/* ** 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/tdbcategory.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 11/22/00 10:53a $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "tdbcategory.h" #include "chunkio.h" #include "persistfactory.h" #include "translatedbids.h" #include "tdbcategories.h" ////////////////////////////////////////////////////////////////////////////// // Persist factory ////////////////////////////////////////////////////////////////////////////// SimplePersistFactoryClass _TDBCategoryPersistFactory; ////////////////////////////////////////////////////////////////////////////// // Constants ////////////////////////////////////////////////////////////////////////////// enum { CHUNKID_VARIABLES = 0x11221022, CHUNKID_BASE_CLASS, }; enum { VARID_ID = 0x01, VARID_NAME, }; /////////////////////////////////////////////////////////////////////// // // TDBCategoryClass // /////////////////////////////////////////////////////////////////////// TDBCategoryClass::TDBCategoryClass (void) : ID (CATEGORY_DEFAULT) { return ; } /////////////////////////////////////////////////////////////////////// // // TDBCategoryClass // /////////////////////////////////////////////////////////////////////// TDBCategoryClass::TDBCategoryClass (const TDBCategoryClass &src) : ID (CATEGORY_DEFAULT) { (*this) = src; return ; } /////////////////////////////////////////////////////////////////////// // // ~TDBCategoryClass // /////////////////////////////////////////////////////////////////////// TDBCategoryClass::~TDBCategoryClass (void) { return ; } ///////////////////////////////////////////////////////////////// // // operator= // ///////////////////////////////////////////////////////////////// const TDBCategoryClass & TDBCategoryClass::operator= (const TDBCategoryClass &src) { ID = src.ID; Name = src.Name; return *this; } /////////////////////////////////////////////////////////////////////// // // Get_Factory // /////////////////////////////////////////////////////////////////////// const PersistFactoryClass & TDBCategoryClass::Get_Factory (void) const { return _TDBCategoryPersistFactory; } ///////////////////////////////////////////////////////////////// // // Save // ///////////////////////////////////////////////////////////////// bool TDBCategoryClass::Save (ChunkSaveClass &csave) { csave.Begin_Chunk (CHUNKID_BASE_CLASS); PersistClass::Save (csave); csave.End_Chunk (); csave.Begin_Chunk (CHUNKID_VARIABLES); Save_Variables (csave); csave.End_Chunk (); return true; } ///////////////////////////////////////////////////////////////// // // Load // ///////////////////////////////////////////////////////////////// bool TDBCategoryClass::Load (ChunkLoadClass &cload) { while (cload.Open_Chunk ()) { switch (cload.Cur_Chunk_ID ()) { case CHUNKID_BASE_CLASS: PersistClass::Load (cload); break; case CHUNKID_VARIABLES: Load_Variables (cload); break; } cload.Close_Chunk (); } return true; } ///////////////////////////////////////////////////////////////// // // Save_Variables // ///////////////////////////////////////////////////////////////// void TDBCategoryClass::Save_Variables (ChunkSaveClass &csave) { // // Save each variable to its own micro chunk // WRITE_MICRO_CHUNK (csave, VARID_ID, ID); WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_NAME, Name); return ; } ///////////////////////////////////////////////////////////////// // // Load_Variables // ///////////////////////////////////////////////////////////////// void TDBCategoryClass::Load_Variables (ChunkLoadClass &cload) { while (cload.Open_Micro_Chunk ()) { switch (cload.Cur_Micro_Chunk_ID ()) { READ_MICRO_CHUNK (cload, VARID_ID, ID); READ_MICRO_CHUNK_WWSTRING (cload, VARID_NAME, Name); } cload.Close_Micro_Chunk (); } return ; }