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- /*
- ** 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 ();
- }
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