440 lines
11 KiB
C++
440 lines
11 KiB
C++
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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 : wwtranslatedb *
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* *
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* $Archive:: /Commando/Code/wwtranslatedb/translateobj.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 9/13/01 9:04a $*
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* *
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* $Revision:: 9 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "translateobj.h"
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#include "chunkio.h"
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#include "persistfactory.h"
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#include "translatedbids.h"
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#include "translatedb.h"
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#include "tdbcategories.h"
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<TDBObjClass, CHUNKID_TRANSLATE_OBJ> _TranslateObjPersistFactory;
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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 = 0x06141108,
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CHUNKID_BASE_CLASS,
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CHUNKID_ENGLISH_STRING,
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CHUNKID_TRANSLATED_STRING
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};
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enum
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{
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VARID_ID = 0x01,
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VARID_ID_DESC,
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VARID_STRING,
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VARID_ENGLISH_STRING,
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VARID_SOUND_ID,
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VARID_ANIMATION_NAME,
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VARID_CATEGORY_ID
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};
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///////////////////////////////////////////////////////////////////////
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//
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// TDBObjClass
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//
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///////////////////////////////////////////////////////////////////////
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TDBObjClass::TDBObjClass (void) :
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ID (0),
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SoundID (-1),
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CategoryID (CATEGORY_DEFAULT)
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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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// TDBObjClass
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//
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///////////////////////////////////////////////////////////////////////
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TDBObjClass::TDBObjClass (const TDBObjClass &src) :
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ID (0),
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SoundID (-1),
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CategoryID (CATEGORY_DEFAULT)
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{
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(*this) = src;
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return ;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// ~TDBObjClass
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//
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///////////////////////////////////////////////////////////////////////
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TDBObjClass::~TDBObjClass (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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// operator=
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//
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/////////////////////////////////////////////////////////////////
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const TDBObjClass &
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TDBObjClass::operator= (const TDBObjClass &src)
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{
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TranslatedStrings = src.TranslatedStrings;
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EnglishString = src.EnglishString;
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IDDesc = src.IDDesc;
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ID = src.ID;
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SoundID = src.SoundID;
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AnimationName = src.AnimationName;
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CategoryID = src.CategoryID;
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return *this;
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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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TDBObjClass::Get_Factory (void) const
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{
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return _TranslateObjPersistFactory;
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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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TDBObjClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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PersistClass::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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Save_Variables (csave);
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csave.End_Chunk ();
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//
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// Write the english string to its own chunk
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//
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WRITE_WWSTRING_CHUNK (csave, CHUNKID_ENGLISH_STRING, EnglishString);
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//
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// Are we saving all the translations or just the current one?
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//
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if (TranslateDBClass::Is_Single_Language_Export_Enabled ()) {
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//
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// If we don't have the requested language, save the english
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//
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int lang_id = TranslateDBClass::Get_Current_Language ();
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if (lang_id >= TranslatedStrings.Count ()) {
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lang_id = TranslateDBClass::LANGID_ENGLISH;
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}
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//
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// Save the string
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//
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const WideStringClass &string = TranslatedStrings[lang_id];
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WRITE_WIDESTRING_CHUNK (csave, CHUNKID_TRANSLATED_STRING, string);
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} else {
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//
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// Write each translated string to its own chunk
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//
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for (int index = 0; index < TranslatedStrings.Count (); index ++) {
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const WideStringClass &string = TranslatedStrings[index];
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WRITE_WIDESTRING_CHUNK(csave, CHUNKID_TRANSLATED_STRING, string);;
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}
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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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// Load
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//
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/////////////////////////////////////////////////////////////////
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bool
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TDBObjClass::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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READ_WWSTRING_CHUNK (cload, CHUNKID_ENGLISH_STRING, EnglishString);
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case CHUNKID_TRANSLATED_STRING:
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{
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//
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// Load the translated string from its chunk
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//
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WideStringClass string;
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cload.Read (string.Get_Buffer((cload.Cur_Chunk_Length () + 1) / 2), cload.Cur_Chunk_Length ());
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//
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// Add the translated string to our list
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//
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TranslatedStrings.Add (string);
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}
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break;
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case CHUNKID_BASE_CLASS:
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PersistClass::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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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 true;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Save_Variables
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//
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/////////////////////////////////////////////////////////////////
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void
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TDBObjClass::Save_Variables (ChunkSaveClass &csave)
