/*
**	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 <http://www.gnu.org/licenses/>.
*/

/***********************************************************************************************
 ***              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;
}