diff --git a/Generals/Code/GameEngine/Include/Common/_DEFINES/NameKeys.h b/Generals/Code/GameEngine/Include/Common/_DEFINES/NameKeys.h new file mode 100644 index 0000000000..fc9d89efc3 --- /dev/null +++ b/Generals/Code/GameEngine/Include/Common/_DEFINES/NameKeys.h @@ -0,0 +1,119 @@ +// TheSuperHackers @refactor @ShizCalev 04/05/2025 Switching a lot of strings to defines, first up: namekeys. + +/* +** Command & Conquer Generals(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 . +*/ + +//////////////////////////////////////////////////////////////////////////////// +// // +// (c) 2001-2003 Electronic Arts Inc. // +// // +//////////////////////////////////////////////////////////////////////////////// + +// This file contains various namekey strings. + + // Factions +#define NAMEKEY_FactionAmerica "FactionAmerica" +#define NAMEKEY_FactionAmericaAirForce "FactionAmericaAirForce" +#define NAMEKEY_FactionAmericaChooseAGeneral "FactionAmericaChooseAGeneral" +#define NAMEKEY_FactionAmericaSpecialForces "FactionAmericaSpecialForces" +#define NAMEKEY_FactionAmericaTankCommand "FactionAmericaTankCommand" +#define NAMEKEY_FactionChina "FactionChina" +#define NAMEKEY_FactionChinaChooseAGeneral "FactionChinaChooseAGeneral" +#define NAMEKEY_FactionChinaRedArmy "FactionChinaRedArmy" +#define NAMEKEY_FactionChinaSecretPolice "FactionChinaSecretPolice" +#define NAMEKEY_FactionChinaSpecialWeapons "FactionChinaSpecialWeapons" +#define NAMEKEY_FactionCivilian "FactionCivilian" +#define NAMEKEY_FactionFundamentalist "FactionFundamentalist" //GLA's placeholder name during initial development. +#define NAMEKEY_FactionGLA "FactionGLA" +#define NAMEKEY_FactionGLABiowarCommand "FactionGLABiowarCommand" +#define NAMEKEY_FactionGLAChooseAGeneral "FactionGLAChooseAGeneral" +#define NAMEKEY_FactionGLATerrorCell "FactionGLATerrorCell" +#define NAMEKEY_FactionGLAWarlordCommand "FactionGLAWarlordCommand" +#define NAMEKEY_FactionObserver "FactionObserver" + + + // Misc +#define NAMEKEY_Bogus "Bogus" +#define NAMEKEY_BoneFXDamage "BoneFXDamage" +#define NAMEKEY_ControlBar.wnd:ButtonPlaceBeacon "ControlBar.wnd:ButtonPlaceBeacon" +#define NAMEKEY_OverchargeBehavior "OverchargeBehavior" +#define NAMEKEY_PlyrCivilian "PlyrCivilian" +#define NAMEKEY_RailroadBehavior "RailroadBehavior" +#define NAMEKEY_SupplyCenterCreate "SupplyCenterCreate" + + + // Upgrades +#define NAMEKEY_AutoDepositUpdate "AutoDepositUpdate" +#define NAMEKEY_BeaconClientUpdate "BeaconClientUpdate" +#define NAMEKEY_DeliverPayloadAIUpdate "DeliverPayloadAIUpdate" +#define NAMEKEY_DemoTrapUpdate "DemoTrapUpdate" +#define NAMEKEY_FireSpreadUpdate "FireSpreadUpdate" +#define NAMEKEY_FlammableUpdate "FlammableUpdate" +#define NAMEKEY_HackInternetAIUpdate "HackInternetAIUpdate" +#define NAMEKEY_PowerPlantUpdate "PowerPlantUpdate" +#define NAMEKEY_PowerPlantUpgrade "PowerPlantUpgrade" +#define NAMEKEY_RadarUpgrade "RadarUpgrade" +#define NAMEKEY_StealthUpdate "StealthUpdate" +#define NAMEKEY_SupplyCenterDockUpdate "SupplyCenterDockUpdate" +#define NAMEKEY_SupplyWarehouseDockUpdate "SupplyWarehouseDockUpdate" +#define NAMEKEY_SwayClientUpdate "SwayClientUpdate" + +// Menus +#define NAMEKEY_PopupLadderSelect.wnd:StaticTextLadderName "PopupLadderSelect.wnd:StaticTextLadderName" +#define NAMEKEY_PopupLadderSelect.wnd:PasswordParent "PopupLadderSelect.wnd:PasswordParent" +#define NAMEKEY_PopupLadderSelect.wnd:PasswordEntry "PopupLadderSelect.wnd:PasswordEntry" +#define NAMEKEY_PopupLadderSelect.wnd:Parent "PopupLadderSelect.wnd:Parent" +#define NAMEKEY_PopupLadderSelect.wnd:ListBoxLadderSelect "PopupLadderSelect.wnd:ListBoxLadderSelect" +#define NAMEKEY_PopupLadderSelect.wnd:ListBoxLadderDetails "PopupLadderSelect.wnd:ListBoxLadderDetails" +#define NAMEKEY_PopupLadderSelect.wnd:ButtonPasswordOk "PopupLadderSelect.wnd:ButtonPasswordOk" +#define NAMEKEY_PopupLadderSelect.wnd:ButtonPasswordCancel "PopupLadderSelect.wnd:ButtonPasswordCancel" +#define NAMEKEY_PopupLadderSelect.wnd:ButtonOk "PopupLadderSelect.wnd:ButtonOk" +#define NAMEKEY_PopupLadderSelect.wnd:ButtonCancel "PopupLadderSelect.wnd:ButtonCancel" +#define NAMEKEY_PopupLadderSelect.wnd:ButtonBadPasswordOk "PopupLadderSelect.wnd:ButtonBadPasswordOk" +#define NAMEKEY_PopupLadderSelect.wnd:BadPasswordParent "PopupLadderSelect.wnd:BadPasswordParent" + +#define NAMEKEY_SkirmishGameOptionsMenu.wnd:StaticTextWinsValue "SkirmishGameOptionsMenu.wnd:StaticTextWinsValue" +#define NAMEKEY_SkirmishGameOptionsMenu.wnd:StaticTextStreakValue "SkirmishGameOptionsMenu.wnd:StaticTextStreakValue" +#define NAMEKEY_SkirmishGameOptionsMenu.wnd:StaticTextLossesValue "SkirmishGameOptionsMenu.wnd:StaticTextLossesValue" +#define NAMEKEY_SkirmishGameOptionsMenu.wnd:StaticTextBestStreakValue "SkirmishGameOptionsMenu.wnd:StaticTextBestStreakValue" +#define NAMEKEY_SkirmishGameOptionsMenu.wnd:ListboxInfo "SkirmishGameOptionsMenu.wnd:ListboxInfo" + +#define NAMEKEY_WOLWelcomeMenu.wnd:WOLWelcomeMenuParent "WOLWelcomeMenu.wnd:WOLWelcomeMenuParent" +#define NAMEKEY_WOLWelcomeMenu.wnd:StaticTextUSAToday "WOLWelcomeMenu.wnd:StaticTextUSAToday" +#define NAMEKEY_WOLWelcomeMenu.wnd:StaticTextUSALastWeek "WOLWelcomeMenu.wnd:StaticTextUSALastWeek" +#define NAMEKEY_WOLWelcomeMenu.wnd:StaticTextGLAToday "WOLWelcomeMenu.wnd:StaticTextGLAToday" +#define NAMEKEY_WOLWelcomeMenu.wnd:StaticTextGLALastWeek "WOLWelcomeMenu.wnd:StaticTextGLALastWeek" +#define NAMEKEY_WOLWelcomeMenu.wnd:StaticTextChinaToday "WOLWelcomeMenu.wnd:StaticTextChinaToday" +#define NAMEKEY_WOLWelcomeMenu.wnd:StaticTextChinaLastWeek "WOLWelcomeMenu.wnd:StaticTextChinaLastWeek" + +#define NAMEKEY_ControlBar.wnd:BackgroundMarker "ControlBar.wnd:BackgroundMarker" +#define NAMEKEY_ControlBar.wnd:ButtonGeneral "ControlBar.wnd:ButtonGeneral" +#define NAMEKEY_ControlBar.wnd:ButtonIdleWorker "ControlBar.wnd:ButtonIdleWorker" +#define NAMEKEY_ControlBar.wnd:ButtonLarge "ControlBar.wnd:ButtonLarge" +#define NAMEKEY_ControlBar.wnd:ButtonOptions "ControlBar.wnd:ButtonOptions" +#define NAMEKEY_ControlBar.wnd:ButtonPlaceBeacon "ControlBar.wnd:ButtonPlaceBeacon" +#define NAMEKEY_ControlBar.wnd:GeneralsExp "ControlBar.wnd:GeneralsExp" +#define NAMEKEY_ControlBar.wnd:MoneyDisplay "ControlBar.wnd:MoneyDisplay" +#define NAMEKEY_ControlBar.wnd:PowerWindow "ControlBar.wnd:PowerWindow" +#define NAMEKEY_ControlBar.wnd:WinUAttack "ControlBar.wnd:WinUAttack" + +#define NAMEKEY_NonCommand_UpDown "NonCommand_UpDown" +#define NAMEKEY_NonCommand_Options "NonCommand_Options" +#define NAMEKEY_NonCommand_IdleWorker "NonCommand_IdleWorker" +#define NAMEKEY_NonCommand_GeneralsExperience "NonCommand_GeneralsExperience" +#define NAMEKEY_NonCommand_Beacon "NonCommand_Beacon" \ No newline at end of file diff --git a/Generals/Code/GameEngine/Include/GameClient/Module/BeaconClientUpdate.h b/Generals/Code/GameEngine/Include/GameClient/Module/BeaconClientUpdate.h index 9249fd299a..01ddaa5002 100644 --- a/Generals/Code/GameEngine/Include/GameClient/Module/BeaconClientUpdate.h +++ b/Generals/Code/GameEngine/Include/GameClient/Module/BeaconClientUpdate.h @@ -57,7 +57,7 @@ class BeaconClientUpdateModuleData : public ClientUpdateModuleData class BeaconClientUpdate : public ClientUpdateModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BeaconClientUpdate, "BeaconClientUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BeaconClientUpdate, NAMEKEY_BeaconClientUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( BeaconClientUpdate, BeaconClientUpdateModuleData ); public: diff --git a/Generals/Code/GameEngine/Include/GameClient/Module/SwayClientUpdate.h b/Generals/Code/GameEngine/Include/GameClient/Module/SwayClientUpdate.h index 595342db30..cfb60bf31b 100644 --- a/Generals/Code/GameEngine/Include/GameClient/Module/SwayClientUpdate.h +++ b/Generals/Code/GameEngine/Include/GameClient/Module/SwayClientUpdate.h @@ -44,7 +44,7 @@ class Thing; class SwayClientUpdate : public ClientUpdateModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SwayClientUpdate, "SwayClientUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SwayClientUpdate, NAMEKEY_SwayClientUpdate ) MAKE_STANDARD_MODULE_MACRO( SwayClientUpdate ); public: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/AutoDepositUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/AutoDepositUpdate.h index 976d891cac..c2b928f554 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/AutoDepositUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/AutoDepositUpdate.h @@ -97,7 +97,7 @@ class AutoDepositUpdateModuleData : public UpdateModuleData class AutoDepositUpdate : public UpdateModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AutoDepositUpdate, "AutoDepositUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AutoDepositUpdate, NAMEKEY_AutoDepositUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( AutoDepositUpdate, AutoDepositUpdateModuleData ) public: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/BoneFXDamage.h b/Generals/Code/GameEngine/Include/GameLogic/Module/BoneFXDamage.h index d16d107bf5..c3fda0f740 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/BoneFXDamage.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/BoneFXDamage.h @@ -47,7 +47,7 @@ class BoneFXDamage : public DamageModule { MAKE_STANDARD_MODULE_MACRO( BoneFXDamage ); - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BoneFXDamage, "BoneFXDamage" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BoneFXDamage, NAMEKEY_BoneFXDamage ) public: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/DeliverPayloadAIUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/DeliverPayloadAIUpdate.h index 8bc6fa71eb..625dc67e85 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/DeliverPayloadAIUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/DeliverPayloadAIUpdate.h @@ -312,7 +312,7 @@ class DeliverPayloadData //------------------------------------------------------------------------------------------------- class DeliverPayloadAIUpdate : public AIUpdateInterface { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DeliverPayloadAIUpdate, "DeliverPayloadAIUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DeliverPayloadAIUpdate, NAMEKEY_DeliverPayloadAIUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( DeliverPayloadAIUpdate, DeliverPayloadAIUpdateModuleData ) private: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/DemoTrapUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/DemoTrapUpdate.h index b49a7cbb73..30b7f54dda 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/DemoTrapUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/DemoTrapUpdate.h @@ -68,7 +68,7 @@ class DemoTrapUpdateModuleData : public ModuleData class DemoTrapUpdate : public UpdateModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DemoTrapUpdate, "DemoTrapUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DemoTrapUpdate, NAMEKEY_DemoTrapUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( DemoTrapUpdate, DemoTrapUpdateModuleData ); public: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/FireSpreadUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/FireSpreadUpdate.h index 0539ce86d1..89b7566fd7 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/FireSpreadUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/FireSpreadUpdate.h @@ -59,7 +59,7 @@ class FireSpreadUpdateModuleData : public UpdateModuleData class FireSpreadUpdate : public UpdateModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireSpreadUpdate, "FireSpreadUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireSpreadUpdate, NAMEKEY_FireSpreadUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FireSpreadUpdate, FireSpreadUpdateModuleData ) public: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/FlammableUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/FlammableUpdate.h index 93514d12d9..04ce80ee0e 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/FlammableUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/FlammableUpdate.h @@ -76,7 +76,7 @@ class FlammableUpdateModuleData : public UpdateModuleData class FlammableUpdate : public UpdateModule, public DamageModuleInterface { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FlammableUpdate, "FlammableUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FlammableUpdate, NAMEKEY_FlammableUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FlammableUpdate, FlammableUpdateModuleData ) public: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/HackInternetAIUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/HackInternetAIUpdate.h index 6259f6b938..e1dcef11cb 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/HackInternetAIUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/HackInternetAIUpdate.h @@ -186,7 +186,7 @@ class HackInternetAIInterface //------------------------------------------------------------------------------------------------- class HackInternetAIUpdate : public AIUpdateInterface, public HackInternetAIInterface { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( HackInternetAIUpdate, "HackInternetAIUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( HackInternetAIUpdate, NAMEKEY_HackInternetAIUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( HackInternetAIUpdate, HackInternetAIUpdateModuleData ) private: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/OverchargeBehavior.h b/Generals/Code/GameEngine/Include/GameLogic/Module/OverchargeBehavior.h index 6fbb61185a..d7fe608800 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/OverchargeBehavior.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/OverchargeBehavior.h @@ -75,7 +75,7 @@ class OverchargeBehavior : public UpdateModule, public OverchargeBehaviorInterface { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( OverchargeBehavior, "OverchargeBehavior" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( OverchargeBehavior, NAMEKEY_OverchargeBehavior ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( OverchargeBehavior, OverchargeBehaviorModuleData ) public: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpdate.h index f5d6d0e611..5d30ca3a7f 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpdate.h @@ -80,7 +80,7 @@ class PowerPlantUpdate : public UpdateModule, public PowerPlantUpdateInterface { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( PowerPlantUpdate, "PowerPlantUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( PowerPlantUpdate, NAMEKEY_PowerPlantUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( PowerPlantUpdate, PowerPlantUpdateModuleData ); public: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpgrade.h b/Generals/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpgrade.h index 1afce4f215..aa4b50d70c 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpgrade.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpgrade.h @@ -45,7 +45,7 @@ class Player; class PowerPlantUpgrade : public UpgradeModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( PowerPlantUpgrade, "PowerPlantUpgrade" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( PowerPlantUpgrade, NAMEKEY_PowerPlantUpgrade ) MAKE_STANDARD_MODULE_MACRO( PowerPlantUpgrade ); public: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/RadarUpgrade.h b/Generals/Code/GameEngine/Include/GameLogic/Module/RadarUpgrade.h index e079a1bd19..78a84ffce5 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/RadarUpgrade.