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{
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//
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// Save each variable to its own micro chunk
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//
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WRITE_MICRO_CHUNK (csave, VARID_ID, ID);
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WRITE_MICRO_CHUNK (csave, VARID_SOUND_ID, SoundID);
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WRITE_MICRO_CHUNK (csave, VARID_CATEGORY_ID, CategoryID);
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WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_ID_DESC, IDDesc);
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WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_ANIMATION_NAME, AnimationName);
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return ;
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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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void
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TDBObjClass::Load_Variables (ChunkLoadClass &cload)
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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_ID, ID);
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READ_MICRO_CHUNK (cload, VARID_SOUND_ID, SoundID);
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READ_MICRO_CHUNK (cload, VARID_CATEGORY_ID, CategoryID);
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READ_MICRO_CHUNK_WWSTRING (cload, VARID_ID_DESC, IDDesc);
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READ_MICRO_CHUNK_WWSTRING (cload, VARID_ENGLISH_STRING, EnglishString);
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READ_MICRO_CHUNK_WWSTRING (cload, VARID_ANIMATION_NAME, AnimationName);
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case VARID_STRING:
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{
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//
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// Load the translated string from its chunk
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//
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WideStringClass string;
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cload.Read (string.Get_Buffer((cload.Cur_Micro_Chunk_Length () + 1) / 2), cload.Cur_Micro_Chunk_Length ());
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//
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// Add the translated string to our list
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//
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TranslatedStrings.Add (string);
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}
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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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return ;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Set_English_String
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//
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/////////////////////////////////////////////////////////////////
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void
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TDBObjClass::Set_English_String (const TCHAR *string)
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{
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EnglishString = string;
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//
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// Grow the translated string array out large enough so
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// we can index into the english string
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//
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while (TranslatedStrings.Count () <= TranslateDBClass::LANGID_ENGLISH) {
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TranslatedStrings.Add (WideStringClass (L""));
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}
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TranslatedStrings[TranslateDBClass::LANGID_ENGLISH].Convert_From (string);
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return ;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Set_ID
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//
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/////////////////////////////////////////////////////////////////
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void
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TDBObjClass::Set_ID (uint32 id)
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{
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ID = id;
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return ;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Set_ID_Desc
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//
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/////////////////////////////////////////////////////////////////
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void
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TDBObjClass::Set_ID_Desc (const TCHAR *desc)
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{
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IDDesc = desc;
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return ;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Get_String
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//
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/////////////////////////////////////////////////////////////////
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const WideStringClass &
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TDBObjClass::Get_String (void)
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{
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//
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// Lookup the translated string based on the current language
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//
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return Get_String (TranslateDBClass::Get_Current_Language ());
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}
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/////////////////////////////////////////////////////////////////
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//
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// Get_String
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//
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/////////////////////////////////////////////////////////////////
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const WideStringClass &
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TDBObjClass::Get_String (uint32 lang_id)
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{
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//
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// Default to english on error
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//
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if (lang_id >= (uint32)TranslatedStrings.Count ()) {
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lang_id = TranslateDBClass::LANGID_ENGLISH;
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}
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return TranslatedStrings[lang_id];
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}
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/////////////////////////////////////////////////////////////////
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//
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// Set_String
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//
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/////////////////////////////////////////////////////////////////
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void
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TDBObjClass::Set_String (uint32 lang_id, const WCHAR *string)
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{
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//
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// Grow the translated strings array until we have enough
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// to cover the requested language
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//
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while ((uint32)TranslatedStrings.Count () <= lang_id) {
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TranslatedStrings.Add (WideStringClass (L""));
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}
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//
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// Set the string
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//
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TranslatedStrings[lang_id] = string;
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//
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// Keep a copy of the english string (if necessary)
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//
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if (lang_id == TranslateDBClass::LANGID_ENGLISH) {
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TranslatedStrings[lang_id].Convert_To (EnglishString);
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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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// Contains_Translation
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//
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/////////////////////////////////////////////////////////////////
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bool
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TDBObjClass::Contains_Translation (uint32 lang_id)
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{
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bool retval = false;
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//
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// Simply check to see if the string contains any data
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//
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if (TranslatedStrings.Count () > (int)lang_id) {
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retval = (TranslatedStrings[lang_id].Get_Length () > 0);
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}
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return retval;
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}
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