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C&C Remastered Map Editor
Initial commit of C&C Remastered Map Editor code
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// The Command & Conquer Map Editor and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// The Command & Conquer Map Editor and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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namespace MobiusEditor.Utility
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{
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public class GameTextManager
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{
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private readonly Dictionary<string, string> gameText = new Dictionary<string, string>();
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public string this[string textId] => gameText.TryGetValue(textId, out string text) ? text : textId;
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public GameTextManager(MegafileManager megafileManager, string gameTextFile)
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{
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using (var stream = megafileManager.Open(gameTextFile))
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using (var reader = new BinaryReader(stream))
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using (var unicodeReader = new BinaryReader(stream, Encoding.Unicode))
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using (var asciiReader = new BinaryReader(stream, Encoding.ASCII))
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{
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var numStrings = reader.ReadUInt32();
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var stringSizes = new (uint textSize, uint idSize)[numStrings];
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var strings = new string[numStrings];
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for (var i = 0; i < numStrings; ++i)
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{
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reader.ReadUInt32();
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stringSizes[i] = (reader.ReadUInt32(), reader.ReadUInt32());
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}
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for (var i = 0; i < numStrings; ++i)
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{
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strings[i] = new string(unicodeReader.ReadChars((int)stringSizes[i].textSize));
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}
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for (var i = 0; i < numStrings; ++i)
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{
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var textId = new string(asciiReader.ReadChars((int)stringSizes[i].idSize));
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gameText[textId] = strings[i];
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}
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}
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}
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}
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}
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