Initial commit of Command & Conquer Renegade source code.

This commit is contained in:
LFeenanEA
2025-02-27 16:39:46 +00:00
parent 74ab8fa5e0
commit 58ed459113
4918 changed files with 1366710 additions and 0 deletions

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/*
** 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 : wwtranslatedb *
* *
* $Archive:: /Commando/Code/wwtranslatedb/stringtwiddler.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 8/01/01 4:26p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stringtwiddler.h"
#include "chunkio.h"
#include "persistfactory.h"
#include "translatedbids.h"
#include "translatedb.h"
#include "tdbcategories.h"
//////////////////////////////////////////////////////////////////////////////
// Persist factory
//////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass<StringTwiddlerClass, CHUNKID_STRING_TWIDDLER> _StringTwiddlerPersistFactory;
//////////////////////////////////////////////////////////////////////////////
// Constants
//////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_VARIABLES = 0x07310319,
CHUNKID_BASE_CLASS,
};
enum
{
VARID_STRING_ID = 0x01,
};
///////////////////////////////////////////////////////////////////////
//
// StringTwiddlerClass
//
///////////////////////////////////////////////////////////////////////
StringTwiddlerClass::StringTwiddlerClass (void)
{
return ;
}
///////////////////////////////////////////////////////////////////////
//
// StringTwiddlerClass
//
///////////////////////////////////////////////////////////////////////
StringTwiddlerClass::StringTwiddlerClass (const StringTwiddlerClass &src) :
TDBObjClass (src)
{
(*this) = src;
return ;
}
///////////////////////////////////////////////////////////////////////
//
// ~StringTwiddlerClass
//
///////////////////////////////////////////////////////////////////////
StringTwiddlerClass::~StringTwiddlerClass (void)
{
return ;
}
/////////////////////////////////////////////////////////////////
//
// operator=
//
/////////////////////////////////////////////////////////////////
const StringTwiddlerClass &
StringTwiddlerClass::operator= (const StringTwiddlerClass &src)
{
TDBObjClass::operator= (src);
StringList = src.StringList;
return *this;
}
///////////////////////////////////////////////////////////////////////
//
// Get_Factory
//
///////////////////////////////////////////////////////////////////////
const PersistFactoryClass &
StringTwiddlerClass::Get_Factory (void) const
{
return _StringTwiddlerPersistFactory;
}
/////////////////////////////////////////////////////////////////
//
// Save
//
/////////////////////////////////////////////////////////////////
bool
StringTwiddlerClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
TDBObjClass::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
//
// Write each string ID to its own microchunk
//
for (int index = 0; index < StringList.Count (); index ++) {
int string_id = StringList[index];
WRITE_MICRO_CHUNK (csave, VARID_STRING_ID, string_id);
}
csave.End_Chunk ();
return true;
}
/////////////////////////////////////////////////////////////////
//
// Load
//
/////////////////////////////////////////////////////////////////
bool
StringTwiddlerClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_BASE_CLASS:
TDBObjClass::Load (cload);
break;
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
}
cload.Close_Chunk ();
}
return true;
}
/////////////////////////////////////////////////////////////////
//
// Load_Variables
//
/////////////////////////////////////////////////////////////////
void
StringTwiddlerClass::Load_Variables (ChunkLoadClass &cload)
{
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
case VARID_STRING_ID:
{
//
// Read the data from the chunk
//
int string_id = 0;
LOAD_MICRO_CHUNK (cload, string_id);
//
// Store this string ID in our list if its valid
//
if (string_id != 0) {
StringList.Add (string_id);
}
}
break;
}
cload.Close_Micro_Chunk ();
}
return ;
}
/////////////////////////////////////////////////////////////////
//
// Get_String
//
/////////////////////////////////////////////////////////////////
const WideStringClass &
StringTwiddlerClass::Get_String (uint32 lang_id)
{
//
// Copy the contents of one of the string objects
// into our internal data
//
Randomize (lang_id);
return TDBObjClass::Get_String (lang_id);
}
/////////////////////////////////////////////////////////////////
//
// Randomize
//
/////////////////////////////////////////////////////////////////
void
StringTwiddlerClass::Randomize (int lang_id)
{
//
// Are there any entries in our twiddler list?
//
int count = StringList.Count ();
if (count > 0) {
//
// Randomly pick a string from our list
//
int index = (rand () % count);
TDBObjClass *object = TranslateDBClass::Find_Object (StringList[index]);
if (object != NULL && object->As_StringTwiddlerClass () == NULL) {
//
// Copy the string contents into ourselves
//
Set_String (lang_id, object->Get_String ());
EnglishString = object->Get_English_String ();
SoundID = object->Get_Sound_ID ();
AnimationName = object->Get_Animation_Name ();
}
}
return ;
}

