/*
** 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 : wwtranslatedb *
* *
* $Archive:: /Commando/Code/wwtranslatedb/stringtwiddler.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 8/01/01 4:26p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stringtwiddler.h"
#include "chunkio.h"
#include "persistfactory.h"
#include "translatedbids.h"
#include "translatedb.h"
#include "tdbcategories.h"
//////////////////////////////////////////////////////////////////////////////
// Persist factory
//////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass _StringTwiddlerPersistFactory;
//////////////////////////////////////////////////////////////////////////////
// Constants
//////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_VARIABLES = 0x07310319,
CHUNKID_BASE_CLASS,
};
enum
{
VARID_STRING_ID = 0x01,
};
///////////////////////////////////////////////////////////////////////
//
// StringTwiddlerClass
//
///////////////////////////////////////////////////////////////////////
StringTwiddlerClass::StringTwiddlerClass (void)
{
return ;
}
///////////////////////////////////////////////////////////////////////
//
// StringTwiddlerClass
//
///////////////////////////////////////////////////////////////////////
StringTwiddlerClass::StringTwiddlerClass (const StringTwiddlerClass &src) :
TDBObjClass (src)
{
(*this) = src;
return ;
}
///////////////////////////////////////////////////////////////////////
//
// ~StringTwiddlerClass
//
///////////////////////////////////////////////////////////////////////
StringTwiddlerClass::~StringTwiddlerClass (void)
{
return ;
}
/////////////////////////////////////////////////////////////////
//
// operator=
//
/////////////////////////////////////////////////////////////////
const StringTwiddlerClass &
StringTwiddlerClass::operator= (const StringTwiddlerClass &src)
{
TDBObjClass::operator= (src);
StringList = src.StringList;
return *this;
}
///////////////////////////////////////////////////////////////////////
//
// Get_Factory
//
///////////////////////////////////////////////////////////////////////
const PersistFactoryClass &
StringTwiddlerClass::Get_Factory (void) const
{
return _StringTwiddlerPersistFactory;
}
/////////////////////////////////////////////////////////////////
//
// Save
//
/////////////////////////////////////////////////////////////////
bool
StringTwiddlerClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
TDBObjClass::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
//
// Write each string ID to its own microchunk
//
for (int index = 0; index < StringList.Count (); index ++) {
int string_id = StringList[index];
WRITE_MICRO_CHUNK (csave, VARID_STRING_ID, string_id);
}
csave.End_Chunk ();
return true;
}
/////////////////////////////////////////////////////////////////
//
// Load
//
/////////////////////////////////////////////////////////////////
bool
StringTwiddlerClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_BASE_CLASS:
TDBObjClass::Load (cload);
break;
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
}
cload.Close_Chunk ();
}
return true;
}
/////////////////////////////////////////////////////////////////
//
// Load_Variables
//
/////////////////////////////////////////////////////////////////
void
StringTwiddlerClass::Load_Variables (ChunkLoadClass &cload)
{
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
case VARID_STRING_ID:
{
//
// Read the data from the chunk
//
int string_id = 0;
LOAD_MICRO_CHUNK (cload, string_id);
//
// Store this string ID in our list if its valid
//
if (string_id != 0) {
StringList.Add (string_id);
}
}
break;
}
cload.Close_Micro_Chunk ();
}
return ;
}
/////////////////////////////////////////////////////////////////
//
// Get_String
//
/////////////////////////////////////////////////////////////////
const WideStringClass &
StringTwiddlerClass::Get_String (uint32 lang_id)
{
//
// Copy the contents of one of the string objects
// into our internal data
//
Randomize (lang_id);
return TDBObjClass::Get_String (lang_id);
}
/////////////////////////////////////////////////////////////////
//
// Randomize
//
/////////////////////////////////////////////////////////////////
void
StringTwiddlerClass::Randomize (int lang_id)
{
//
// Are there any entries in our twiddler list?
//
int count = StringList.Count ();
if (count > 0) {
//
// Randomly pick a string from our list
//
int index = (rand () % count);
TDBObjClass *object = TranslateDBClass::Find_Object (StringList[index]);
if (object != NULL && object->As_StringTwiddlerClass () == NULL) {
//
// Copy the string contents into ourselves
//
Set_String (lang_id, object->Get_String ());
EnglishString = object->Get_English_String ();
SoundID = object->Get_Sound_ID ();
AnimationName = object->Get_Animation_Name ();
}
}
return ;
}