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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
188
Code/Commando/skinpackagemgr.cpp
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188
Code/Commando/skinpackagemgr.cpp
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/*
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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 : commando *
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* *
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* $Archive:: /Commando/Code/commando/skinpackagemgr.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/07/02 10:56a $*
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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 "skinpackagemgr.h"
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#include "registry.h"
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#include "_globals.h"
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/////////////////////////////////////////////////////////////////////
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// Local constants
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/////////////////////////////////////////////////////////////////////
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static const char * SKIN_DICTIONARY_FILENAME = "skindictionary.ini";
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static const char * CURR_SKIN_REG_VALUE = "CurrSkinPackage";
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//////////////////////////////////////////////////////////////////////
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// Static member initialization
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//////////////////////////////////////////////////////////////////////
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DynamicVectorClass<SkinPackageClass> SkinPackageMgrClass::PackageList;
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SkinPackageClass SkinPackageMgrClass::CurrentPackage;
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/////////////////////////////////////////////////////////////////////
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//
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// Initialize
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//
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//////////////////////////////////////////////////////////////////////
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void
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SkinPackageMgrClass::Initialize (void)
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{
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Shutdown ();
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//
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// Get the currently selected package name from the registry
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//
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RegistryClass registry (APPLICATION_SUB_KEY_NAME_OPTIONS);
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if (registry.Is_Valid ()) {
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//
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// Get the current package name from the registry
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//
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StringClass package_filename;
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registry.Get_String (CURR_SKIN_REG_VALUE, package_filename, "default.pkg");
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//
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// Initialize the current package
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//
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CurrentPackage.Set_Package_Filename (package_filename);
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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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// Shutdown
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//
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//////////////////////////////////////////////////////////////////////
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void
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SkinPackageMgrClass::Shutdown (void)
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{
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Reset_List ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Build_List
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//
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//////////////////////////////////////////////////////////////////////
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void
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SkinPackageMgrClass::Build_List (void)
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{
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WIN32_FIND_DATA find_info = { 0 };
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BOOL keep_going = TRUE;
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HANDLE file_find = NULL;
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//
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// Build a list of all the saved games we know about
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//
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for (file_find = ::FindFirstFile ("*.pkg", &find_info);
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(file_find != INVALID_HANDLE_VALUE) && keep_going;
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keep_going = ::FindNextFile (file_find, &find_info))
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{
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//
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// Create the package from the data in this mix file
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//
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SkinPackageClass package;
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package.Set_Package_Filename (find_info.cFileName);
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//
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// Add the package to our list
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//
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PackageList.Add (package);
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}
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if (file_find != INVALID_HANDLE_VALUE) {
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::FindClose (file_find);
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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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// Reset_List
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//
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//////////////////////////////////////////////////////////////////////
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void
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SkinPackageMgrClass::Reset_List (void)
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{
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PackageList.Delete_All ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Set_Current_Package
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//
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//////////////////////////////////////////////////////////////////////
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void
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SkinPackageMgrClass::Set_Current_Package (const char *package_filename)
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{
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//
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// Initialize the current package
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//
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CurrentPackage.Set_Package_Filename (package_filename);
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//
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// Write the name of hte package to the registry
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//
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RegistryClass registry (APPLICATION_SUB_KEY_NAME_OPTIONS);
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if (registry.Is_Valid ()) {
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registry.Set_String (CURR_SKIN_REG_VALUE, package_filename);
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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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// Set_Current_Package
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//
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//////////////////////////////////////////////////////////////////////
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void
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SkinPackageMgrClass::Set_Current_Package (int index)
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{
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Set_Current_Package (PackageList[index].Get_Package_Filename ());
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return ;
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}
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