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/*
** 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 : wwtranslatedb *
* *
* $Archive:: /Commando/Code/wwtranslatedb/stringtwiddler.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 8/01/01 3:54p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __STRING_TWIDDLER_H
#define __STRING_TWIDDLER_H
#include "translateobj.h"
#include "translatedb.h"
#include "vector.h"
//////////////////////////////////////////////////////////////////////////
// Forward declarations
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//
// StringTwiddlerClass
//
//////////////////////////////////////////////////////////////////////////
class StringTwiddlerClass : public TDBObjClass
{
public:
//////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////
StringTwiddlerClass (void);
StringTwiddlerClass (const StringTwiddlerClass &src);
virtual ~StringTwiddlerClass (void);
//////////////////////////////////////////////////////////////
// Public operators
//////////////////////////////////////////////////////////////
const StringTwiddlerClass & operator= (const StringTwiddlerClass &src);
//////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////
//
// RTTI
//
StringTwiddlerClass * As_StringTwiddlerClass (void) { return this; }
//
// From PersistClass
//
const PersistFactoryClass &Get_Factory (void) const;
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
//
// Copy methods
//
TDBObjClass * Clone (void) const { return new StringTwiddlerClass (*this); }
//
// Inherited
//
const WideStringClass & Get_String (uint32 lang_id);
const StringClass & Get_English_String (void) { Randomize (); return TDBObjClass::Get_English_String (); }
const StringClass & Get_ID_Desc (void) { Randomize (); return TDBObjClass::Get_ID_Desc (); }
uint32 Get_Sound_ID (void) { Randomize (); return TDBObjClass::Get_Sound_ID (); }
const StringClass & Get_Animation_Name (void) { Randomize (); return TDBObjClass::Get_Animation_Name (); }
uint32 Get_Category_ID (void) { Randomize (); return TDBObjClass::Get_Category_ID (); }
//
// String list access
//
void Add_String (int string_id) { StringList.Add (string_id); }
void Reset_String_List (void) { StringList.Delete_All (); }
int Get_String_Count (void) const { return StringList.Count (); }
int Get_String (int index) const { return StringList[index]; }
TDBObjClass * Lookup_String (int index);
protected:
//////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////
void Save_Variables (ChunkSaveClass &csave);
void Load_Variables (ChunkLoadClass &cload);
void Randomize (int lang_id = TranslateDBClass::LANGID_ENGLISH);
private:
//////////////////////////////////////////////////////////////
// Private member data
//////////////////////////////////////////////////////////////
DynamicVectorClass<int> StringList;
};
#endif //__STRING_TWIDDLER_H

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/*
** 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 : wwtranslatedb *
* *
* $Archive:: /Commando/Code/wwtranslatedb/tdbcategories.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 11/22/00 10:53a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __TDB_CATEGORIES_H
#define __TDB_CATEGORIES_H
//////////////////////////////////////////////////////////////////////////
//
// Constants
//
//////////////////////////////////////////////////////////////////////////
typedef enum
{
CATEGORY_DEFAULT = 0,
} TDB_CATEGORIES;
#endif //__TDB_CATEGORIES_H

