/* ** 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 : LevelEdit * * * * $Archive:: /Commando/Code/Tools/LevelEdit/ConversationEditorMgr.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 1/23/02 1:12p $* * * * $Revision:: 4 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "stdafx.h" #include "conversationeditormgr.h" #include "filelocations.h" #include "filemgr.h" #include "assetdatabase.h" #include "chunkio.h" #include "rawfile.h" #include "saveload.h" #include "translatedb.h" #include "conversationmgr.h" #include "conversationpage.h" #include "utils.h" ///////////////////////////////////////////////////////////////////////// // // Create_Database_If_Necessary // ///////////////////////////////////////////////////////////////////////// void ConversationEditorMgrClass::Create_Database_If_Necessary (void) { FileMgrClass *file_mgr = ::Get_File_Mgr (); AssetDatabaseClass &asset_db = file_mgr->Get_Database_Interface (); // // Determine where the file should exist locally // CString filename = ::Get_File_Mgr ()->Make_Full_Path (CONV_DB_PATH); // // Check to see if the file exists in VSS // if (asset_db.Does_File_Exist (filename) == false) { // // Save a copy of the database to disk and add it to VSS // Save_Global_Database (); asset_db.Add_File (filename); } else { // // The file exists in VSS, so update our local copy // Get_Latest_Version (); } return ; } ///////////////////////////////////////////////////////////////////////// // // Save_Global_Database // ///////////////////////////////////////////////////////////////////////// void ConversationEditorMgrClass::Save_Global_Database (void) { CString filename = ::Get_File_Mgr ()->Make_Full_Path (CONV_DB_PATH); // // Create the file // HANDLE file = ::CreateFile (filename, GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, 0L, NULL); ASSERT (file != INVALID_HANDLE_VALUE); if (file != INVALID_HANDLE_VALUE) { RawFileClass file_obj; file_obj.Attach (file); ChunkSaveClass chunk_save (&file_obj); // // Save the conversation database subsystem // _ConversationMgrSaveLoad.Set_Category_To_Save (ConversationMgrClass::CATEGORY_GLOBAL); SaveLoadSystemClass::Save (chunk_save, _ConversationMgrSaveLoad); } return ; } ///////////////////////////////////////////////////////////////////////// // // Load_Global_Database // ///////////////////////////////////////////////////////////////////////// void ConversationEditorMgrClass::Load_Global_Database (void) { CString filename = ::Get_File_Mgr ()->Make_Full_Path (CONV_DB_PATH); // // Open the file // HANDLE file = ::CreateFile (filename, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, 0L, NULL); ASSERT (file != INVALID_HANDLE_VALUE); if (file != INVALID_HANDLE_VALUE) { RawFileClass file_obj; file_obj.Attach (file); ChunkLoadClass chunk_load (&file_obj); // // Let the save/load system handle the laod // SaveLoadSystemClass::Load (chunk_load); // // Update the UI // ConversationPageClass *conversation_form = ::Get_Conversation_Form (); if (conversation_form) { conversation_form->Reload_Data (); } } return ; } ///////////////////////////////////////////////////////////////////////// // // Get_Latest_Version // ///////////////////////////////////////////////////////////////////////// bool ConversationEditorMgrClass::Get_Latest_Version (void) { FileMgrClass *file_mgr = ::Get_File_Mgr (); AssetDatabaseClass &asset_db = file_mgr->Get_Database_Interface (); // // Determine where the file should exist locally // CString filename = ::Get_File_Mgr ()->Make_Full_Path (CONV_DB_PATH); // // Ask VSS to get the latest version of the file for us // return asset_db.Get (filename); } ///////////////////////////////////////////////////////////////////////// // // Check_Out // ///////////////////////////////////////////////////////////////////////// bool ConversationEditorMgrClass::Check_Out (void) { FileMgrClass *file_mgr = ::Get_File_Mgr (); AssetDatabaseClass &asset_db = file_mgr->Get_Database_Interface (); // // Determine where the file should exist locally // CString filename = ::Get_File_Mgr ()->Make_Full_Path (CONV_DB_PATH); bool retval = true; if (asset_db.Does_File_Exist (filename)) { // // Ask VSS to check out the file to us // retval = asset_db.Check_Out_Ex (filename, ::AfxGetMainWnd ()->m_hWnd); } return retval; } ///////////////////////////////////////////////////////////////////////// // // Check_In // ///////////////////////////////////////////////////////////////////////// bool ConversationEditorMgrClass::Check_In (void) { FileMgrClass *file_mgr = ::Get_File_Mgr (); AssetDatabaseClass &asset_db = file_mgr->Get_Database_Interface (); // // Determine where the file should exist locally // CString filename = ::Get_File_Mgr ()->Make_Full_Path (CONV_DB_PATH); // // Ask VSS to check in the file for us // return asset_db.Check_In_Ex (filename, ::AfxGetMainWnd ()->m_hWnd); } ///////////////////////////////////////////////////////////////////////// // // Undo_Check_Out // ///////////////////////////////////////////////////////////////////////// bool ConversationEditorMgrClass::Undo_Check_Out (void) { FileMgrClass *file_mgr = ::Get_File_Mgr (); AssetDatabaseClass &asset_db = file_mgr->Get_Database_Interface (); bool retval = false; // // Determine where the file should exist locally // CString filename = ::Get_File_Mgr ()->Make_Full_Path (CONV_DB_PATH); // // We only undo the checkout if its checked out to us // if (asset_db.Get_File_Status (filename) == AssetDatabaseClass::CHECKED_OUT_TO_ME) { retval = asset_db.Undo_Check_Out (filename); } return retval; }