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CnC_Renegade/Code/Combat/teampurchasesettings.cpp

391 lines
12 KiB
C++

/*
** 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 : combat *
* *
* $Archive:: /Commando/Code/Combat/teampurchasesettings.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 10/23/01 3:22p $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "teampurchasesettings.h"
#include "combatchunkid.h"
#include "wwhack.h"
#include "persistfactory.h"
#include "definitionfactory.h"
#include "simpledefinitionfactory.h"
#include "debug.h"
#include "translatedb.h"
//////////////////////////////////////////////////////////////////////
// Force links
//////////////////////////////////////////////////////////////////////
DECLARE_FORCE_LINK (TeamPurchaseSettings)
///////////////////////////////////////////////////////////////////////////////////////////
// Factories
///////////////////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass<TeamPurchaseSettingsDefClass, CHUNKID_GLOBAL_SETTINGS_DEF_TEAM_PURCHASE> _TeamPurchaseDefPersistFactory;
DECLARE_DEFINITION_FACTORY(TeamPurchaseSettingsDefClass, CLASSID_GLOBAL_SETTINGS_DEF_TEAM_PURCHASE, "Team Purchase Settings") _TeamPurchaseDefDefFactory;
///////////////////////////////////////////////////////////////////////////////////////////
// Save/load constants
///////////////////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_PARENT = 0x10231215,
CHUNKID_VARIABLES,
VARID_TEAM = 1,
VARID_DEFINITION,
VARID_TEXTURE_NAME,
VARID_NAME,
VARID_INDEX,
VARID_BEACON_DEFINITION,
VARID_BEACON_NAME,
VARID_BEACON_TEXTURE_NAME,
VARID_BEACON_COST,
VARID_SUPPLY_NAME,
VARID_SUPPLY_TEXTURE_NAME
};
//////////////////////////////////////////////////////////////////////
// Static member initialization
//////////////////////////////////////////////////////////////////////
TeamPurchaseSettingsDefClass * TeamPurchaseSettingsDefClass::DefinitionArray[TEAM_COUNT] = { 0 };
//////////////////////////////////////////////////////////////////////
//
// TeamPurchaseSettingsDefClass
//
//////////////////////////////////////////////////////////////////////
TeamPurchaseSettingsDefClass::TeamPurchaseSettingsDefClass (void) :
Team (TEAM_GDI),
BeaconNameID (0),
BeaconDefinitionID (0),
BeaconCost (0),
SupplyNameID (0)
{
//
// Initialize the lists
//
::memset (DefinitionList, 0, sizeof (DefinitionList));
::memset (NameList, 0, sizeof (NameList));
//
// Configure the enum parameters for the editable system
//
#ifdef PARAM_EDITING_ON
EnumParameterClass *param1 = new EnumParameterClass ((int *)&Team);
param1->Set_Name ("Team");
param1->Add_Value ("GDI", TEAM_GDI);
param1->Add_Value ("NOD", TEAM_NOD);
GENERIC_EDITABLE_PARAM (TeamPurchaseSettingsDefClass, param1)
#endif //PARAM_EDITING_ON
//
// Add the beacon parameters
//
NAMED_EDITABLE_PARAM (TeamPurchaseSettingsDefClass, ParameterClass::TYPE_STRINGSDB_ID, BeaconNameID, "Beacon Name");
NAMED_EDITABLE_PARAM (TeamPurchaseSettingsDefClass, ParameterClass::TYPE_STRING, BeaconTextureName, "Beacon Texture");
NAMED_EDITABLE_PARAM (TeamPurchaseSettingsDefClass, ParameterClass::TYPE_INT, BeaconCost, "Beacon Cost");
#ifdef PARAM_EDITING_ON
GenericDefParameterClass *param = new GenericDefParameterClass (&BeaconDefinitionID);
param->Set_Class_ID (CLASSID_GAME_OBJECTS);
param->Set_Name ("Beacon Object");
GENERIC_EDITABLE_PARAM (TeamPurchaseSettingsDefClass, param)
#endif //PARAM_EDITING_ON
//
// Add the supply parameters
//
NAMED_EDITABLE_PARAM (TeamPurchaseSettingsDefClass, ParameterClass::TYPE_STRINGSDB_ID, SupplyNameID, "Supply Name");
NAMED_EDITABLE_PARAM (TeamPurchaseSettingsDefClass, ParameterClass::TYPE_STRING, SupplyTextureName, "Supply Texture");
//
// Add the enlisted parameters
//
for (int index = 0; index < MAX_ENTRIES; index ++) {
//
// Add a separator for this entry
//
StringClass name;
name.Format ("Enlisted %d", index + 1);
PARAM_SEPARATOR (TeamPurchaseSettingsDefClass, (const char *)name);
//
// Add fields for the texture and object
//
NAMED_EDITABLE_PARAM (TeamPurchaseSettingsDefClass, ParameterClass::TYPE_STRINGSDB_ID, NameList[index], "Name");
NAMED_EDITABLE_PARAM (TeamPurchaseSettingsDefClass, ParameterClass::TYPE_STRING, TextureList[index], "Texture");
#ifdef PARAM_EDITING_ON
GenericDefParameterClass *param = new GenericDefParameterClass (&(DefinitionList[index]));
param->Set_Class_ID (CLASSID_GAME_OBJECTS);
param->Set_Name ("Object");
GENERIC_EDITABLE_PARAM(TeamPurchaseSettingsDefClass, param)
#endif //PARAM_EDITING_ON
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// ~TeamPurchaseSettingsDefClass
//
//////////////////////////////////////////////////////////////////////
TeamPurchaseSettingsDefClass::~TeamPurchaseSettingsDefClass (void)
{
//
// Remove this entry from the static array
//
if (Team < TEAM_COUNT) {
DefinitionArray[Team] = NULL;
}