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/*
** 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 : wwtranslatedb *
* *
* $Archive:: /Commando/Code/wwtranslatedb/tdbcategory.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 11/22/00 10:53a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "tdbcategory.h"
#include "chunkio.h"
#include "persistfactory.h"
#include "translatedbids.h"
#include "tdbcategories.h"
//////////////////////////////////////////////////////////////////////////////
// Persist factory
//////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass<TDBCategoryClass, CHUNKID_TDBCATEGORY> _TDBCategoryPersistFactory;
//////////////////////////////////////////////////////////////////////////////
// Constants
//////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_VARIABLES = 0x11221022,
CHUNKID_BASE_CLASS,
};
enum
{
VARID_ID = 0x01,
VARID_NAME,
};
///////////////////////////////////////////////////////////////////////
//
// TDBCategoryClass
//
///////////////////////////////////////////////////////////////////////
TDBCategoryClass::TDBCategoryClass (void) :
ID (CATEGORY_DEFAULT)
{
return ;
}
///////////////////////////////////////////////////////////////////////
//
// TDBCategoryClass
//
///////////////////////////////////////////////////////////////////////
TDBCategoryClass::TDBCategoryClass (const TDBCategoryClass &src) :
ID (CATEGORY_DEFAULT)
{
(*this) = src;
return ;
}
///////////////////////////////////////////////////////////////////////
//
// ~TDBCategoryClass
//
///////////////////////////////////////////////////////////////////////
TDBCategoryClass::~TDBCategoryClass (void)
{
return ;
}
/////////////////////////////////////////////////////////////////
//
// operator=
//
/////////////////////////////////////////////////////////////////
const TDBCategoryClass &
TDBCategoryClass::operator= (const TDBCategoryClass &src)
{
ID = src.ID;
Name = src.Name;
return *this;
}
///////////////////////////////////////////////////////////////////////
//
// Get_Factory
//
///////////////////////////////////////////////////////////////////////
const PersistFactoryClass &
TDBCategoryClass::Get_Factory (void) const
{
return _TDBCategoryPersistFactory;
}
/////////////////////////////////////////////////////////////////
//
// Save
//
/////////////////////////////////////////////////////////////////
bool
TDBCategoryClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
PersistClass::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
Save_Variables (csave);
csave.End_Chunk ();
return true;
}
/////////////////////////////////////////////////////////////////
//
// Load
//
/////////////////////////////////////////////////////////////////
bool
TDBCategoryClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_BASE_CLASS:
PersistClass::Load (cload);
break;
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
}
cload.Close_Chunk ();
}
return true;
}
/////////////////////////////////////////////////////////////////
//
// Save_Variables
//
/////////////////////////////////////////////////////////////////
void
TDBCategoryClass::Save_Variables (ChunkSaveClass &csave)
{
//
// Save each variable to its own micro chunk
//
WRITE_MICRO_CHUNK (csave, VARID_ID, ID);
WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_NAME, Name);
return ;
}
/////////////////////////////////////////////////////////////////
//
// Load_Variables
//
/////////////////////////////////////////////////////////////////
void
TDBCategoryClass::Load_Variables (ChunkLoadClass &cload)
{
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
READ_MICRO_CHUNK (cload, VARID_ID, ID);
READ_MICRO_CHUNK_WWSTRING (cload, VARID_NAME, Name);
}
cload.Close_Micro_Chunk ();
}
return ;
}

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/*
** 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 : wwtranslatedb *
* *
* $Archive:: /Commando/Code/wwtranslatedb/tdbcategory.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 11/22/00 10:53a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __TDB_CATEGORY_H
#define __TDB_CATEGORY_H
#include "persist.h"
#include "wwstring.h"
#include "vector.h"
#include "bittype.h"
//////////////////////////////////////////////////////////////////////////
// Forward declarations
//////////////////////////////////////////////////////////////////////////
class ChunkSaveClass;
class ChunkLoadClass;
//////////////////////////////////////////////////////////////////////////
//
// TDBCategoryClass
//
//////////////////////////////////////////////////////////////////////////
class TDBCategoryClass : public PersistClass
{
public:
//////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////
TDBCategoryClass (void);
TDBCategoryClass (const TDBCategoryClass &src);
virtual ~TDBCategoryClass (void);
//////////////////////////////////////////////////////////////
// Public operators
//////////////////////////////////////////////////////////////
const TDBCategoryClass &operator= (const TDBCategoryClass &src);
//////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////
//
// From PersistClass
//
const PersistFactoryClass &Get_Factory (void) const;
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
//
// Copy methods
//
TDBCategoryClass * Clone (void) const { return new TDBCategoryClass (*this); }
//
// TDBCategoryClass specific
//
const StringClass & Get_Name (void) const { return Name; }
void Set_Name (const char *name) { Name = name; }
uint32 Get_ID (void) const { return ID; }
void Set_ID (uint32 id) { ID = id; }
protected:
//////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////
void Save_Variables (ChunkSaveClass &csave);
void Load_Variables (ChunkLoadClass &cload);
private:
//////////////////////////////////////////////////////////////
// Private member data
//////////////////////////////////////////////////////////////
StringClass Name;
uint32 ID;
};
#endif //__TDB_CATEGORY_H

