/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see .
*/
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Combat *
* *
* $Archive:: /Commando/Code/Combat/purchasesettings.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 1/05/02 6:04p $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "purchasesettings.h"
#include "combatchunkid.h"
#include "wwhack.h"
#include "persistfactory.h"
#include "definitionfactory.h"
#include "simpledefinitionfactory.h"
#include "debug.h"
#include "translatedb.h"
//////////////////////////////////////////////////////////////////////
// Force links
//////////////////////////////////////////////////////////////////////
DECLARE_FORCE_LINK (PurchaseSettings)
///////////////////////////////////////////////////////////////////////////////////////////
// Factories
///////////////////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass _PurchaseDefPersistFactory;
DECLARE_DEFINITION_FACTORY(PurchaseSettingsDefClass, CLASSID_GLOBAL_SETTINGS_DEF_PURCHASE, "Purchase Settings") _PurchaseDefDefFactory;
///////////////////////////////////////////////////////////////////////////////////////////
// Save/load constants
///////////////////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_PARENT = 0x08071203,
CHUNKID_VARIABLES,
VARID_TEAM = 1,
VARID_TYPE,
XXX_VARID_ROW,
XXX_VARID_COL,
VARID_COST,
VARID_DEFINITION,
VARID_TEXTURE_NAME,
VARID_NAME,
VARID_INDEX,
VARID_ALT_INDEX,
VARID_ALT_TEXTURE_NAME,
VARID_ALT_DEFINITION
};
//////////////////////////////////////////////////////////////////////
// Static member initialization
//////////////////////////////////////////////////////////////////////
PurchaseSettingsDefClass * PurchaseSettingsDefClass::DefinitionArray[TYPE_COUNT][TEAM_COUNT] = { 0 };
//////////////////////////////////////////////////////////////////////
//
// PurchaseSettingsDefClass
//
//////////////////////////////////////////////////////////////////////
PurchaseSettingsDefClass::PurchaseSettingsDefClass (void) :
Team (TEAM_GDI),
Type (TYPE_CLASSES)
{
//
// Initialize the cost and definition lists
//
::memset (CostList, 0, sizeof (CostList));
::memset (DefinitionList, 0, sizeof (DefinitionList));
::memset (NameList, 0, sizeof (NameList));
::memset (AlternateDefinitionList, 0, sizeof (AlternateDefinitionList));
//
// Configure the enum parameters for the editable system
//
#ifdef PARAM_EDITING_ON
EnumParameterClass *param1 = new EnumParameterClass ((int *)&Team);
param1->Set_Name ("Team");
param1->Add_Value ("GDI", TEAM_GDI);
param1->Add_Value ("NOD", TEAM_NOD);
param1->Add_Value ("Mutant GDI", TEAM_MUTANT_GDI);
param1->Add_Value ("Mutant NOD", TEAM_MUTANT_NOD);
GENERIC_EDITABLE_PARAM (PurchaseSettingsDefClass, param1)
EnumParameterClass *param2 = new EnumParameterClass ((int *)&Type);
param2->Set_Name ("Team");
param2->Add_Value ("Character Classes", TYPE_CLASSES);
param2->Add_Value ("Vehicles", TYPE_VEHICLES);
param2->Add_Value ("Equipment", TYPE_EQUIPMENT);
param2->Add_Value ("Secret Classes", TYPE_SECRET_CLASSES);
param2->Add_Value ("Secret Vehicles", TYPE_SECRET_VEHICLES);
GENERIC_EDITABLE_PARAM (PurchaseSettingsDefClass, param2)
#endif //PARAM_EDITING_ON
//
// Configure the editable system
//
for (int index = 0; index < MAX_ENTRIES; index ++) {
//
// Add a separator for this entry
//
StringClass name;
name.Format ("Entry %d", index + 1);
PARAM_SEPARATOR (PurchaseSettingsDefClass, (const char *)name);
//
// Add fields for the cost, texture, and object
//
