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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
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216
Code/Combat/reflist.h
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216
Code/Combat/reflist.h
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/*
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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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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando / G *
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* *
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* $Archive:: /Commando/Code/Combat/reflist.h $*
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* *
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* $Author:: Patrick $*
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* *
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* $Modtime:: 2/06/01 2:33p $*
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* *
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* $Revision:: 13 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef REFLIST_H
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#define REFLIST_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef WWDEBUG_H
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#include "wwdebug.h"
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#endif
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#ifndef CHUNKIO_H
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#include "chunkio.h"
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#endif
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#ifndef SAVELOAD_H
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#include "saveload.h"
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#endif
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#ifndef PERSIST_H
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#include "persist.h"
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#endif
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/*
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** Forward declarations
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*/
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class ScriptableGameObj;
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class ReferencerClass;
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/*
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** Advance notice of referencer
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*/
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//template <class T> class ReferencerClass;
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/*
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** A object class that can be referenced
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*/
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template <class T>
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class ReferenceableClass {
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public:
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friend class ReferencerClass;
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ReferenceableClass( T *reference_data ) : ReferenceData( reference_data ), ReferencerListHead( NULL ) {}
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~ReferenceableClass( void );
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bool Save( ChunkSaveClass & csave );
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bool Load( ChunkLoadClass & cload );
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protected:
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ReferencerClass *ReferencerListHead;
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T * Get_Data( void ) const { return ReferenceData; }
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private:
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T *ReferenceData;
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};
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/*
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** An object class that can reference an ReferencableClass
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*/
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class ReferencerClass : public PostLoadableClass {
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public:
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friend class ReferenceableClass<ScriptableGameObj>;
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ReferencerClass( void ) : ReferenceTarget( NULL ), TargetReferencerListNext( NULL ) {}
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ReferencerClass( const ScriptableGameObj * target ) : ReferenceTarget( NULL ), TargetReferencerListNext( NULL ) { *this = target; }
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virtual ~ReferencerClass( void ) { operator = ((const ScriptableGameObj*)NULL); }
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virtual void On_Post_Load(void);
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bool Save( ChunkSaveClass & csave );
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bool Load( ChunkLoadClass & cload );
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const ReferencerClass & operator = ( const ReferencerClass & src ) { operator = (src.Get_Ptr()); return *this; }
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const ReferencerClass & operator = ( const ScriptableGameObj * reference_target );
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void Set_Ptr (const ScriptableGameObj * reference_target) { *this = reference_target; }
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ScriptableGameObj * Get_Ptr (void) const { return ReferenceTarget ? ReferenceTarget->Get_Data() : NULL; }
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operator ScriptableGameObj * (void) const { return Get_Ptr(); }
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protected:
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ReferenceableClass<ScriptableGameObj> *ReferenceTarget;
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ReferencerClass *TargetReferencerListNext;
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};
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/*
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** Clears all references in objects referencing me
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*/
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template<class T>
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ReferenceableClass<T>::~ReferenceableClass( void )
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{
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while ( ReferencerListHead != NULL ) { // clear each reference to me
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ReferencerClass *referencer = ReferencerListHead;
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WWASSERT( referencer->ReferenceTarget == this );
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ReferencerListHead = referencer->TargetReferencerListNext;
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referencer->ReferenceTarget = NULL;
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referencer->TargetReferencerListNext = NULL;
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}
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}
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/*
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** Save & Load
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*/
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enum {
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CHUNKID_REF_VARIABLES = 913991844,
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XXXX_MICROCHUNKID_LIST_HEAD = 1,
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MICROCHUNKID_XXXXXXXXX,
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MICROCHUNKID_PTR,
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MICROCHUNKID_TARGET,
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XXXX_MICROCHUNKID_NEXT,
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};
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template<class T>
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bool ReferenceableClass<T>::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_REF_VARIABLES );
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void * ptr = this;
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_PTR, ptr );
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csave.End_Chunk();
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return true;
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}
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template<class T>
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bool ReferenceableClass<T>::Load( ChunkLoadClass & cload )
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{
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void * old_ptr;
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cload.Open_Chunk();
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WWASSERT( cload.Cur_Chunk_ID() == CHUNKID_REF_VARIABLES );
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WWASSERT( ReferencerListHead == NULL );
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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case MICROCHUNKID_PTR:
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cload.Read(&old_ptr,sizeof(void*));
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SaveLoadSystemClass::Register_Pointer(old_ptr, this);
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break;
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default:
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// Debug_Say(( "Unrecognized REFLIST Variable chunkID\n" ));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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cload.Close_Chunk();
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return true;
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}
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/*
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** A refcounted version of the ReferencerClass
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*/
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class RefCountedReferencerClass : public ReferencerClass, public RefCountClass {
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public:
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friend class ReferenceableClass<ScriptableGameObj>;
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RefCountedReferencerClass( void ) :
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ReferencerClass ()
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{
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}
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RefCountedReferencerClass( const ReferencerClass &src ) :
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ReferencerClass ()
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{
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ReferencerClass::operator=( src );
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}
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};
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#endif
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