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/*
** 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 : LevelEdit *
* *
* $Archive:: /Commando/Code/wwtranslatedb/translatedb.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 11/12/01 11:43a $*
* *
* $Revision:: 23 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __TRANSLATE_DB_H
#define __TRANSLATE_DB_H
#include "saveloadsubsystem.h"
#include "vector.h"
#include "bittype.h"
#include "translateobj.h"
#include "tdbcategory.h"
#include "hashtemplate.h"
//////////////////////////////////////////////////////////////////////////
// Singleton instance
//////////////////////////////////////////////////////////////////////////
extern class TranslateDBClass _TheTranslateDB;
//////////////////////////////////////////////////////////////////////////
// Typedefs
//////////////////////////////////////////////////////////////////////////
typedef DynamicVectorClass<TDBObjClass *> TDB_OBJ_LIST;
typedef DynamicVectorClass<TDBCategoryClass *> TDB_CATEGORY_LIST;
extern const WCHAR * STRING_NOT_FOUND;
extern const char * ENGLISH_STRING_NOT_FOUND;
//////////////////////////////////////////////////////////////////////////
// Useful macros
//////////////////////////////////////////////////////////////////////////
#define TRANSLATION TranslateDBClass::Get_String
#define TRANSLATE TranslateDBClass::Get_String
#define TRANSLATE_BY_DESC(desc) TranslateDBClass::Get_String (desc);
//////////////////////////////////////////////////////////////////////////
//
// TranslateDBClass
//
//////////////////////////////////////////////////////////////////////////
class TranslateDBClass : public SaveLoadSubSystemClass
{
public:
//////////////////////////////////////////////////////////////
// Public constants
//////////////////////////////////////////////////////////////
enum
{
LANGID_ENGLISH = 0,
LANGID_FRENCH,
LANGID_GERMAN,
LANGID_SPANISH,
LANGID_CHINESE,
LANGID_JAPANESE,
LANGID_KOREAN
};
typedef enum
{
FILTER_DISABLED = 0,
FILTER_IF_EQUAL,
FILTER_IF_NOT_EQUAL,
} FILTER_OPT;
//////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////
TranslateDBClass (void) { }
virtual ~TranslateDBClass (void) { }
//////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////
//
// Initialization
//
static void Initialize (void);
static void Shutdown (void);
static uint32 Get_Version_Number (void);
static void Update_Version (void);
static bool Is_Loaded() {return (m_ObjectList.Count () > 0);}
//
// From SaveLoadSubSystemClass
//
virtual uint32 Chunk_ID (void) const;
virtual const char * Name (void) const { return "TranslateDBClass"; }
//
// C style header file support
//
static void Import_Strings (const char *filename);
static void Import_C_Header (const char *filename);
static void Export_C_Header (const char *filename);
static void Export_Table (const char *filename);
//
// Data access
//
static const WCHAR * Get_String (uint32 id);
static const WCHAR * Get_String (const char *id_desc);
static const char * Get_English_String (uint32 id);
WWINLINE static TDBObjClass * Find_Object (uint32 id);
WWINLINE static TDBObjClass * Find_Object (const char *id_desc);
//
// Content management
//
static bool Add_Object (TDBObjClass *new_obj);
static bool Remove_Object (int index);
static void Remove_All (void);
//
// Enumeration
//
static int Get_Object_Count (void);
static TDBObjClass * Get_Object (int index);
static TDBObjClass * Get_First_Object (uint32 category_id);
static TDBObjClass * Get_Next_Object (uint32 category_id, TDBObjClass *curr_obj);
//
// Category support
//
static int Get_Category_Count (void);
static TDBCategoryClass * Get_Category (int index);
static TDBCategoryClass * Find_Category (uint32 id);
static TDBCategoryClass * Find_Category (const char *name);
static TDBCategoryClass * Add_Category (const char *name);
static bool Add_Category (TDBCategoryClass *new_category, bool assign_id = true);
static bool Remove_Category (int index);
//
// Language support
//
static void Set_Current_Language (int lang_id) { m_LanguageID = lang_id; }
static uint32 Get_Current_Language (void) { return m_LanguageID; }
//
// Save/load options
//
static bool Is_Single_Language_Export_Enabled (void) { return IsSingleLanguageExport; }
static void Enable_Single_Language_Export (bool onoff) { IsSingleLanguageExport = onoff; }
static void Set_Export_Filter (FILTER_OPT filter, uint32 category_id);
protected:
//////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////
//
// Save/load stuff
//
virtual bool Contains_Data(void) const;
virtual bool Save (ChunkSaveClass &csave);