return ;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Get_Class_ID
//
///////////////////////////////////////////////////////////////////////////////////////////
uint32
TeamPurchaseSettingsDefClass::Get_Class_ID (void) const
{
return CLASSID_GLOBAL_SETTINGS_DEF_TEAM_PURCHASE;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Get_Factory
//
///////////////////////////////////////////////////////////////////////////////////////////
const PersistFactoryClass &
TeamPurchaseSettingsDefClass::Get_Factory (void) const
{
return _TeamPurchaseDefPersistFactory;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Create
//
///////////////////////////////////////////////////////////////////////////////////////////
PersistClass *
TeamPurchaseSettingsDefClass::Create (void) const
{
WWASSERT (0);
return NULL;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Save
//
///////////////////////////////////////////////////////////////////////////////////////////
bool
TeamPurchaseSettingsDefClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_PARENT);
DefinitionClass::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
//
// Save the simple variables
//
WRITE_MICRO_CHUNK (csave, VARID_TEAM, Team);
WRITE_MICRO_CHUNK (csave, VARID_BEACON_DEFINITION, BeaconDefinitionID);
WRITE_MICRO_CHUNK (csave, VARID_BEACON_NAME, BeaconNameID);
WRITE_MICRO_CHUNK (csave, VARID_BEACON_COST, BeaconCost);
WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_BEACON_TEXTURE_NAME, BeaconTextureName);
WRITE_MICRO_CHUNK (csave, VARID_SUPPLY_NAME, SupplyNameID);
WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_SUPPLY_TEXTURE_NAME, SupplyTextureName);
//
// Save the lists
//
for (int index = 0; index < MAX_ENTRIES; index ++) {
WRITE_MICRO_CHUNK (csave, VARID_INDEX, index);
WRITE_MICRO_CHUNK (csave, VARID_DEFINITION, DefinitionList[index]);
WRITE_MICRO_CHUNK (csave, VARID_NAME, NameList[index]);
WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_TEXTURE_NAME, TextureList[index]);
}
csave.End_Chunk();
return true;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Load
//
///////////////////////////////////////////////////////////////////////////////////////////
bool
TeamPurchaseSettingsDefClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch(cload.Cur_Chunk_ID ()) {
case CHUNKID_PARENT:
DefinitionClass::Load (cload);
break;
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
default:
Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
return true;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
///////////////////////////////////////////////////////////////////////////////////////////
void
TeamPurchaseSettingsDefClass::Load_Variables (ChunkLoadClass &cload)
{
int entry_index = 0;
while (cload.Open_Micro_Chunk ()) {
switch(cload.Cur_Micro_Chunk_ID ()) {
//
// Read the type and team information
//
READ_MICRO_CHUNK (cload, VARID_TEAM, Team);
READ_MICRO_CHUNK (cload, VARID_BEACON_DEFINITION, BeaconDefinitionID);
READ_MICRO_CHUNK (cload, VARID_BEACON_NAME, BeaconNameID);
READ_MICRO_CHUNK (cload, VARID_BEACON_COST, BeaconCost);
READ_MICRO_CHUNK_WWSTRING (cload, VARID_BEACON_TEXTURE_NAME, BeaconTextureName);
READ_MICRO_CHUNK (cload, VARID_SUPPLY_NAME, SupplyNameID);
READ_MICRO_CHUNK_WWSTRING (cload, VARID_SUPPLY_TEXTURE_NAME, SupplyTextureName);
//
// Read the current list entry
//
READ_MICRO_CHUNK (cload, VARID_INDEX, entry_index);
case VARID_DEFINITION:
if (entry_index >= 0 && entry_index < MAX_ENTRIES) {
LOAD_MICRO_CHUNK (cload, DefinitionList[entry_index]);
}
break;
case VARID_NAME:
if (entry_index >= 0 && entry_index < MAX_ENTRIES) {
LOAD_MICRO_CHUNK (cload, NameList[entry_index]);
}
break;
case VARID_TEXTURE_NAME:
if (entry_index >= 0 && entry_index < MAX_ENTRIES) {
LOAD_MICRO_CHUNK_WWSTRING (cload, TextureList[entry_index]);
}
break;
default:
Debug_Say (("Unhandled Micro Chunk:%d File:%s Line:%d\r\n", cload.Cur_Micro_Chunk_ID (), __FILE__, __LINE__));
break;
}
cload.Close_Micro_Chunk();
}
//
// Add this definition to the static array
//
if (Team < TEAM_COUNT) {
DefinitionArray[Team] = this;
}
return ;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Get_Enlisted_Name
//
///////////////////////////////////////////////////////////////////////////////////////////
const WCHAR *
TeamPurchaseSettingsDefClass::Get_Enlisted_Name (int index)
{
const WCHAR *retval = NULL;
//
// Return the translated string...
//
if (index >= 0 && index < MAX_ENTRIES && NameList[index] != 0) {
retval = TRANSLATE (NameList[index]);
}
return retval;
}
///////////////////////////////////////////////////////////////////////////////////////////
//
// Get_Definition
//
///////////////////////////////////////////////////////////////////////////////////////////
TeamPurchaseSettingsDefClass *
TeamPurchaseSettingsDefClass::Get_Definition (TEAM team)
{
return DefinitionArray[team];
}