NAMED_EDITABLE_PARAM (PurchaseSettingsDefClass, ParameterClass::TYPE_STRINGSDB_ID, NameList[index], "Name");
NAMED_EDITABLE_PARAM (PurchaseSettingsDefClass, ParameterClass::TYPE_INT, CostList[index], "Cost");
NAMED_EDITABLE_PARAM (PurchaseSettingsDefClass, ParameterClass::TYPE_STRING, TextureList[index], "Texture");
#ifdef PARAM_EDITING_ON
GenericDefParameterClass *param = new GenericDefParameterClass (&(DefinitionList[index]));
param->Set_Class_ID (CLASSID_GAME_OBJECTS);
param->Set_Name ("Object");
GENERIC_EDITABLE_PARAM(PurchaseSettingsDefClass, param)
//
// Insert the alternate textures and definitions
//
for (int alt_index = 0; alt_index < MAX_ALTERNATES; alt_index ++) {
name.Format ("Alt Texture %d", alt_index + 1);
NAMED_EDITABLE_PARAM (PurchaseSettingsDefClass, ParameterClass::TYPE_STRING, AlternateTextureList[index][alt_index], name);
name.Format ("Alt Object %d", alt_index + 1);
GenericDefParameterClass *param = new GenericDefParameterClass (&(AlternateDefinitionList[index][alt_index]));
param->Set_Class_ID (CLASSID_GAME_OBJECTS);
param->Set_Name (name);
GENERIC_EDITABLE_PARAM (PurchaseSettingsDefClass, param)
}
#endif //PARAM_EDITING_ON
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// ~PurchaseSettingsDefClass
//
//////////////////////////////////////////////////////////////////////
PurchaseSettingsDefClass::~PurchaseSettingsDefClass (void)
{
//
// Remove this entry from the static array
//
if (Type < TYPE_COUNT && Team < TEAM_COUNT) {
DefinitionArray[Type][Team] = NULL;
}
return ;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Get_Class_ID
//
///////////////////////////////////////////////////////////////////////////////////////////
uint32
PurchaseSettingsDefClass::Get_Class_ID (void) const
{
return CLASSID_GLOBAL_SETTINGS_DEF_PURCHASE;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Get_Factory
//
///////////////////////////////////////////////////////////////////////////////////////////
const PersistFactoryClass &
PurchaseSettingsDefClass::Get_Factory (void) const
{
return _PurchaseDefPersistFactory;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Create
//
///////////////////////////////////////////////////////////////////////////////////////////
PersistClass *
PurchaseSettingsDefClass::Create (void) const
{
WWASSERT (0);
return NULL;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Save
//
///////////////////////////////////////////////////////////////////////////////////////////
bool
PurchaseSettingsDefClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_PARENT);
DefinitionClass::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
//
// Save the simple variables
//
WRITE_MICRO_CHUNK (csave, VARID_TEAM, Team);
WRITE_MICRO_CHUNK (csave, VARID_TYPE, Type);
//
// Save the lists
//
for (int index = 0; index < MAX_ENTRIES; index ++) {
WRITE_MICRO_CHUNK (csave, VARID_INDEX, index);
WRITE_MICRO_CHUNK (csave, VARID_COST, CostList[index]);
WRITE_MICRO_CHUNK (csave, VARID_DEFINITION, DefinitionList[index]);
WRITE_MICRO_CHUNK (csave, VARID_NAME, NameList[index]);
WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_TEXTURE_NAME, TextureList[index]);
for (int alt_index = 0; alt_index < MAX_ALTERNATES; alt_index ++) {
WRITE_MICRO_CHUNK (csave, VARID_ALT_INDEX, alt_index);
WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_ALT_TEXTURE_NAME, AlternateTextureList[index][alt_index]);
WRITE_MICRO_CHUNK (csave, VARID_ALT_DEFINITION, AlternateDefinitionList[index][alt_index]);
}
}
csave.End_Chunk();
return true;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Load