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/RadarUpgrade.h @@ -59,7 +59,7 @@ class RadarUpgradeModuleData : public UpgradeModuleData class RadarUpgrade : public UpgradeModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( RadarUpgrade, "RadarUpgrade" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( RadarUpgrade, NAMEKEY_RadarUpgrade ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( RadarUpgrade, RadarUpgradeModuleData ); public: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/RailroadGuideAIUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/RailroadGuideAIUpdate.h index a91077f5a6..2f3e1fa62a 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/RailroadGuideAIUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/RailroadGuideAIUpdate.h @@ -189,7 +189,7 @@ struct TrainTrack class RailroadBehavior : public PhysicsBehavior { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( RailroadBehavior, "RailroadBehavior" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( RailroadBehavior, NAMEKEY_RailroadBehavior ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( RailroadBehavior, RailroadBehaviorModuleData ) public: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/StealthUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/StealthUpdate.h index 558a258c4e..788ff78f43 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/StealthUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/StealthUpdate.h @@ -116,7 +116,7 @@ class StealthUpdateModuleData : public UpdateModuleData class StealthUpdate : public UpdateModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( StealthUpdate, "StealthUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( StealthUpdate, NAMEKEY_StealthUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( StealthUpdate, StealthUpdateModuleData ); public: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterCreate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterCreate.h index e756aed35d..2af7f95bfa 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterCreate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterCreate.h @@ -43,7 +43,7 @@ class Thing; class SupplyCenterCreate : public CreateModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SupplyCenterCreate, "SupplyCenterCreate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SupplyCenterCreate, NAMEKEY_SupplyCenterCreate ) MAKE_STANDARD_MODULE_MACRO( SupplyCenterCreate ) public: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterDockUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterDockUpdate.h index 4724d28faa..9263aaa8d5 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterDockUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterDockUpdate.h @@ -54,7 +54,7 @@ class SupplyCenterDockUpdateModuleData : public DockUpdateModuleData class SupplyCenterDockUpdate : public DockUpdate { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SupplyCenterDockUpdate, "SupplyCenterDockUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SupplyCenterDockUpdate, NAMEKEY_SupplyCenterDockUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SupplyCenterDockUpdate, SupplyCenterDockUpdateModuleData ) public: diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyWarehouseDockUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyWarehouseDockUpdate.h index 6a6de51e7c..0fa2855e0d 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyWarehouseDockUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyWarehouseDockUpdate.h @@ -55,7 +55,7 @@ class SupplyWarehouseDockUpdateModuleData : public DockUpdateModuleData class SupplyWarehouseDockUpdate : public DockUpdate { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SupplyWarehouseDockUpdate, "SupplyWarehouseDockUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SupplyWarehouseDockUpdate, NAMEKEY_SupplyWarehouseDockUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SupplyWarehouseDockUpdate, SupplyWarehouseDockUpdateModuleData ) public: diff --git a/Generals/Code/GameEngine/Include/Precompiled/PreRTS.h b/Generals/Code/GameEngine/Include/Precompiled/PreRTS.h index 34469069d7..6dc80896a1 100644 --- a/Generals/Code/GameEngine/Include/Precompiled/PreRTS.h +++ b/Generals/Code/GameEngine/Include/Precompiled/PreRTS.h @@ -102,6 +102,7 @@ class STLSpecialAlloc; //------------------------------------------------------------------------------------ RTS Includes // Icky. These have to be in this order. #include "Lib/Basetype.h" +#include "Common/_DEFINES/NameKeys.h" // TheSuperHackers @refactor @ShizCalev 04/05/2025 Switching a lot of strings to defines, first up: namekeys. #include "Common/STLTypedefs.h" #include "Common/Errors.h" #include "Common/Debug.h" diff --git a/Generals/Code/GameEngine/Source/Common/RTS/ActionManager.cpp b/Generals/Code/GameEngine/Source/Common/RTS/ActionManager.cpp index face2f89fc..229dc197a0 100644 --- a/Generals/Code/GameEngine/Source/Common/RTS/ActionManager.cpp +++ b/Generals/Code/GameEngine/Source/Common/RTS/ActionManager.cpp @@ -235,7 +235,7 @@ Bool ActionManager::canTransferSuppliesAt( const Object *obj, const Object *tran return FALSE; // If it is a warehouse, it must have boxes left and not be an enemy - static const NameKeyType key_warehouseUpdate = NAMEKEY("SupplyWarehouseDockUpdate"); + static const NameKeyType key_warehouseUpdate = NAMEKEY(NAMEKEY_SupplyWarehouseDockUpdate); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate*)transferDest->findUpdateModule( key_warehouseUpdate ); if( warehouseModule ) if( warehouseModule->getBoxesStored() == 0 || transferDest->getRelationship( obj ) == ENEMIES ) @@ -243,7 +243,7 @@ Bool ActionManager::canTransferSuppliesAt( const Object *obj, const Object *tran // if it is a supply center, I must have boxes, and must be controlled by the same player // (not merely an ally... otherwise you may find yourself funding your allies. ick.) - static const NameKeyType key_centerUpdate = NAMEKEY("SupplyCenterDockUpdate"); + static const NameKeyType key_centerUpdate = NAMEKEY(NAMEKEY_SupplyCenterDockUpdate); SupplyCenterDockUpdate *centerModule = (SupplyCenterDockUpdate*)transferDest->findUpdateModule( key_centerUpdate ); if( centerModule ) if( supplyTruck->getNumberBoxes() == 0 || transferDest->getControllingPlayer() != obj->getControllingPlayer() ) @@ -1548,7 +1548,7 @@ Bool ActionManager::canDoSpecialPowerAtObject( const Object *obj, const Object * { //Don't allow it to disguise as a train -- they don't have KINDOF_TRAIN yet, but //if added, please change this code so it'll be faster! - static const NameKeyType key = NAMEKEY( "RailroadBehavior" ); + static const NameKeyType key = NAMEKEY( NAMEKEY_RailroadBehavior ); RailroadBehavior *rBehavior = (RailroadBehavior*)target->findUpdateModule( key ); if( !rBehavior ) { diff --git a/Generals/Code/GameEngine/Source/Common/RTS/Player.cpp b/Generals/Code/GameEngine/Source/Common/RTS/Player.cpp index da460577b2..692dc1e91e 100644 --- a/Generals/Code/GameEngine/Source/Common/RTS/Player.cpp +++ b/Generals/Code/GameEngine/Source/Common/RTS/Player.cpp @@ -1037,7 +1037,7 @@ void Player::becomingTeamMember(Object *obj, Bool yes) // if so, award the cash bonus if(this != ThePlayerList->getNeutralPlayer() && yes) { - NameKeyType key_AutoDepositUpdate = NAMEKEY("AutoDepositUpdate"); + NameKeyType key_AutoDepositUpdate = NAMEKEY(NAMEKEY_AutoDepositUpdate); AutoDepositUpdate *adu = (AutoDepositUpdate *)obj->findUpdateModule(key_AutoDepositUpdate); if (adu != NULL) { adu->awardInitialCaptureBonus( this ); @@ -1107,7 +1107,7 @@ void Player::becomingLocalPlayer(Bool yes) Drawable *draw = object->getDrawable(); if( draw ) { - static NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); StealthUpdate *update = (StealthUpdate*)object->findUpdateModule( key_StealthUpdate ); if( update && update->isDisguised() ) { @@ -1737,7 +1737,7 @@ void Player::killPlayer(void) } else { - TheControlBar->setControlBarSchemeByPlayerTemplate(ThePlayerTemplateStore->findPlayerTemplate(NAMEKEY("FactionObserver"))); + TheControlBar->setControlBarSchemeByPlayerTemplate(ThePlayerTemplateStore->findPlayerTemplate(NAMEKEY(NAMEKEY_FactionObserver))); } } diff --git a/Generals/Code/GameEngine/Source/Common/RTS/PlayerTemplate.cpp b/Generals/Code/GameEngine/Source/Common/RTS/PlayerTemplate.cpp index 82959a51d7..90f55f5820 100644 --- a/Generals/Code/GameEngine/Source/Common/RTS/PlayerTemplate.cpp +++ b/Generals/Code/GameEngine/Source/Common/RTS/PlayerTemplate.cpp @@ -278,23 +278,23 @@ void PlayerTemplateStore::update() const PlayerTemplate* PlayerTemplateStore::findPlayerTemplate(NameKeyType namekey) const { // begin ugly, hokey code to quietly load old maps... - static NameKeyType a0 = NAMEKEY("FactionAmerica"); - static NameKeyType a1 = NAMEKEY("FactionAmericaChooseAGeneral"); - static NameKeyType a2 = NAMEKEY("FactionAmericaTankCommand"); - static NameKeyType a3 = NAMEKEY("FactionAmericaSpecialForces"); - static NameKeyType a4 = NAMEKEY("FactionAmericaAirForce"); - - static NameKeyType c0 = NAMEKEY("FactionChina"); - static NameKeyType c1 = NAMEKEY("FactionChinaChooseAGeneral"); - static NameKeyType c2 = NAMEKEY("FactionChinaRedArmy"); - static NameKeyType c3 = NAMEKEY("FactionChinaSpecialWeapons"); - static NameKeyType c4 = NAMEKEY("FactionChinaSecretPolice"); - - static NameKeyType g0 = NAMEKEY("FactionGLA"); - static NameKeyType g1 = NAMEKEY("FactionGLAChooseAGeneral"); - static NameKeyType g2 = NAMEKEY("FactionGLATerrorCell"); - static NameKeyType g3 = NAMEKEY("FactionGLABiowarCommand"); - static NameKeyType g4 = NAMEKEY("FactionGLAWarlordCommand"); + static NameKeyType a0 = NAMEKEY(NAMEKEY_FactionAmerica); + static NameKeyType a1 = NAMEKEY(NAMEKEY_FactionAmericaChooseAGeneral); + static NameKeyType a2 = NAMEKEY(NAMEKEY_FactionAmericaTankCommand); + static NameKeyType a3 = NAMEKEY(NAMEKEY_FactionAmericaSpecialForces); + static NameKeyType a4 = NAMEKEY(NAMEKEY_FactionAmericaAirForce); + + static NameKeyType c0 = NAMEKEY(NAMEKEY_FactionChina); + static NameKeyType c1 = NAMEKEY(NAMEKEY_FactionChinaChooseAGeneral); + static NameKeyType c2 = NAMEKEY(NAMEKEY_FactionChinaRedArmy); + static NameKeyType c3 = NAMEKEY(NAMEKEY_FactionChinaSpecialWeapons); + static NameKeyType c4 = NAMEKEY(NAMEKEY_FactionChinaSecretPolice); + + static NameKeyType g0 = NAMEKEY(NAMEKEY_FactionGLA); + static NameKeyType g1 = NAMEKEY(NAMEKEY_FactionGLAChooseAGeneral); + static NameKeyType g2 = NAMEKEY(NAMEKEY_FactionGLATerrorCell); + static NameKeyType g3 = NAMEKEY(NAMEKEY_FactionGLABiowarCommand); + static NameKeyType g4 = NAMEKEY(NAMEKEY_FactionGLAWarlordCommand); if (namekey == a1 || namekey == a2 || namekey == a3 || namekey == a4) namekey = a0; diff --git a/Generals/Code/GameEngine/Source/Common/RTS/ResourceGatheringManager.cpp b/Generals/Code/GameEngine/Source/Common/RTS/ResourceGatheringManager.cpp index 275d59daf2..5365d367ef 100644 --- a/Generals/Code/GameEngine/Source/Common/RTS/ResourceGatheringManager.cpp +++ b/Generals/Code/GameEngine/Source/Common/RTS/ResourceGatheringManager.cpp @@ -152,7 +152,7 @@ Object *ResourceGatheringManager::findBestSupplyWarehouse( Object *queryObject ) Object *dock = TheGameLogic->findObjectByID(dockID); if( dock ) { - static const NameKeyType key_warehouseUpdate = NAMEKEY("SupplyWarehouseDockUpdate"); + static const NameKeyType key_warehouseUpdate = NAMEKEY(NAMEKEY_SupplyWarehouseDockUpdate); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate*)dock->findUpdateModule( key_warehouseUpdate ); //If remotely okay, let User win. if( warehouseModule && computeRelativeCost( queryObject, dock, NULL ) != FLT_MAX ) @@ -212,7 +212,7 @@ Object *ResourceGatheringManager::findBestSupplyCenter( Object *queryObject ) Object *dock = TheGameLogic->findObjectByID(dockID); if( dock ) { - static const NameKeyType key_centerUpdate = NAMEKEY("SupplyCenterDockUpdate"); + static const NameKeyType key_centerUpdate = NAMEKEY(NAMEKEY_SupplyCenterDockUpdate); SupplyWarehouseDockUpdate *centerModule = (SupplyWarehouseDockUpdate*)dock->findUpdateModule( key_centerUpdate ); //If remotely okay, let User win. if( centerModule && computeRelativeCost( queryObject, dock, NULL ) != FLT_MAX ) diff --git a/Generals/Code/GameEngine/Source/Common/System/MemoryInit.cpp b/Generals/Code/GameEngine/Source/Common/System/MemoryInit.cpp index 6798a26f36..231592b6f9 100644 --- a/Generals/Code/GameEngine/Source/Common/System/MemoryInit.cpp +++ b/Generals/Code/GameEngine/Source/Common/System/MemoryInit.cpp @@ -123,8 +123,8 @@ static PoolSizeRec sizes[] = { "TerrainRoadType", 64, 64, }, { "WindowLayoutPool", 32, 32 }, { "AnimatedParticleSysBoneClientUpdate", 16, 16 }, - { "SwayClientUpdate", 4096, 32 }, - { "BeaconClientUpdate", 64, 32 }, + { NAMEKEY_SwayClientUpdate, 4096, 32 }, + { NAMEKEY_BeaconClientUpdate, 64, 32 }, { "AIGroupPool", 64, 32 }, { "AIDockMachinePool", 256, 32 }, { "AIGuardMachinePool", 32, 32 }, @@ -165,7 +165,7 @@ static PoolSizeRec sizes[] = { "AudioRequest", 256, 8 }, { "AutoHealBehavior", 4096, 32 }, { "BaseRegenerateUpdate", 64, 32 }, - { "BoneFXDamage", 64, 32 }, + { NAMEKEY_BoneFXDamage, 64, 32 }, { "BoneFXUpdate", 64, 32 }, { "BridgeBehavior", 32, 32 }, { "BridgeTowerBehavior", 32, 32 }, @@ -180,10 +180,10 @@ static PoolSizeRec sizes[] = { "DelayedUpgrade", 32, 32 }, { "DelayedWeaponSetUpgradeUpdate", 32, 32 }, { "DeliverPayloadStateMachine", 32, 32 }, - { "DeliverPayloadAIUpdate", 32, 32 }, + { NAMEKEY_DeliverPayloadAIUpdate, 32, 32 }, { "DeletionUpdate", 128, 32 }, { "HackInternetStateMachine", 32, 32 }, - { "HackInternetAIUpdate", 32, 32 }, + { NAMEKEY_HackInternetAIUpdate, 32, 32 }, { "MissileAIUpdate", 512, 32 }, { "DumbProjectileBehavior", 64, 32 }, { "DestroyDie", 1024, 32 }, @@ -193,11 +193,11 @@ static PoolSizeRec sizes[] = { "DynamicGeometryInfoUpdate", 16, 16 }, { "DynamicShroudClearingRangeUpdate", 128, 16 }, { "FXListDie", 1024, 32 }, - { "FireSpreadUpdate", 2048, 128 }, + { NAMEKEY_FireSpreadUpdate, 2048, 128 }, { "FirestormDynamicGeometryInfoUpdate", 16, 16 }, { "FireWeaponCollide", 2048, 32 }, { "FireWeaponUpdate", 32, 32 }, - { "FlammableUpdate", 4096, 256 }, + { NAMEKEY_FlammableUpdate, 4096, 256 }, { "FloatUpdate", 512, 128 }, { "TensileFormationUpdate", 256, 32 }, { "GarrisonContain", 256, 32 }, @@ -230,19 +230,19 @@ static PoolSizeRec sizes[] = { "AutoFindHealingUpdate", 256, 32 }, { "CommandButtonHuntUpdate", 512, 8 }, { "PilotFindVehicleUpdate", 256, 32 }, - { "DemoTrapUpdate", 32, 32 }, + { NAMEKEY_DemoTrapUpdate, 32, 32 }, { "ParticleUplinkCannonUpdate", 16, 16 }, { "BaikonurLaunchPower", 4, 4 }, { "RadiusDecalUpdate", 16, 16 }, { "BattlePlanUpdate", 32, 32 }, { "LifetimeUpdate", 256, 32 }, { "LocomotorSetUpgrade", 512, 128 }, - { "AutoDepositUpdate", 256, 32 }, + { NAMEKEY_AutoDepositUpdate, 256, 32 }, { "NeutronMissileUpdate", 512, 32 }, { "MoneyCrateCollide", 32, 32 }, { "NeutronMissileSlowDeathBehavior", 8, 8 }, { "OpenContain", 128, 32 }, - { "OverchargeBehavior", 32, 32 }, + { NAMEKEY_OverchargeBehavior, 32, 32 }, { "OverlordContain", 32, 32 }, { "ParachuteContain", 128, 32 }, { "PhysicsBehavior", 600, 32 }, @@ -253,7 +253,7 @@ static PoolSizeRec sizes[] = { "ProneUpdate", 128, 32 }, { "QueueProductionExitUpdate", 32, 32 }, { "RadarUpdate", 16, 16 }, - { "RadarUpgrade", 16, 16 }, + { NAMEKEY_RadarUpgrade, 16, 16 }, { "SupplyWarehouseCripplingBehavior", 16, 16 }, { "CostModifierUpgrade", 32, 32 }, { "CashBountyPower", 32, 32 }, @@ -270,7 +270,7 @@ static PoolSizeRec sizes[] = { "RailedTransportDockUpdate", 16, 16 }, { "RailedTransportAIUpdate", 16, 16 }, { "RailedTransportContain", 16, 16 }, - { "RailroadBehavior", 16, 16 }, + { NAMEKEY_RailroadBehavior, 16, 16 }, { "SalvageCrateCollide", 32, 32 }, { "ShroudCrateCollide", 32, 32 }, { "SlavedUpdate", 64, 32 }, @@ -290,13 +290,13 @@ static PoolSizeRec