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Initial commit of Command & Conquer Renegade source code.
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144
Code/wwsaveload/persistfactory.h
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144
Code/wwsaveload/persistfactory.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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*** 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:: /Commando/Code/wwsaveload/persistfactory.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 5/04/01 8:42p $*
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* *
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* $Revision:: 11 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef PERSISTFACTORY_H
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#define PERSISTFACTORY_H
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#include "always.h"
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#include "bittype.h"
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#include "chunkio.h"
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#include "wwdebug.h"
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#include "saveload.h"
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class PersistClass;
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/*
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** PersistFactoryClass
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** Create a PersistFactoryClass for each concrete derived PersistClass. These
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** factories automatically register with the SaveLoadSystem in their constructors
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** and should be accessible through the virtual Get_Factory method of any
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** derived PersistClass.
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*/
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class PersistFactoryClass
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{
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public:
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PersistFactoryClass(void);
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virtual ~PersistFactoryClass(void);
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virtual uint32 Chunk_ID(void) const = 0;
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virtual PersistClass * Load(ChunkLoadClass & cload) const = 0;
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virtual void Save(ChunkSaveClass & csave,PersistClass * obj) const = 0;
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private:
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PersistFactoryClass * NextFactory;
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friend class SaveLoadSystemClass;
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};
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/*
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** SimplePersistFactoryClass
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** This template automates the creation of a PersistFactory for any type of Persist
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** object. Simply instantiate a single static instance of this template with the
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** type and chunkid in the .cpp file of your class.
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*/
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template <class T,int CHUNKID> class SimplePersistFactoryClass : public PersistFactoryClass
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{
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public:
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virtual uint32 Chunk_ID(void) const { return CHUNKID; }
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virtual PersistClass * Load(ChunkLoadClass & cload) const;
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virtual void Save(ChunkSaveClass & csave,PersistClass * obj) const;
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/*
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** Internal chunk id's
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*/
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enum
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{
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SIMPLEFACTORY_CHUNKID_OBJPOINTER = 0x00100100,
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SIMPLEFACTORY_CHUNKID_OBJDATA
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};
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};
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template<class T, int CHUNKID> PersistClass *
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SimplePersistFactoryClass<T,CHUNKID>::Load(ChunkLoadClass & cload) const
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{
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T * new_obj = new T;
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T * old_obj = NULL;
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cload.Open_Chunk();
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WWASSERT(cload.Cur_Chunk_ID() == SIMPLEFACTORY_CHUNKID_OBJPOINTER);
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cload.Read(&old_obj,sizeof(T *));
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cload.Close_Chunk();
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cload.Open_Chunk();
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WWASSERT(cload.Cur_Chunk_ID() == SIMPLEFACTORY_CHUNKID_OBJDATA);
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new_obj->Load(cload);
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cload.Close_Chunk();
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SaveLoadSystemClass::Register_Pointer(old_obj,new_obj);
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return new_obj;
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}
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template<class T, int CHUNKID> void
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SimplePersistFactoryClass<T,CHUNKID>::Save(ChunkSaveClass & csave,PersistClass * obj) const
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{
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uint32 objptr = (uint32)obj;
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csave.Begin_Chunk(SIMPLEFACTORY_CHUNKID_OBJPOINTER);
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csave.Write(&objptr,sizeof(uint32));
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csave.End_Chunk();
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csave.Begin_Chunk(SIMPLEFACTORY_CHUNKID_OBJDATA);
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obj->Save(csave);
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csave.End_Chunk();
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}
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#endif
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