//
///////////////////////////////////////////////////////////////////////////////////////////
bool
PurchaseSettingsDefClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch(cload.Cur_Chunk_ID ()) {
case CHUNKID_PARENT:
DefinitionClass::Load (cload);
break;
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
default:
Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
return true;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
///////////////////////////////////////////////////////////////////////////////////////////
void
PurchaseSettingsDefClass::Load_Variables (ChunkLoadClass &cload)
{
int entry_index = 0;
int alt_index = 0;
while (cload.Open_Micro_Chunk ()) {
switch(cload.Cur_Micro_Chunk_ID ()) {
//
// Read the type and team information
//
READ_MICRO_CHUNK (cload, VARID_TEAM, Team);
READ_MICRO_CHUNK (cload, VARID_TYPE, Type);
//
// Read the current list entry
//
READ_MICRO_CHUNK (cload, VARID_INDEX, entry_index);
READ_MICRO_CHUNK (cload, VARID_ALT_INDEX, alt_index);
case VARID_COST:
if (entry_index >= 0 && entry_index < MAX_ENTRIES) {
LOAD_MICRO_CHUNK (cload, CostList[entry_index]);
}
break;
case VARID_DEFINITION:
if (entry_index >= 0 && entry_index < MAX_ENTRIES) {
LOAD_MICRO_CHUNK (cload, DefinitionList[entry_index]);
}
break;
case VARID_NAME:
if (entry_index >= 0 && entry_index < MAX_ENTRIES) {
LOAD_MICRO_CHUNK (cload, NameList[entry_index]);
}
break;
case VARID_TEXTURE_NAME:
if (entry_index >= 0 && entry_index < MAX_ENTRIES) {
LOAD_MICRO_CHUNK_WWSTRING (cload, TextureList[entry_index]);
}
break;
case VARID_ALT_DEFINITION:
if (entry_index >= 0 && entry_index < MAX_ENTRIES && alt_index >= 0 && alt_index < MAX_ALTERNATES) {
LOAD_MICRO_CHUNK (cload, AlternateDefinitionList[entry_index][alt_index]);
}
break;
case VARID_ALT_TEXTURE_NAME:
if (entry_index >= 0 && entry_index < MAX_ENTRIES && alt_index >= 0 && alt_index < MAX_ALTERNATES) {
LOAD_MICRO_CHUNK_WWSTRING (cload, AlternateTextureList[entry_index][alt_index]);
}
break;
default:
Debug_Say (("Unhandled Micro Chunk:%d File:%s Line:%d\r\n", cload.Cur_Micro_Chunk_ID (), __FILE__, __LINE__));
break;
}
cload.Close_Micro_Chunk();
}
//
// Add this definition to the static array
//
if (Type < TYPE_COUNT && Team < TEAM_COUNT) {
DefinitionArray[Type][Team] = this;
}
return ;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Get_Name
//
///////////////////////////////////////////////////////////////////////////////////////////
const WCHAR *
PurchaseSettingsDefClass::Get_Name (int index)
{
const WCHAR *retval = NULL;
//
// Return the translated string...
//
if (index >= 0 && index < MAX_ENTRIES && NameList[index] != 0) {
retval = TRANSLATE (NameList[index]);
}
return retval;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Find_Definition
//
///////////////////////////////////////////////////////////////////////////////////////////
PurchaseSettingsDefClass *
PurchaseSettingsDefClass::Find_Definition (TYPE type, TEAM team)
{
PurchaseSettingsDefClass *retval = DefinitionArray[type][team];
if (retval == NULL) {
//
// If the type is "secret classes" try the base classes
//
if (type == TYPE_SECRET_CLASSES) {
type = TYPE_CLASSES;
}
if (type == TYPE_SECRET_VEHICLES) {
type = TYPE_VEHICLES;
}
//
// Return the "base" definition if there was no definition
// for one of the mutant types
//
if (team == TEAM_MUTANT_GDI) {
retval = DefinitionArray[type][TEAM_GDI];
} else if (team == TEAM_MUTANT_NOD) {
retval = DefinitionArray[type][TEAM_NOD];
}
}
return retval;
}