sizes[] = { "HiveStructureBody", 64, 32 }, //Stinger sites { "StructureCollapseUpdate", 32, 32 }, { "StructureToppleUpdate", 32, 32 }, - { "SupplyCenterCreate", 32, 32 }, - { "SupplyCenterDockUpdate", 32, 32 }, + { NAMEKEY_SupplyCenterCreate, 32, 32 }, + { NAMEKEY_SupplyCenterDockUpdate, 32, 32 }, { "SupplyCenterProductionExitUpdate", 32, 32 }, { "SupplyTruckStateMachine", 256, 32 }, { "SupplyTruckAIUpdate", 32, 32 }, { "SupplyWarehouseCreate", 32, 32 }, - { "SupplyWarehouseDockUpdate", 32, 32 }, + { NAMEKEY_SupplyWarehouseDockUpdate, 32, 32 }, { "EnemyNearUpdate", 1024, 32 }, { "TechBuildingBehavior", 32, 32 }, { "ToppleUpdate", 2048, 32 }, @@ -357,7 +357,7 @@ static PoolSizeRec sizes[] = { "GrantUpgradeCreate", 256, 32 }, { "SpyVisionSpecialPower", 256, 32 }, { "StealthDetectorUpdate", 256, 32 }, - { "StealthUpdate", 256, 32 }, + { NAMEKEY_StealthUpdate, 256, 32 }, { "StealthUpgrade", 256, 32 }, { "StatusBitsUpgrade", 128, 128 }, { "SubObjectsUpgrade", 128, 128 }, @@ -368,8 +368,8 @@ static PoolSizeRec sizes[] = { "FireOCLAfterWeaponCooldownUpdate", 64, 32 }, { "HijackerUpdate", 64, 32 }, { "ChinaMinesUpgrade", 64, 32 }, - { "PowerPlantUpdate", 16, 16 }, - { "PowerPlantUpgrade", 16, 16 }, + { NAMEKEY_PowerPlantUpdate, 16, 16 }, + { NAMEKEY_PowerPlantUpgrade, 16, 16 }, { "DefectorSpecialPower", 16, 16 }, { "CheckpointUpdate", 16, 16 }, { "MobNexusContain", 128, 32 }, diff --git a/Generals/Code/GameEngine/Source/Common/System/Radar.cpp b/Generals/Code/GameEngine/Source/Common/System/Radar.cpp index 1de9f7425c..a07d2b32a3 100644 --- a/Generals/Code/GameEngine/Source/Common/System/Radar.cpp +++ b/Generals/Code/GameEngine/Source/Common/System/Radar.cpp @@ -426,7 +426,7 @@ void Radar::addObject( Object *obj ) //Because we have support for disguised units pretending to be units from another //team, we need to intercept it here and make sure it's rendered appropriately //based on which client is rendering it. - static NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); StealthUpdate *update = (StealthUpdate*)obj->findUpdateModule( key_StealthUpdate ); if( update ) { diff --git a/Generals/Code/GameEngine/Source/GameClient/Drawable.cpp b/Generals/Code/GameEngine/Source/GameClient/Drawable.cpp index 26b70353ce..cfdaff2a51 100644 --- a/Generals/Code/GameEngine/Source/GameClient/Drawable.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/Drawable.cpp @@ -449,7 +449,7 @@ Drawable::Drawable( const ThingTemplate *thingTemplate, DrawableStatus statusBit /// @todo srj -- this is evil, we shouldn't look at the module name directly! if (thingTemplate->isKindOf(KINDOF_SHRUBBERY) && !TheGlobalData->m_useTreeSway && - cuMI.getNthName(modIdx).compareNoCase("SwayClientUpdate") == 0) + cuMI.getNthName(modIdx).compareNoCase(NAMEKEY_SwayClientUpdate) == 0) continue; *m++ = TheModuleFactory->newModule(this, cuMI.getNthName(modIdx), newModData, MODULETYPE_CLIENT_UPDATE); @@ -2126,7 +2126,7 @@ void Drawable::setStealthLook(StealthLookType look) if( obj ) { //Try to get the stealthupdate module and see if the opacity value is overriden. - static NameKeyType key_StealthUpdate = NAMEKEY("StealthUpdate"); + static NameKeyType key_StealthUpdate = NAMEKEY(NAMEKEY_StealthUpdate); StealthUpdate* stealth = (StealthUpdate *)obj->findUpdateModule(key_StealthUpdate); if( stealth ) { diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp index b68522ca9e..948bdaa477 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp @@ -1101,7 +1101,7 @@ void ControlBar::init( void ) setControlCommand(win, findCommandButton("NonCommand_IdleWorker") ); win->winSetTooltipFunc(commandButtonTooltip); } - win = TheWindowManager->winGetWindowFromId(NULL,TheNameKeyGenerator->nameToKey("ControlBar.wnd:ButtonPlaceBeacon")); + win = TheWindowManager->winGetWindowFromId(NULL,TheNameKeyGenerator->nameToKey(NAMEKEY_ControlBar.wnd:ButtonPlaceBeacon)); if(win) { setControlCommand(win, findCommandButton("NonCommand_Beacon") ); @@ -1409,7 +1409,7 @@ void ControlBar::update( void ) Int count; const ThingTemplate *thing = TheThingFactory->findTemplate( ThePlayerList->getLocalPlayer()->getPlayerTemplate()->getBeaconTemplate() ); ThePlayerList->getLocalPlayer()->countObjectsByThingTemplate( 1, &thing, false, &count ); - static NameKeyType beaconPlacementButtonID = NAMEKEY("ControlBar.wnd:ButtonPlaceBeacon"); + static NameKeyType beaconPlacementButtonID = NAMEKEY(NAMEKEY_ControlBar.wnd:ButtonPlaceBeacon); GameWindow *win = TheWindowManager->winGetWindowFromId(NULL, beaconPlacementButtonID); if (win) { @@ -2503,7 +2503,7 @@ void ControlBar::setPortraitByObject( Object *obj ) setPortraitByObject( NULL ); return; } - static NameKeyType key_StealthUpdate = NAMEKEY("StealthUpdate"); + static NameKeyType key_StealthUpdate = NAMEKEY(NAMEKEY_StealthUpdate); StealthUpdate* stealth = (StealthUpdate *)obj->findUpdateModule(key_StealthUpdate); if( stealth && stealth->isDisguised() ) { @@ -2642,7 +2642,7 @@ void ControlBar::setControlBarSchemeByPlayer(Player *p) if(m_controlBarSchemeManager) m_controlBarSchemeManager->setControlBarSchemeByPlayer(p); - static NameKeyType buttonPlaceBeaconID = NAMEKEY( "ControlBar.wnd:ButtonPlaceBeacon" ); + static NameKeyType buttonPlaceBeaconID = NAMEKEY( NAMEKEY_ControlBar.wnd:ButtonPlaceBeacon ); static NameKeyType buttonIdleWorkerID = NAMEKEY("ControlBar.wnd:ButtonIdleWorker"); static NameKeyType buttonGeneralID = NAMEKEY("ControlBar.wnd:ButtonGeneral"); GameWindow *buttonPlaceBeacon = TheWindowManager->winGetWindowFromId( NULL, buttonPlaceBeaconID ); @@ -2687,14 +2687,14 @@ void ControlBar::setControlBarSchemeByPlayerTemplate( const PlayerTemplate *pt) if(m_controlBarSchemeManager) m_controlBarSchemeManager->setControlBarSchemeByPlayerTemplate(pt); - static NameKeyType buttonPlaceBeaconID = NAMEKEY( "ControlBar.wnd:ButtonPlaceBeacon" ); + static NameKeyType buttonPlaceBeaconID = NAMEKEY( NAMEKEY_ControlBar.wnd:ButtonPlaceBeacon ); static NameKeyType buttonIdleWorkerID = NAMEKEY("ControlBar.wnd:ButtonIdleWorker"); static NameKeyType buttonGeneralID = NAMEKEY("ControlBar.wnd:ButtonGeneral"); GameWindow *buttonPlaceBeacon = TheWindowManager->winGetWindowFromId( NULL, buttonPlaceBeaconID ); GameWindow *buttonIdleWorker = TheWindowManager->winGetWindowFromId( NULL, buttonIdleWorkerID ); GameWindow *buttonGeneral = TheWindowManager->winGetWindowFromId( NULL, buttonGeneralID ); - if(pt == ThePlayerTemplateStore->findPlayerTemplate(TheNameKeyGenerator->nameToKey("FactionObserver"))) + if(pt == ThePlayerTemplateStore->findPlayerTemplate(TheNameKeyGenerator->nameToKey(NAMEKEY_FactionObserver))) { m_isObserverCommandBar = TRUE; switchToContext( CB_CONTEXT_OBSERVER_LIST, NULL ); diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarScheme.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarScheme.cpp index 06bea9b829..20c0553ebd 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarScheme.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarScheme.cpp @@ -523,7 +523,7 @@ void ControlBarScheme::init(void) win->winSetPosition(x,y ); win->winSetSize((m_optionsLR.x - m_optionsUL.x)*resMultiplier.x+ COMMAND_BAR_SIZE_OFFSET,(m_optionsLR.y - m_optionsUL.y)*resMultiplier.y+ COMMAND_BAR_SIZE_OFFSET); } - win= TheWindowManager->winGetWindowFromId( NULL, TheNameKeyGenerator->nameToKey( "ControlBar.wnd:ButtonPlaceBeacon" ) ); + win= TheWindowManager->winGetWindowFromId( NULL, TheNameKeyGenerator->nameToKey( NAMEKEY_ControlBar.wnd:ButtonPlaceBeacon ) ); if(win) { GadgetButtonSetEnabledImage(win, m_beaconButtonEnable); diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ControlBarCallback.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ControlBarCallback.cpp index 40dd06ee5e..404960e1f2 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ControlBarCallback.