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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
295
Code/wwsaveload/definitionfactorymgr.cpp
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295
Code/wwsaveload/definitionfactorymgr.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 : WWSaveLoad *
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* *
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* $Archive:: /VSS_Sync/wwsaveload/definitionfactorymgr.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 10/16/00 11:42a $*
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* *
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* $Revision:: 12 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "definitionfactorymgr.h"
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#include "definitionfactory.h"
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#include "wwdebug.h"
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#include <string.h>
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#ifdef _UNIX
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#include "osdep.h"
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#endif
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////////////////////////////////////////////////////////////////////////////
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// Static member initialization
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////////////////////////////////////////////////////////////////////////////
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DefinitionFactoryClass *DefinitionFactoryMgrClass::_FactoryListHead = 0;
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////////////////////////////////////////////////////////////////////////////
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//
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// Find_Factory
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//
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////////////////////////////////////////////////////////////////////////////
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DefinitionFactoryClass *
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DefinitionFactoryMgrClass::Find_Factory (uint32 class_id)
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{
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DefinitionFactoryClass *factory = 0;
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//
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// Loop through all the factories and see if we can
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// find the one who owns the corresponding class-id.
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//
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for ( DefinitionFactoryClass *curr_factory = _FactoryListHead;
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(factory == 0) && (curr_factory != 0);
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curr_factory = curr_factory->m_NextFactory) {
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//
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// Is this the factory we were looking for?
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//
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if (curr_factory->Get_Class_ID () == class_id) {
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factory = curr_factory;
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}
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}
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return factory;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// Find_Factory
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//
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////////////////////////////////////////////////////////////////////////////
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DefinitionFactoryClass *
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DefinitionFactoryMgrClass::Find_Factory (const char *name)
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{
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DefinitionFactoryClass *factory = 0;
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//
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// Loop through all the factories and see if we can
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// find the one who owns the corresponding class-id.
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//
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for ( DefinitionFactoryClass *curr_factory = _FactoryListHead;
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(factory == 0) && (curr_factory != 0);
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curr_factory = curr_factory->m_NextFactory) {
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//
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// Is this the factory we were looking for?
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//
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if (::stricmp (curr_factory->Get_Name (), name) == 0) {
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factory = curr_factory;
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}
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}
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return factory;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// Get_First
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//
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////////////////////////////////////////////////////////////////////////////
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DefinitionFactoryClass *
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DefinitionFactoryMgrClass::Get_First (uint32 superclass_id)
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{
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DefinitionFactoryClass *factory = 0;
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//
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// Loop through all the factories and see if we can
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// find the next one that belongs to the given superclass
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//
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for ( DefinitionFactoryClass *curr_factory = _FactoryListHead;
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(factory == 0) && (curr_factory != 0);
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curr_factory = curr_factory->m_NextFactory) {
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//
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// Is this the factory we were looking for?
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//
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if (::SuperClassID_From_ClassID (curr_factory->Get_Class_ID ()) == superclass_id) {
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factory = curr_factory;
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}
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}
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return factory;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// Get_Next
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//
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////////////////////////////////////////////////////////////////////////////
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DefinitionFactoryClass *
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DefinitionFactoryMgrClass::Get_Next
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(
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DefinitionFactoryClass *curr_factory,
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uint32 superclass_id
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)
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{
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DefinitionFactoryClass *factory = 0;
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//
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// Loop through all the factories and see if we can
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// find the next one that belongs to the given superclass
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//
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while ((factory == NULL) && ((curr_factory = curr_factory->m_NextFactory) != NULL)) {
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//
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// Is this the factory we were looking for?
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//
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if (::SuperClassID_From_ClassID (curr_factory->Get_Class_ID ()) == superclass_id) {
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factory = curr_factory;
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}
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}
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return factory;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// Get_First
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//
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////////////////////////////////////////////////////////////////////////////
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DefinitionFactoryClass *
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DefinitionFactoryMgrClass::Get_First (void)
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{
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return _FactoryListHead;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// Get_Next
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//
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////////////////////////////////////////////////////////////////////////////
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DefinitionFactoryClass *
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DefinitionFactoryMgrClass::Get_Next (DefinitionFactoryClass *curr_factory)
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{
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DefinitionFactoryClass *factory = 0;
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//
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// Simply return the next factory in the chain
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//
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if (curr_factory != NULL) {
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factory = curr_factory->m_NextFactory;
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}
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return factory;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// Register_Factory
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//
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////////////////////////////////////////////////////////////////////////////
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void
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DefinitionFactoryMgrClass::Register_Factory (DefinitionFactoryClass *factory)
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{
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WWASSERT (factory->m_NextFactory == 0);
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WWASSERT (factory->m_PrevFactory == 0);
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Link_Factory (factory);
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return ;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// Unregister_Factory
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//
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////////////////////////////////////////////////////////////////////////////
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void
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DefinitionFactoryMgrClass::Unregister_Factory (DefinitionFactoryClass *factory)
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{
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WWASSERT (factory != 0);
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Unlink_Factory (factory);
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return ;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// Link_Factory
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//
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////////////////////////////////////////////////////////////////////////////
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void
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DefinitionFactoryMgrClass::Link_Factory (DefinitionFactoryClass *factory)
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{
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WWASSERT (factory->m_NextFactory == 0);
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WWASSERT (factory->m_PrevFactory == 0);
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// Adding this factory in front of the current head of the list
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factory->m_NextFactory = _FactoryListHead;
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// If the list wasn't empty, link the next factory back to this factory
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if (factory->m_NextFactory != 0) {
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factory->m_NextFactory->m_PrevFactory = factory;
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}
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// Point the head of the list at this factory now
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_FactoryListHead = factory;
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return ;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// Unlink_Factory
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//
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////////////////////////////////////////////////////////////////////////////
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void
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DefinitionFactoryMgrClass::Unlink_Factory (DefinitionFactoryClass *factory)
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{
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WWASSERT(factory != 0);
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// Handle the factory's prev pointer:
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if (factory->m_PrevFactory == 0) {
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// this factory is the head
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WWASSERT (_FactoryListHead == factory);
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_FactoryListHead = factory->m_NextFactory;
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} else {
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// link it's prev with it's next
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factory->m_PrevFactory->m_NextFactory = factory->m_NextFactory;
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}
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// Handle the factory's next pointer if its not at the end of the list:
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if (factory->m_NextFactory != 0) {
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factory->m_NextFactory->m_PrevFactory = factory->m_PrevFactory;
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}
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// factory is now un-linked
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factory->m_NextFactory = 0;
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factory->m_PrevFactory = 0;
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return ;
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}
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