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