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ControlBarCallback.cpp @@ -384,7 +384,7 @@ WindowMsgHandledType ControlBarSystem( GameWindow *window, UnsignedInt msg, case GBM_SELECTED_RIGHT: { GameWindow *control = (GameWindow *)mData1; - static NameKeyType beaconPlacementButtonID = NAMEKEY("ControlBar.wnd:ButtonPlaceBeacon"); + static NameKeyType beaconPlacementButtonID = NAMEKEY(NAMEKEY_ControlBar.wnd:ButtonPlaceBeacon); static NameKeyType beaconDeleteButtonID = NAMEKEY("ControlBar.wnd:ButtonDeleteBeacon"); static NameKeyType beaconClearTextButtonID = NAMEKEY("ControlBar.wnd:ButtonClearBeaconText"); static NameKeyType beaconGeneralButtonID = NAMEKEY("ControlBar.wnd:ButtonGeneral"); diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/LoadScreen.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/LoadScreen.cpp index 5a69575d35..e51fcf03ca 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/LoadScreen.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/LoadScreen.cpp @@ -783,7 +783,7 @@ void MultiPlayerLoadScreen::init( GameInfo *game ) if (lSlot->getPlayerTemplate() >= 0) pt = ThePlayerTemplateStore->getNthPlayerTemplate(lSlot->getPlayerTemplate()); else - pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey("FactionObserver") ); + pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey(NAMEKEY_FactionObserver) ); const Image *loadScreenImage = TheMappedImageCollection->findImageByName(pt->getLoadScreen()); @@ -1012,7 +1012,7 @@ GameSlot *lSlot = game->getSlot(game->getLocalSlotNum()); if (lSlot->getPlayerTemplate() >= 0) pt = ThePlayerTemplateStore->getNthPlayerTemplate(lSlot->getPlayerTemplate()); else - pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey("FactionObserver") ); + pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey(NAMEKEY_FactionObserver) ); const Image *loadScreenImage = TheMappedImageCollection->findImageByName(pt->getLoadScreen()); if(loadScreenImage) m_loadScreen->winSetEnabledImage(0, loadScreenImage); diff --git a/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp b/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp index 6c074b9247..c8677e50d8 100644 --- a/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp @@ -2226,7 +2226,7 @@ void InGameUI::createMouseoverHint( const GameMessage *msg ) //Because we have support for disguised units pretending to be units from another //team, we need to intercept it here and make sure it's rendered appropriately //based on which client is rendering it. - static NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); StealthUpdate *update = (StealthUpdate*)obj->findUpdateModule( key_StealthUpdate ); if( update ) { @@ -2309,7 +2309,7 @@ void InGameUI::createMouseoverHint( const GameMessage *msg ) #endif UnicodeString warehouseFeedback; // Add on dollar amount of warehouse contents so people don't freak out until the art is hooked up - static const NameKeyType warehouseModuleKey = TheNameKeyGenerator->nameToKey( "SupplyWarehouseDockUpdate" ); + static const NameKeyType warehouseModuleKey = TheNameKeyGenerator->nameToKey( NAMEKEY_SupplyWarehouseDockUpdate ); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate *)obj->findUpdateModule( warehouseModuleKey ); if( warehouseModule != NULL ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/AI/AIGroup.cpp b/Generals/Code/GameEngine/Source/GameLogic/AI/AIGroup.cpp index b50ebb2e22..9bf465c1ff 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/AI/AIGroup.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/AI/AIGroup.cpp @@ -1620,7 +1620,7 @@ void AIGroup::groupMoveToPosition( const Coord3D *pos, Bool addWaypoint, Command //Not stealthed, not detected -- so do auto-acquire while stealthed? if( !ai->canAutoAcquireWhileStealthed() ) { - static NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); StealthUpdate* stealth = (StealthUpdate*)theUnit->findUpdateModule( key_StealthUpdate ); if( stealth ) { @@ -1915,7 +1915,7 @@ void AIGroup::groupIdle(CommandSourceType cmdSource) //Not stealthed, not detected -- so do auto-acquire while stealthed? if( !ai->canAutoAcquireWhileStealthed() ) { - static NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); StealthUpdate* stealth = (StealthUpdate*)obj->findUpdateModule( key_StealthUpdate ); if( stealth ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp b/Generals/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp index 6f34f452c3..6d4ff61bab 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp @@ -189,7 +189,7 @@ void AIPlayer::checkForSupplyCenter( BuildListInfo *info, Object *bldg ) { class SupplyCenterDockUpdate; // if it is a supply center, I must have boxes - static const NameKeyType key_centerUpdate = NAMEKEY("SupplyCenterDockUpdate"); + static const NameKeyType key_centerUpdate = NAMEKEY(NAMEKEY_SupplyCenterDockUpdate); SupplyCenterDockUpdate *centerModule = (SupplyCenterDockUpdate*)bldg->findUpdateModule( key_centerUpdate ); if( centerModule ) { @@ -294,7 +294,7 @@ void AIPlayer::queueSupplyTruck( void ) // No supplies. continue; } - static const NameKeyType key_warehouseUpdate = NAMEKEY("SupplyWarehouseDockUpdate"); + static const NameKeyType key_warehouseUpdate = NAMEKEY(NAMEKEY_SupplyWarehouseDockUpdate); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate*)supplySource->findUpdateModule( key_warehouseUpdate ); if( warehouseModule ) { Int availableCash = warehouseModule->getBoxesStored()*TheGlobalData->m_baseValuePerSupplyBox; @@ -1848,7 +1848,7 @@ Object *AIPlayer::findSupplyCenter(Int minimumCash) { if (!obj->isKindOf(KINDOF_STRUCTURE)) continue; if (!obj->isKindOf(KINDOF_SUPPLY_SOURCE)) continue; - static const NameKeyType key_warehouseUpdate = NAMEKEY("SupplyWarehouseDockUpdate"); + static const NameKeyType key_warehouseUpdate = NAMEKEY(NAMEKEY_SupplyWarehouseDockUpdate); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate*)obj->findUpdateModule( key_warehouseUpdate ); if( warehouseModule ) { Int availableCash = warehouseModule->getBoxesStored()*TheGlobalData->m_baseValuePerSupplyBox; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp b/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp index 92f01ec79d..71c076c068 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp @@ -485,7 +485,7 @@ void SidesList::prepareForMP_or_Skirmish(void) { m_skirmishSides[m_numSkirmishSides] = m_sides[i]; m_numSkirmishSides++; - if (m_sides[i].getDict()->getAsciiString(TheKey_playerFaction) == "FactionCivilian") { + if (m_sides[i].getDict()->getAsciiString(TheKey_playerFaction) == NAMEKEY_FactionCivilian) { // Don't remove FactionCivilian. continue; } @@ -495,7 +495,7 @@ void SidesList::prepareForMP_or_Skirmish(void) } Bool gotScripts = false; for (i=0; igetAsciiString(TheKey_playerFaction) == "FactionCivilian") { + if (m_skirmishSides[i].getDict()->getAsciiString(TheKey_playerFaction) == NAMEKEY_FactionCivilian) { // Don't consider FactionCivilian. continue; } @@ -685,7 +685,7 @@ void SidesList::addPlayerByTemplate(AsciiString playerTemplateName) playerDisplayName.translate(playerName); isHuman = true; // special-case "civilian"... - if (playerName == "PlyrCivilian") + if (playerName == NAMEKEY_PlyrCivilian) isHuman = false; } diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/MobNexusContain.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/MobNexusContain.cpp index bd3eb02b36..0997389988 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/MobNexusContain.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/MobNexusContain.cpp @@ -442,7 +442,7 @@ Bool MobNexusContain::tryToEvacuate( Bool exposeStealthedUnits ) if( obj->isKindOf( KINDOF_STEALTH_GARRISON ) && exposeStealthedUnits ) { - static NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); StealthUpdate* stealth = (StealthUpdate*)obj->findUpdateModule( key_StealthUpdate ); if( stealth ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OpenContain.