virtual bool Load (ChunkLoadClass &cload);
bool Load_Variables (ChunkLoadClass &cload);
bool Load_Objects (ChunkLoadClass &cload);
bool Load_Categories (ChunkLoadClass &cload);
static void Validate_Data (void);
static void Free_Objects (void);
static void Free_Categories (void);
//
// ID managment
//
static uint32 Find_Unique_ID (void);
//////////////////////////////////////////////////////////////
// Protected data types
//////////////////////////////////////////////////////////////
enum
{
ID_MIN = 1000,
ID_MAX = 999999
};
private:
//////////////////////////////////////////////////////////////
// Private member data
//////////////////////////////////////////////////////////////
static TDB_OBJ_LIST m_ObjectList;
static HashTemplateClass<StringClass,TDBObjClass*> m_ObjectHash;
static TDB_CATEGORY_LIST m_CategoryList;
static uint32 m_VersionNumber;
static uint32 m_LanguageID;
static bool IsSingleLanguageExport;
static uint32 CategoryExportFilter;
static FILTER_OPT FilterType;
static uint32 FilterCategoryID;
};
//////////////////////////////////////////////////////////////
// Get_String
//////////////////////////////////////////////////////////////
inline const WCHAR *
TranslateDBClass::Get_String (uint32 id)
{
// ID of 0 (zero) is a special case NULL string.
if (id == 0) {
return NULL;
}
const WCHAR *string = STRING_NOT_FOUND;
//
// Check to make sure the database is loaded
//
WWASSERT (Is_Loaded());
//
// Calculate which index this ID refers to
//
int index = (id - ID_MIN);
//
// Check to see if the requested ID is in the range
// of loaded string objects.
//
WWASSERT (index >= 0 && index < m_ObjectList.Count ());
if (index >= 0 && index < m_ObjectList.Count ()) {
//
// Get the translation object
//
TDBObjClass *trans_obj = m_ObjectList[index];
WWASSERT (trans_obj != NULL);
if (trans_obj != NULL) {
//
// Get the string from the object and return it to the caller
//
string = trans_obj->Get_String ();
}
}
return string;
}
//////////////////////////////////////////////////////////////
// Get_String
//////////////////////////////////////////////////////////////
inline const WCHAR *
TranslateDBClass::Get_String (const char *id_desc)
{
// NULL description is a special case NULL string.
if (id_desc == NULL) {
return NULL;
}
const WCHAR *string = STRING_NOT_FOUND;
//
// Lookup the object based on its ID
//
TDBObjClass *translate_obj = Find_Object (id_desc);
if (translate_obj != NULL) {
//
// Get the string from the object and return it to the caller
//
string = translate_obj->Get_String ();
}
return string;
}
//////////////////////////////////////////////////////////////
// Get_English_String
//////////////////////////////////////////////////////////////
inline const char *
TranslateDBClass::Get_English_String (uint32 id)
{
// ID of 0 (zero) is a special case NULL string.
if (id == 0) {
return NULL;
}
const char *string = ENGLISH_STRING_NOT_FOUND;
//
// Check to make sure the database is loaded
//
WWASSERT (m_ObjectList.Count () > 0);
//
// Calculate which index this ID refers to
//
int index = (id - ID_MIN);
//
// Check to see if the requested ID is in the range
// of loaded string objects.
//
WWASSERT (index >= 0 && index < m_ObjectList.Count ());
if (index >= 0 && index < m_ObjectList.Count ()) {
//
// Get the translation object
//
TDBObjClass *trans_obj = m_ObjectList[index];
WWASSERT (trans_obj != NULL);
if (trans_obj != NULL) {
//
// Get the string from the object and return it to the caller
//
string = trans_obj->Get_English_String ();
}
}
return string;
}
//////////////////////////////////////////////////////////////
//
// Find_Object
//
//////////////////////////////////////////////////////////////
WWINLINE TDBObjClass *
TranslateDBClass::Find_Object (const char *id_desc)
{
StringClass lower_case_name(id_desc,true);
_strlwr(lower_case_name.Peek_Buffer());
return m_ObjectHash.Get(lower_case_name);
}
//////////////////////////////////////////////////////////////
// Find_Object
//////////////////////////////////////////////////////////////
WWINLINE TDBObjClass *
TranslateDBClass::Find_Object (uint32 id)
{
TDBObjClass *object = NULL;
//
// Calculate which index this ID refers to
//
int index = (id - ID_MIN);
if (index >= 0 && index < m_ObjectList.Count ()) {
//
// Get the translation object
//
object = m_ObjectList[index];
//
// Make sure this is the object the caller requested
//
WWASSERT (object != NULL && object->Get_ID () == id);
if (object != NULL && object->Get_ID () != id) {
object = NULL;
}
}
return object;
}
#endif //__TRANSLATE_DB_H

