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Initial commit of Command & Conquer Renegade source code.
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195
Code/Tools/LevelEdit/WaypathDefinition.cpp
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195
Code/Tools/LevelEdit/WaypathDefinition.cpp
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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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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/WaypathDefinition.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 3/01/00 2:11p $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stdafx.h"
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#include "waypathdefinition.h"
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#include "simpledefinitionfactory.h"
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#include "definitionclassids.h"
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#include "definitionmgr.h"
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#include "persistfactory.h"
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#include "editorchunkids.h"
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#include "waypathnode.h"
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//////////////////////////////////////////////////////////////////////////////////
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// Constants
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//////////////////////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_VARIABLES = 0x00000100,
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CHUNKID_BASE_CLASS = 0x00000200,
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};
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enum
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{
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VARID_PASSABLE_OBJ_ID = 0x01
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};
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Static factories
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//
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//////////////////////////////////////////////////////////////////////////////////
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DECLARE_DEFINITION_FACTORY(WaypathDefinitionClass, CLASSID_WAYPATH, "Waypath") _WaypathDefFactory;
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SimplePersistFactoryClass<WaypathDefinitionClass, CHUNKID_WAYPATH_DEF> _WaypathDefPersistFactory;
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//////////////////////////////////////////////////////////////////////////////////
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//
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// WaypathDefinitionClass
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//
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//////////////////////////////////////////////////////////////////////////////////
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WaypathDefinitionClass::WaypathDefinitionClass (void)
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: m_PassableObjects (0),
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DefinitionClass ()
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{
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ENUM_PARAM (WaypathDefinitionClass, m_PassableObjects, ("All", 1, "Humans", 2, "Ground Vehicles", 3, "Flying Vehicles", 4, NULL));
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// ~WaypathDefinitionClass
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//
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//////////////////////////////////////////////////////////////////////////////////
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WaypathDefinitionClass::~WaypathDefinitionClass (void)
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{
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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//////////////////////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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WaypathDefinitionClass::Get_Factory (void) const
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{
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return _WaypathDefPersistFactory;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Save
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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WaypathDefinitionClass::Save (ChunkSaveClass &csave)
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{
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bool retval = true;
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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retval &= DefinitionClass::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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WRITE_MICRO_CHUNK (csave, VARID_PASSABLE_OBJ_ID, m_PassableObjects);
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csave.End_Chunk ();
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return retval;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Load
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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WaypathDefinitionClass::Load (ChunkLoadClass &cload)
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{
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bool retval = true;
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_BASE_CLASS:
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retval &= DefinitionClass::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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retval &= Load_Variables (cload);
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break;
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}
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cload.Close_Chunk ();
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}
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return retval;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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///////////////////////////////////////////////////////////////////////
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bool
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WaypathDefinitionClass::Load_Variables (ChunkLoadClass &cload)
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{
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//
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// Loop through all the microchunks that define the variables
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//
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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READ_MICRO_CHUNK (cload, VARID_PASSABLE_OBJ_ID, m_PassableObjects);
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}
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cload.Close_Micro_Chunk ();
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Create
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//
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//////////////////////////////////////////////////////////////////////////////////
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PersistClass *
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WaypathDefinitionClass::Create (void) const
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{
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return new WaypathNodeClass ();
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}
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