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- /*
- ** Command & Conquer Generals Zero Hour(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) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // Overridable.h //////////////////////////////////////////////////////////////////////////////////
- // Electronic Arts Pacific
- // Do Not Distribute
- #pragma once
- #ifndef _OVERRIDABLE_H_
- #define _OVERRIDABLE_H_
- /*
- In order for something to live in an OVERRIDE<> object, it must be derived from Overridable
- (publicly).
- This is useful for things like templates, where we want to override the template and make sure
- that all instances get the updated values (for instance, via map.ini)
- */
- class Overridable : public MemoryPoolObject
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( Overridable, "Overridable" )
- private:
- Overridable *m_nextOverride;
- Bool m_isOverride;
- public:
- Overridable() : m_nextOverride(NULL), m_isOverride(false) {}
- // return a constant version of m_nextOverride, which can be NULL if there is no
- // override
- const Overridable *getNextOverride( void ) const
- {
- return m_nextOverride;
- }
- // recursively ask if there is a next override, and if not, return this.
- const Overridable *getFinalOverride( void ) const
- {
- if (m_nextOverride)
- return m_nextOverride->getFinalOverride();
- return this;
- }
- // set the next override on this object. This currently makes no attempt to prevent leaks.
- // it probably shouldn't because doing so could cause infinite loops
- void setNextOverride(Overridable *nextOverridable)
- {
- m_nextOverride = nextOverridable;
- }
- // useful for the LocomotorStore to cleanup overrides.
- Overridable *friend_getNextOverride( void )
- {
- return m_nextOverride;
- }
- // useful for the LocomotorStore to create an override dangling off the final override.
- Overridable *friend_getFinalOverride( void )
- {
- if (m_nextOverride)
- return m_nextOverride->friend_getFinalOverride();
- return this;
- }
- // useful for the LocomotorStore to create an override dangling off the final override.
- const Overridable *friend_getFinalOverride( void ) const
- {
- if (m_nextOverride)
- return m_nextOverride->friend_getFinalOverride();
- return this;
- }
- // used by ini-parsing functions to mark specific Overridables as overrides
- void markAsOverride( void )
- {
- m_isOverride = true;
- }
- // used in factory reset() calls at the end of a game to clean up overrides. Can return NULL
- // if the first Overridable is itself an override
- Overridable *deleteOverrides( void )
- {
- if ( m_isOverride )
- {
- deleteInstance();
- return NULL;
- }
- else if ( m_nextOverride )
- {
- m_nextOverride = m_nextOverride->deleteOverrides();
- }
- return this;
- }
- };
- // cleans up and dangling overrides.
- __inline Overridable::~Overridable()
- {
- if (m_nextOverride)
- m_nextOverride->deleteInstance();
- }
- #endif /* _OVERRIDABLE_H_ */
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