View File

@@ -0,0 +1,63 @@
/*
** 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 : LevelEdit *
* *
* $Archive:: /Commando/Code/wwtranslatedb/translatedbids.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 7/31/01 2:48p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __TRANSLATE_DB_IDS_H
#define __TRANSLATE_DB_IDS_H
#include "saveloadids.h"
//////////////////////////////////////////////////////////////////////////////////
//
// These are the chunk IDs that serve as 'globally-unique' persist identifiers for
// all persist objects inside this library. These are used when building the
// PersistFactoryClass's for PersistClass-derived objects.
//
//////////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_TRANSLATE_DB = CHUNKID_WWTRANSLATEDB_BEGIN,
CHUNKID_TRANSLATE_OBJ,
CHUNKID_TDBCATEGORY,
CHUNKID_STRING_TWIDDLER,
};
#endif //__TRANSLATE_DB_IDS_H

View File

@@ -0,0 +1,439 @@
/*
** 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 : wwtranslatedb *
* *
* $Archive:: /Commando/Code/wwtranslatedb/translateobj.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 9/13/01 9:04a $*
* *
* $Revision:: 9 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "translateobj.h"
#include "chunkio.h"
#include "persistfactory.h"
#include "translatedbids.h"
#include "translatedb.h"
#include "tdbcategories.h"
//////////////////////////////////////////////////////////////////////////////
// Persist factory
//////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass<TDBObjClass, CHUNKID_TRANSLATE_OBJ> _TranslateObjPersistFactory;
//////////////////////////////////////////////////////////////////////////////
// Constants
//////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_VARIABLES = 0x06141108,
CHUNKID_BASE_CLASS,
CHUNKID_ENGLISH_STRING,
CHUNKID_TRANSLATED_STRING
};
enum
{
VARID_ID = 0x01,
VARID_ID_DESC,
VARID_STRING,
VARID_ENGLISH_STRING,
VARID_SOUND_ID,
VARID_ANIMATION_NAME,
VARID_CATEGORY_ID
};
///////////////////////////////////////////////////////////////////////
//
// TDBObjClass
//
///////////////////////////////////////////////////////////////////////
TDBObjClass::TDBObjClass (void) :
ID (0),
SoundID (-1),
CategoryID (CATEGORY_DEFAULT)
{
return ;
}
///////////////////////////////////////////////////////////////////////
//
// TDBObjClass
//
///////////////////////////////////////////////////////////////////////
TDBObjClass::TDBObjClass (const TDBObjClass &src) :
ID (0),
SoundID (-1),
CategoryID (CATEGORY_DEFAULT)
{
(*this) = src;
return ;
}
///////////////////////////////////////////////////////////////////////
//
// ~TDBObjClass
//
///////////////////////////////////////////////////////////////////////
TDBObjClass::~TDBObjClass (void)
{
return ;
}
/////////////////////////////////////////////////////////////////
//
// operator=
//
/////////////////////////////////////////////////////////////////
const TDBObjClass &
TDBObjClass::operator= (const TDBObjClass &src)
{
TranslatedStrings = src.TranslatedStrings;
EnglishString = src.EnglishString;
IDDesc = src.IDDesc;
ID = src.ID;
SoundID = src.SoundID;
AnimationName = src.AnimationName;
CategoryID = src.CategoryID;
return *this;
}
///////////////////////////////////////////////////////////////////////
//
// Get_Factory
//
///////////////////////////////////////////////////////////////////////
const PersistFactoryClass &
TDBObjClass::Get_Factory (void) const
{
return _TranslateObjPersistFactory;
}
/////////////////////////////////////////////////////////////////
//
// Save
//
/////////////////////////////////////////////////////////////////
bool
TDBObjClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
PersistClass::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
Save_Variables (csave);
csave.End_Chunk ();
//
// Write the english string to its own chunk
//
WRITE_WWSTRING_CHUNK (csave, CHUNKID_ENGLISH_STRING, EnglishString);
//
// Are we saving all the translations or just the current one?
//
if (TranslateDBClass::Is_Single_Language_Export_Enabled ()) {
//
// If we don't have the requested language, save the english
//
int lang_id = TranslateDBClass::Get_Current_Language ();
if (lang_id >= TranslatedStrings.Count ()) {
lang_id = TranslateDBClass::LANGID_ENGLISH;
}
//
// Save the string
//
const WideStringClass &string = TranslatedStrings[lang_id];
WRITE_WIDESTRING_CHUNK (csave, CHUNKID_TRANSLATED_STRING, string);
} else {
//
// Write each translated string to its own chunk
//
for (int index = 0; index < TranslatedStrings.Count (); index ++) {
const WideStringClass &string = TranslatedStrings[index];
WRITE_WIDESTRING_CHUNK(csave, CHUNKID_TRANSLATED_STRING, string);;
}
}
return true;
}
/////////////////////////////////////////////////////////////////
//
// Load
//
/////////////////////////////////////////////////////////////////
bool
TDBObjClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
