/Tools/LevelEdit/VisPointDefinition.cpp

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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 : 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<VisPointDefinitionClass, CHUNKID_VIS_POINT_DEF> _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 ();
}