280 lines
No EOL
7.6 KiB
C++
280 lines
No EOL
7.6 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 : WWSaveLoad *
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* *
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* $Archive:: /Commando/Code/wwsaveload/twiddler.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 12/10/01 12:40p $*
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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 "twiddler.h"
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#include "random.h"
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#include "saveloadids.h"
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#include "simpledefinitionfactory.h"
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#include "persistfactory.h"
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#include "win.h"
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#include "wwhack.h"
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#include "systimer.h"
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DECLARE_FORCE_LINK( Twiddler )
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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 = 0x00000100,
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CHUNKID_BASE_CLASS = 0x00000200,
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};
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enum
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{
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VARID_DEFINTION_ID = 0x01,
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VARID_INDIRECT_CLASSID,
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};
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Static factories
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//
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//////////////////////////////////////////////////////////////////////////////////
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DECLARE_DEFINITION_FACTORY(TwiddlerClass, CLASSID_TWIDDLERS, "Twiddler") _TwiddlerFactory;
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SimplePersistFactoryClass<TwiddlerClass, CHUNKID_TWIDDLER> _TwiddlerPersistFactory;
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//////////////////////////////////////////////////////////////////////////////////
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//
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// TwiddlerClass
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//
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//////////////////////////////////////////////////////////////////////////////////
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TwiddlerClass::TwiddlerClass (void)
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: m_IndirectClassID (0)
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{
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CLASSID_DEFIDLIST_PARAM (TwiddlerClass, m_DefinitionList, 0, m_IndirectClassID, "Preset List");
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// ~TwiddlerClass
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//
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//////////////////////////////////////////////////////////////////////////////////
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TwiddlerClass::~TwiddlerClass (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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// Twiddle
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//
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//////////////////////////////////////////////////////////////////////////////////
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DefinitionClass *
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TwiddlerClass::Twiddle (void) const
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{
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DefinitionClass *definition = NULL;
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if (m_DefinitionList.Count () > 0) {
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//
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// Get a random index into our definition list
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//
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RandomClass randomizer (TIMEGETTIME ());
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int index = randomizer (0, m_DefinitionList.Count () - 1);
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//
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// Lookup the definition this entry represents
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//
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int def_id = m_DefinitionList[index];
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definition = DefinitionMgrClass::Find_Definition (def_id);
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}
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return definition;
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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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TwiddlerClass::Create (void) const
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{
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PersistClass *retval = NULL;
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//
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// Pick a random definition
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//
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DefinitionClass *definition = Twiddle ();
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if (definition != NULL) {
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//
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// Indirect the creation to the definition we randomly selected
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//
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retval = definition->Create ();
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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_Factory
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//
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//////////////////////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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TwiddlerClass::Get_Factory (void) const
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{
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return _TwiddlerPersistFactory;
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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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TwiddlerClass::Save (ChunkSaveClass &csave)
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{
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bool retval = true;
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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retval &= Save_Variables (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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retval &= DefinitionClass::Save (csave);
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csave.End_Chunk ();
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return retval;
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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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TwiddlerClass::Load (ChunkLoadClass &cload)
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{
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bool retval = true;
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_VARIABLES:
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retval &= Load_Variables (cload);
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break;
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case CHUNKID_BASE_CLASS:
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retval &= DefinitionClass::Load (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 retval;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Save_Variables
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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TwiddlerClass::Save_Variables (ChunkSaveClass &csave)
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{
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WRITE_MICRO_CHUNK (csave, VARID_INDIRECT_CLASSID, m_IndirectClassID)
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for (int index = 0; index < m_DefinitionList.Count (); index ++) {
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//
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// Save this definition ID to the chunk
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//
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int def_id = m_DefinitionList[index];
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WRITE_MICRO_CHUNK (csave, VARID_DEFINTION_ID, def_id)
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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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bool
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TwiddlerClass::Load_Variables (ChunkLoadClass &cload)
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{
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//
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// Start fresh
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//
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m_DefinitionList.Delete_All ();
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//
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// Loop through all the microchunks that define the variables
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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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READ_MICRO_CHUNK (cload, VARID_INDIRECT_CLASSID, m_IndirectClassID)
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case VARID_DEFINTION_ID:
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{
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//
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// Read the definition ID from the chunk and add it
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// to our list
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//
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int def_id = 0;
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cload.Read (&def_id, sizeof (def_id));
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m_DefinitionList.Add (def_id);
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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 true;
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} |