269 lines
7.2 KiB
C++
269 lines
7.2 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : wwtranslatedb *
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* *
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* $Archive:: /Commando/Code/wwtranslatedb/stringtwiddler.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 8/01/01 4:26p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stringtwiddler.h"
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#include "chunkio.h"
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#include "persistfactory.h"
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#include "translatedbids.h"
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#include "translatedb.h"
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#include "tdbcategories.h"
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<StringTwiddlerClass, CHUNKID_STRING_TWIDDLER> _StringTwiddlerPersistFactory;
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//////////////////////////////////////////////////////////////////////////////
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// Constants
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//////////////////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_VARIABLES = 0x07310319,
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CHUNKID_BASE_CLASS,
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};
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enum
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{
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VARID_STRING_ID = 0x01,
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};
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///////////////////////////////////////////////////////////////////////
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//
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// StringTwiddlerClass
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//
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///////////////////////////////////////////////////////////////////////
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StringTwiddlerClass::StringTwiddlerClass (void)
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{
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return ;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// StringTwiddlerClass
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//
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///////////////////////////////////////////////////////////////////////
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StringTwiddlerClass::StringTwiddlerClass (const StringTwiddlerClass &src) :
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TDBObjClass (src)
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{
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(*this) = src;
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return ;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// ~StringTwiddlerClass
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//
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///////////////////////////////////////////////////////////////////////
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StringTwiddlerClass::~StringTwiddlerClass (void)
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{
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return ;
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}
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/////////////////////////////////////////////////////////////////
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//
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// operator=
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//
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/////////////////////////////////////////////////////////////////
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const StringTwiddlerClass &
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StringTwiddlerClass::operator= (const StringTwiddlerClass &src)
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{
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TDBObjClass::operator= (src);
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StringList = src.StringList;
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return *this;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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///////////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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StringTwiddlerClass::Get_Factory (void) const
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{
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return _StringTwiddlerPersistFactory;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Save
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//
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/////////////////////////////////////////////////////////////////
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bool
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StringTwiddlerClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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TDBObjClass::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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//
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// Write each string ID to its own microchunk
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//
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for (int index = 0; index < StringList.Count (); index ++) {
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int string_id = StringList[index];
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WRITE_MICRO_CHUNK (csave, VARID_STRING_ID, string_id);
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}
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csave.End_Chunk ();
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return true;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Load
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//
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/////////////////////////////////////////////////////////////////
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bool
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StringTwiddlerClass::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_BASE_CLASS:
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TDBObjClass::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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}
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cload.Close_Chunk ();
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}
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return true;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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/////////////////////////////////////////////////////////////////
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void
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StringTwiddlerClass::Load_Variables (ChunkLoadClass &cload)
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{
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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case VARID_STRING_ID:
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{
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//
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// Read the data from the chunk
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//
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int string_id = 0;
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LOAD_MICRO_CHUNK (cload, string_id);
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//
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// Store this string ID in our list if its valid
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//
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if (string_id != 0) {
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StringList.Add (string_id);
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}
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}
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break;
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}
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cload.Close_Micro_Chunk ();
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}
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return ;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Get_String
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//
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/////////////////////////////////////////////////////////////////
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const WideStringClass &
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StringTwiddlerClass::Get_String (uint32 lang_id)
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{
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//
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// Copy the contents of one of the string objects
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// into our internal data
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//
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Randomize (lang_id);
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return TDBObjClass::Get_String (lang_id);
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}
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/////////////////////////////////////////////////////////////////
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//
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// Randomize
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//
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/////////////////////////////////////////////////////////////////
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void
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StringTwiddlerClass::Randomize (int lang_id)
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{
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//
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// Are there any entries in our twiddler list?
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//
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int count = StringList.Count ();
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if (count > 0) {
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//
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// Randomly pick a string from our list
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//
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int index = (rand () % count);
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TDBObjClass *object = TranslateDBClass::Find_Object (StringList[index]);
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if (object != NULL && object->As_StringTwiddlerClass () == NULL) {
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//
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// Copy the string contents into ourselves
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//
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Set_String (lang_id, object->Get_String ());
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EnglishString = object->Get_English_String ();
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SoundID = object->Get_Sound_ID ();
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AnimationName = object->Get_Animation_Name ();
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}
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}
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return ;
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}
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