VisPointDefinition.cpp 5.2 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : LevelEdit *
  23. * *
  24. * $Archive:: /Commando/Code/Tools/LevelEdit/VisPointDefinition.cpp $*
  25. * *
  26. * Author:: Patrick Smith *
  27. * *
  28. * $Modtime:: 10/20/99 4:29p $*
  29. * *
  30. * $Revision:: 2 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "stdafx.h"
  36. #include "vispointdefinition.h"
  37. #include "simpledefinitionfactory.h"
  38. #include "definitionclassids.h"
  39. #include "definitionmgr.h"
  40. #include "persistfactory.h"
  41. #include "editorchunkids.h"
  42. #include "vispointnode.h"
  43. //////////////////////////////////////////////////////////////////////////////////
  44. // Constants
  45. //////////////////////////////////////////////////////////////////////////////////
  46. enum
  47. {
  48. CHUNKID_VARIABLES = 0x00000100,
  49. CHUNKID_BASE_CLASS = 0x00000200,
  50. };
  51. //////////////////////////////////////////////////////////////////////////////////
  52. //
  53. // Static factories
  54. //
  55. //////////////////////////////////////////////////////////////////////////////////
  56. DECLARE_DEFINITION_FACTORY(VisPointDefinitionClass, CLASSID_VIS_POINT_DEF, "Manual Vis Point") _VisPointDefFactory;
  57. SimplePersistFactoryClass<VisPointDefinitionClass, CHUNKID_VIS_POINT_DEF> _VisPointPersistFactory;
  58. //////////////////////////////////////////////////////////////////////////////////
  59. //
  60. // VisPointDefinitionClass
  61. //
  62. //////////////////////////////////////////////////////////////////////////////////
  63. VisPointDefinitionClass::VisPointDefinitionClass (void)
  64. : DefinitionClass ()
  65. {
  66. return ;
  67. }
  68. //////////////////////////////////////////////////////////////////////////////////
  69. //
  70. // ~VisPointDefinitionClass
  71. //
  72. //////////////////////////////////////////////////////////////////////////////////
  73. VisPointDefinitionClass::~VisPointDefinitionClass (void)
  74. {
  75. return ;
  76. }
  77. //////////////////////////////////////////////////////////////////////////////////
  78. //
  79. // Get_Factory
  80. //
  81. //////////////////////////////////////////////////////////////////////////////////
  82. const PersistFactoryClass &
  83. VisPointDefinitionClass::Get_Factory (void) const
  84. {
  85. return _VisPointPersistFactory;
  86. }
  87. //////////////////////////////////////////////////////////////////////////////////
  88. //
  89. // Save
  90. //
  91. //////////////////////////////////////////////////////////////////////////////////
  92. bool
  93. VisPointDefinitionClass::Save (ChunkSaveClass &csave)
  94. {
  95. bool retval = true;
  96. csave.Begin_Chunk (CHUNKID_BASE_CLASS);
  97. retval &= DefinitionClass::Save (csave);
  98. csave.End_Chunk ();
  99. return retval;
  100. }
  101. //////////////////////////////////////////////////////////////////////////////////
  102. //
  103. // Load
  104. //
  105. //////////////////////////////////////////////////////////////////////////////////
  106. bool
  107. VisPointDefinitionClass::Load (ChunkLoadClass &cload)
  108. {
  109. bool retval = true;
  110. while (cload.Open_Chunk ()) {
  111. switch (cload.Cur_Chunk_ID ()) {
  112. case CHUNKID_BASE_CLASS:
  113. retval &= DefinitionClass::Load (cload);
  114. break;
  115. }
  116. cload.Close_Chunk ();
  117. }
  118. return retval;
  119. }
  120. //////////////////////////////////////////////////////////////////////////////////
  121. //
  122. // Create
  123. //
  124. //////////////////////////////////////////////////////////////////////////////////
  125. PersistClass *
  126. VisPointDefinitionClass::Create (void) const
  127. {
  128. return new VisPointNodeClass ();
  129. }