READ_WWSTRING_CHUNK (cload, CHUNKID_ENGLISH_STRING, EnglishString);
case CHUNKID_TRANSLATED_STRING:
{
//
// Load the translated string from its chunk
//
WideStringClass string;
cload.Read (string.Get_Buffer((cload.Cur_Chunk_Length () + 1) / 2), cload.Cur_Chunk_Length ());
//
// Add the translated string to our list
//
TranslatedStrings.Add (string);
}
break;
case CHUNKID_BASE_CLASS:
PersistClass::Load (cload);
break;
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
}
cload.Close_Chunk ();
}
return true;
}
/////////////////////////////////////////////////////////////////
//
// Save_Variables
//
/////////////////////////////////////////////////////////////////
void
TDBObjClass::Save_Variables (ChunkSaveClass &csave)
{
//
// Save each variable to its own micro chunk
//
WRITE_MICRO_CHUNK (csave, VARID_ID, ID);
WRITE_MICRO_CHUNK (csave, VARID_SOUND_ID, SoundID);
WRITE_MICRO_CHUNK (csave, VARID_CATEGORY_ID, CategoryID);
WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_ID_DESC, IDDesc);
WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_ANIMATION_NAME, AnimationName);
return ;
}
/////////////////////////////////////////////////////////////////
//
// Load_Variables
//
/////////////////////////////////////////////////////////////////
void
TDBObjClass::Load_Variables (ChunkLoadClass &cload)
{
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
READ_MICRO_CHUNK (cload, VARID_ID, ID);
READ_MICRO_CHUNK (cload, VARID_SOUND_ID, SoundID);
READ_MICRO_CHUNK (cload, VARID_CATEGORY_ID, CategoryID);
READ_MICRO_CHUNK_WWSTRING (cload, VARID_ID_DESC, IDDesc);
READ_MICRO_CHUNK_WWSTRING (cload, VARID_ENGLISH_STRING, EnglishString);
READ_MICRO_CHUNK_WWSTRING (cload, VARID_ANIMATION_NAME, AnimationName);
case VARID_STRING:
{
//
// Load the translated string from its chunk
//
WideStringClass string;
cload.Read (string.Get_Buffer((cload.Cur_Micro_Chunk_Length () + 1) / 2), cload.Cur_Micro_Chunk_Length ());
//
// Add the translated string to our list
//
TranslatedStrings.Add (string);
}
break;
}
cload.Close_Micro_Chunk ();
}
return ;
}
/////////////////////////////////////////////////////////////////
//
// Set_English_String
//
/////////////////////////////////////////////////////////////////
void
TDBObjClass::Set_English_String (const TCHAR *string)
{
EnglishString = string;
//
// Grow the translated string array out large enough so
// we can index into the english string
//
while (TranslatedStrings.Count () <= TranslateDBClass::LANGID_ENGLISH) {
TranslatedStrings.Add (WideStringClass (L""));
}
TranslatedStrings[TranslateDBClass::LANGID_ENGLISH].Convert_From (string);
return ;
}
/////////////////////////////////////////////////////////////////
//
// Set_ID
//
/////////////////////////////////////////////////////////////////
void
TDBObjClass::Set_ID (uint32 id)
{
ID = id;
return ;
}
/////////////////////////////////////////////////////////////////
//
// Set_ID_Desc
//
/////////////////////////////////////////////////////////////////
void
TDBObjClass::Set_ID_Desc (const TCHAR *desc)
{
IDDesc = desc;
return ;
}
/////////////////////////////////////////////////////////////////
//
// Get_String
//
/////////////////////////////////////////////////////////////////
const WideStringClass &
TDBObjClass::Get_String (void)
{
//
// Lookup the translated string based on the current language
//
return Get_String (TranslateDBClass::Get_Current_Language ());
}
/////////////////////////////////////////////////////////////////
//
// Get_String
//
/////////////////////////////////////////////////////////////////
const WideStringClass &
TDBObjClass::Get_String (uint32 lang_id)
{
//
// Default to english on error
//
if (lang_id >= (uint32)TranslatedStrings.Count ()) {
lang_id = TranslateDBClass::LANGID_ENGLISH;
}
return TranslatedStrings[lang_id];
}
/////////////////////////////////////////////////////////////////
//
// Set_String
//
/////////////////////////////////////////////////////////////////
void
TDBObjClass::Set_String (uint32 lang_id, const WCHAR *string)
{
//
// Grow the translated strings array until we have enough
// to cover the requested language
//
while ((uint32)TranslatedStrings.Count () <= lang_id) {
TranslatedStrings.Add (WideStringClass (L""));
}
//
// Set the string
//
TranslatedStrings[lang_id] = string;
//
// Keep a copy of the english string (if necessary)
//
if (lang_id == TranslateDBClass::LANGID_ENGLISH) {
TranslatedStrings[lang_id].Convert_To (EnglishString);
}
return ;
}
/////////////////////////////////////////////////////////////////
//
// Contains_Translation
//
/////////////////////////////////////////////////////////////////
bool
TDBObjClass::Contains_Translation (uint32 lang_id)
{
bool retval = false;
//
// Simply check to see if the string contains any data
//
if (TranslatedStrings.Count () > (int)lang_id) {
retval = (TranslatedStrings[lang_id].Get_Length () > 0);
}
return retval;
}

View File

@@ -0,0 +1,149 @@
/*
** 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 : wwtranslatedb *
* *
* $Archive:: /Commando/Code/wwtranslatedb/translateobj.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 9/10/01 8:43a $*
* *
* $Revision:: 8 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __TRANSLATE_OBJ_H
#define __TRANSLATE_OBJ_H
#include "persist.h"
#include "bittype.h"
#include "wwstring.h"
#include "widestring.h"
#include "vector.h"
//////////////////////////////////////////////////////////////////////////
// Forward declarations
//////////////////////////////////////////////////////////////////////////
class ChunkSaveClass;
class ChunkLoadClass;
class StringTwiddlerClass;
//////////////////////////////////////////////////////////////////////////
//
// TDBObjClass
//
//////////////////////////////////////////////////////////////////////////
class TDBObjClass : public PersistClass
{
public:
//////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////
TDBObjClass (void);
TDBObjClass (const TDBObjClass &src);
virtual ~TDBObjClass (void);
//////////////////////////////////////////////////////////////
// Public operators
//////////////////////////////////////////////////////////////
const TDBObjClass & operator= (const TDBObjClass &src);
//////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////
//
// RTTI
//
virtual StringTwiddlerClass * As_StringTwiddlerClass (void) { return NULL; }
//
// From PersistClass
//
const PersistFactoryClass & Get_Factory (void) const;
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
//
// Copy methods
//
virtual TDBObjClass * Clone (void) const { return new TDBObjClass (*this); }
//
// TranslateObj specific
//
virtual const WideStringClass & Get_String (uint32 lang_id);
virtual const WideStringClass & Get_String (void);
virtual const StringClass & Get_English_String (void) { return EnglishString; }
virtual uint32 Get_ID (void) { return ID; }
virtual const StringClass & Get_ID_Desc (void) { return IDDesc; }
virtual uint32 Get_Sound_ID (void) { return SoundID; }
virtual const StringClass & Get_Animation_Name (void) { return AnimationName; }
virtual uint32 Get_Category_ID (void) { return CategoryID; }
virtual void Set_String (uint32 lang_id, const WCHAR *string);
virtual void Set_English_String (const TCHAR *string);
virtual void Set_ID (uint32 id);
virtual void Set_ID_Desc (const TCHAR *desc);
virtual void Set_Animation_Name (const TCHAR *name) { AnimationName = name; }
virtual void Set_Sound_ID (uint32 id) { SoundID = id; }
virtual void Set_Category_ID (uint32 id) { CategoryID = id; }
//
// Informational
//
virtual bool Contains_Translation (uint32 lang_id);
protected:
//////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////
void Save_Variables (ChunkSaveClass &csave);
void Load_Variables (ChunkLoadClass &cload);
//////////////////////////////////////////////////////////////
// Protected member data
//////////////////////////////////////////////////////////////
StringClass EnglishString;
StringClass IDDesc;
uint32 ID;
uint32 SoundID;
uint32 CategoryID;
StringClass AnimationName;
DynamicVectorClass<WideStringClass> TranslatedStrings;
};
#endif //__TRANSLATE_OBJ_H

View File

@@ -0,0 +1,159 @@
# Microsoft Developer Studio Project File - Name="wwtranslatedb" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
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