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OpenContain.cpp index 217cc1573a..69f54bc06e 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OpenContain.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OpenContain.cpp @@ -533,7 +533,7 @@ void OpenContain::removeFromContainViaIterator( ContainedItemsList::iterator it, m_stealthUnitsContained--; if( exposeStealthUnits ) { - static NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); StealthUpdate* stealth = (StealthUpdate*)rider->findUpdateModule( key_StealthUpdate ); if( stealth ) { @@ -700,7 +700,7 @@ void OpenContain::onCollide( Object *other, const Coord3D *loc, const Coord3D *n if( rider->isKindOf( KINDOF_STEALTH_GARRISON ) ) { // aiExit is needed to walk away from the building well, but it doesn't take the Unstealth flag - static const NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static const NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); StealthUpdate* stealth = (StealthUpdate*)rider->findUpdateModule( key_StealthUpdate ); if( stealth ) { @@ -1239,7 +1239,7 @@ void OpenContain::markAllPassengersDetected( ) // call it if( rider->isKindOf( KINDOF_STEALTH_GARRISON ) ) { - static const NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static const NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); StealthUpdate* stealth = (StealthUpdate*)rider->findUpdateModule( key_StealthUpdate ); if( stealth ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp index 6e3ac315d8..c94602db65 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp @@ -3306,7 +3306,7 @@ void Object::onDisabledEdge(Bool becomingDisabled) { //@todo jkmcd - Colin suggested we rewrite this to use the interface stuff. I agree, but need // to get some more bugs fixed today. - static NameKeyType radar = NAMEKEY("RadarUpgrade"); + static NameKeyType radar = NAMEKEY(NAMEKEY_RadarUpgrade); Module *mod = mod = findModule(radar); if (mod) { RadarUpgrade *radarMod = (RadarUpgrade*) mod; @@ -3329,8 +3329,8 @@ void Object::onDisabledEdge(Bool becomingDisabled) // We can't affect something that consumes, or else we go low power which removes the consumption // which makes us not low power so we add the consumption so we go low power... // This check also guaards the IsDisabled in friend_adjustPower above - static NameKeyType powerPlant = NAMEKEY("PowerPlantUpgrade"); - static NameKeyType overCharge = NAMEKEY("OverchargeBehavior"); + static NameKeyType powerPlant = NAMEKEY(NAMEKEY_PowerPlantUpgrade); + static NameKeyType overCharge = NAMEKEY(NAMEKEY_OverchargeBehavior); Module* mod = findModule(powerPlant); if (mod) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp index f9d13c8027..b098d178f5 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp @@ -400,7 +400,7 @@ class DeliverPayloadNugget : public ObjectCreationNugget die->setCreator(INVALID_ID); } - static NameKeyType key_DeliverPayloadAIUpdate = NAMEKEY("DeliverPayloadAIUpdate"); + static NameKeyType key_DeliverPayloadAIUpdate = NAMEKEY(NAMEKEY_DeliverPayloadAIUpdate); DeliverPayloadAIUpdate *ai = (DeliverPayloadAIUpdate*)transport->findUpdateModule(key_DeliverPayloadAIUpdate); if( ai ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/PartitionManager.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/PartitionManager.cpp index 373820f365..742ebd8aaa 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/PartitionManager.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/PartitionManager.cpp @@ -5445,7 +5445,7 @@ Bool PartitionFilterStealthedAndUndetected::allow( Object *objOther ) else { //Exception case -- bomb trucks can't be considered stealthed units when they are disguised as the enemy. - static NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); StealthUpdate *update = (StealthUpdate*)objOther->findUpdateModule( key_StealthUpdate ); if( update && update->isDisguised() ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp index dcf4d6911e..817300c7de 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp @@ -2935,7 +2935,7 @@ void AIUpdateInterface::privateMoveToAndEvacuateAndExit( const Coord3D *pos, Com m_isBlockedAndStuck = FALSE; setLastCommandSource( cmdSource ); - static NameKeyType key_DeliverPayloadAIUpdate = NAMEKEY("DeliverPayloadAIUpdate"); + static NameKeyType key_DeliverPayloadAIUpdate = NAMEKEY(NAMEKEY_DeliverPayloadAIUpdate); DeliverPayloadAIUpdate *dp = (DeliverPayloadAIUpdate*)getObject()->findUpdateModule( key_DeliverPayloadAIUpdate ); if( dp ) { @@ -3930,7 +3930,7 @@ void AIUpdateInterface::privateHackInternet( CommandSourceType cmdSource ) getStateMachine()->clear(); setLastCommandSource( cmdSource ); - static NameKeyType key_HackInternetAIUpdate = NAMEKEY("HackInternetAIUpdate"); + static NameKeyType key_HackInternetAIUpdate = NAMEKEY(NAMEKEY_HackInternetAIUpdate); HackInternetAIUpdate *ai = (HackInternetAIUpdate*)getObject()->findUpdateModule( key_HackInternetAIUpdate ); if( ai ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp index 60d6519422..54b472ba6c 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp @@ -271,7 +271,7 @@ void RailroadBehavior::onCollide( Object *other, const Coord3D *loc, const Coord return; } - static NameKeyType key_DemoTrapUpdate = NAMEKEY("DemoTrapUpdate"); + static NameKeyType key_DemoTrapUpdate = NAMEKEY(NAMEKEY_DemoTrapUpdate); DemoTrapUpdate *dtu = (DemoTrapUpdate*)other->findUpdateModule(key_DemoTrapUpdate); if( dtu ) { @@ -775,7 +775,7 @@ UpdateSleepTime RailroadBehavior::update( void ) if ( trailer ) { //call his pull trailer with my info; - static NameKeyType key_RGUpdate = NAMEKEY("RailroadBehavior"); + static NameKeyType key_RGUpdate = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *RGUpdate = (RailroadBehavior*)trailer->findUpdateModule(key_RGUpdate); if( RGUpdate ) { @@ -838,7 +838,7 @@ void RailroadBehavior::disembark(void) Object *trailer = TheGameLogic->findObjectByID( m_trailerID ); if ( trailer ) { - static NameKeyType key_RGUpdate = NAMEKEY("RailroadBehavior"); + static NameKeyType key_RGUpdate = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *RGUpdate = (RailroadBehavior*)trailer->findUpdateModule(key_RGUpdate); if( RGUpdate ) { @@ -888,7 +888,7 @@ class PartitionFilterIsValidCarriage : public PartitionFilter if (m_obj == objOther) return FALSE; // must have railroady goodness - static NameKeyType key_rb = NAMEKEY("RailroadBehavior"); + static NameKeyType key_rb = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *rb = (RailroadBehavior*)objOther->findUpdateModule(key_rb); if( ! rb ) return FALSE; @@ -971,7 +971,7 @@ void RailroadBehavior::createCarriages( void ) firstCarriage->setProducer(self); m_trailerID = firstCarriage->getID(); - static NameKeyType key_rb = NAMEKEY("RailroadBehavior"); + static NameKeyType key_rb = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *rb = (RailroadBehavior*)firstCarriage->findUpdateModule(key_rb); if( rb ) { @@ -1033,7 +1033,7 @@ void RailroadBehavior::hitchNewCarriagebyTemplate( ObjectID locoID, const Templa newCarriage->setProducer(locomotive); m_trailerID = newCarriage->getID(); - static NameKeyType key_rb = NAMEKEY("RailroadBehavior"); + static NameKeyType key_rb = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *rb = (RailroadBehavior*)newCarriage->findUpdateModule(key_rb); if( rb ) { @@ -1110,7 +1110,7 @@ void RailroadBehavior::hitchNewCarriagebyProximity( ObjectID locoID, TrainTrack closeCarriage->setProducer(self); m_trailerID = closeCarriage->getID(); - static NameKeyType key_rb = NAMEKEY("RailroadBehavior"); + static NameKeyType key_rb = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *rb = (RailroadBehavior*)closeCarriage->findUpdateModule(key_rb); if( rb ) rb->hitchNewCarriagebyProximity( self->getID(), m_track ); @@ -1164,7 +1164,7 @@ void RailroadBehavior::getPulled( PullInfo *info ) if ( trailer ) { //call his pull trailer with MY info; - static NameKeyType key_RGUpdate = NAMEKEY("RailroadBehavior"); + static NameKeyType key_RGUpdate = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *RGUpdate = (RailroadBehavior*)trailer->findUpdateModule(key_RGUpdate); if( RGUpdate ) { @@ -1311,7 +1311,7 @@ void RailroadBehavior::destroyTheWholeTrainNow( void ) Object *trailer = TheGameLogic->findObjectByID( m_trailerID ); if ( trailer ) { - static NameKeyType key_RGUpdate = NAMEKEY("RailroadBehavior"); + static NameKeyType key_RGUpdate = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *RGUpdate = (RailroadBehavior*)trailer->findUpdateModule(key_RGUpdate); if( RGUpdate ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/SupplyTruckAIUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/SupplyTruckAIUpdate.cpp index 6755ef023f..3e2051e475 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/SupplyTruckAIUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/SupplyTruckAIUpdate.cpp @@ -218,12 +218,12 @@ void SupplyTruckAIUpdate::privateDock( Object *dock, CommandSourceType cmdSource UnsignedInt SupplyTruckAIUpdate::getActionDelayForDock( Object *dock ) { // Decide whether to use my Center or Warehouse delay time - static const NameKeyType key_warehouseUpdate = NAMEKEY("SupplyWarehouseDockUpdate"); + static const NameKeyType key_warehouseUpdate = NAMEKEY(NAMEKEY_SupplyWarehouseDockUpdate); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate*) dock->findUpdateModule( key_warehouseUpdate ); if (warehouseModule) { return getSupplyTruckAIUpdateModuleData()->m_warehouseDelay; } - static const NameKeyType key_centerUpdate = NAMEKEY("SupplyCenterDockUpdate"); + static const NameKeyType key_centerUpdate = NAMEKEY(NAMEKEY_SupplyCenterDockUpdate); SupplyCenterDockUpdate *centerModule = (SupplyCenterDockUpdate*) dock->findUpdateModule( key_centerUpdate ); if (centerModule) { return getSupplyTruckAIUpdateModuleData()->m_centerDelay; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/WorkerAIUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/WorkerAIUpdate.cpp index 1865407d2c..97624dcfc6 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/WorkerAIUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/WorkerAIUpdate.cpp @@ -219,12 +219,12 @@ void WorkerAIUpdate::createMachines( void ) UnsignedInt WorkerAIUpdate::getActionDelayForDock( Object *dock ) { // Decide whether to use my Center or Warehouse delay time - static const NameKeyType key_warehouseUpdate = NAMEKEY("SupplyWarehouseDockUpdate"); + static const NameKeyType key_warehouseUpdate = NAMEKEY(NAMEKEY_SupplyWarehouseDockUpdate); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate*) dock->findUpdateModule( key_warehouseUpdate ); if (warehouseModule) { return getWorkerAIUpdateModuleData()->m_warehouseDelay; } - static const NameKeyType key_centerUpdate = NAMEKEY("SupplyCenterDockUpdate"); + static const NameKeyType key_centerUpdate = NAMEKEY(NAMEKEY_SupplyCenterDockUpdate); SupplyCenterDockUpdate *centerModule = (SupplyCenterDockUpdate*) dock->findUpdateModule( key_centerUpdate ); if (centerModule) { return getWorkerAIUpdateModuleData()->m_centerDelay; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/BoneFXUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/BoneFXUpdate.cpp index 693e8cf09b..49ff5a23c3 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/BoneFXUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/BoneFXUpdate.cpp @@ -95,7 +95,7 @@ BoneFXUpdate::BoneFXUpdate( Thing *thing, const ModuleData* moduleData ) : Updat //------------------------------------------------------------------------------------------------- void BoneFXUpdate::onObjectCreated() { - static NameKeyType key_BoneFXDamage = NAMEKEY("BoneFXDamage"); + static NameKeyType key_BoneFXDamage = NAMEKEY(NAMEKEY_BoneFXDamage); BoneFXDamage* bfxd = (BoneFXDamage*)getObject()->findDamageModule(key_BoneFXDamage); if (bfxd == NULL) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/SupplyCenterDockUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/SupplyCenterDockUpdate.cpp index 598e226494..4e8d72cec2 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/SupplyCenterDockUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/SupplyCenterDockUpdate.cpp @@ -126,7 +126,7 @@ UpdateSleepTime SupplyCenterDockUpdate::update() UpdateSleepTime result = DockUpdate::update(); #ifdef _DEBUG_ECONOMY - static const NameKeyType key_SupplyCenterCreate = NAMEKEY("SupplyCenterCreate"); + static const NameKeyType key_SupplyCenterCreate = NAMEKEY(NAMEKEY_SupplyCenterCreate); SupplyCenterCreate* create = (SupplyCenterCreate*)getObject()->findCreateModule(key_SupplyCenterCreate); DEBUG_ASSERTCRASH( create && ! create->shouldDoOnBuildComplete(), ("A Supply center did not call onBuildComplete.") ); #endif diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/FireSpreadUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/FireSpreadUpdate.cpp index f0a793a85f..b29be82a0f 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/FireSpreadUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/FireSpreadUpdate.cpp @@ -60,7 +60,7 @@ class PartitionFilterFlammable : public PartitionFilter Bool PartitionFilterFlammable::allow(Object *objOther) { // It must be burnable in general, and burnable now - static NameKeyType key_FlammableUpdate = NAMEKEY("FlammableUpdate"); + static NameKeyType key_FlammableUpdate = NAMEKEY(NAMEKEY_FlammableUpdate); FlammableUpdate* fu = (FlammableUpdate*)objOther->findUpdateModule(key_FlammableUpdate); if (fu == NULL) return FALSE; @@ -147,7 +147,7 @@ UpdateSleepTime FireSpreadUpdate::update( void ) Object* objectToLight = ThePartitionManager->getClosestObject(getObject(), d->m_spreadTryRange, FROM_CENTER_3D, filters); if( objectToLight ) { - static NameKeyType key_FlammableUpdate = NAMEKEY("FlammableUpdate"); + static NameKeyType key_FlammableUpdate = NAMEKEY(NAMEKEY_FlammableUpdate); FlammableUpdate* fu = (FlammableUpdate*)objectToLight->findUpdateModule(key_FlammableUpdate); if( fu ) fu->tryToIgnite(); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/FlammableUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/FlammableUpdate.cpp index 0db0b36e10..89b21ad3c7 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/FlammableUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/FlammableUpdate.cpp @@ -202,7 +202,7 @@ void FlammableUpdate::tryToIgnite() startBurningSound(); // bleah. this sucks. (srj) - static const NameKeyType key_FireSpreadUpdate = NAMEKEY("FireSpreadUpdate"); + static const NameKeyType key_FireSpreadUpdate = NAMEKEY(NAMEKEY_FireSpreadUpdate); FireSpreadUpdate* fu = (FireSpreadUpdate*)getObject()->findUpdateModule(key_FireSpreadUpdate); if (fu != NULL) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/NeutronMissileSlowDeathUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/NeutronMissileSlowDeathUpdate.cpp index aada4f5f55..65e9517755 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/NeutronMissileSlowDeathUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/NeutronMissileSlowDeathUpdate.cpp @@ -437,7 +437,7 @@ void NeutronMissileSlowDeathBehavior::doScorchBlast( const BlastInfo *blastInfo // set things aflame ///@todo can't to this now, flames eat too many particles - // static NameKeyType flammableKey = NAMEKEY( "FlammableUpdate" ); + // static NameKeyType flammableKey = NAMEKEY( NAMEKEY_FlammableUpdate ); // FlammableUpdate *update = (FlammableUpdate *)other->findUpdateModule( flammableKey ); // if( update ) // update->tryToIgnite(); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/SpecialAbilityUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/SpecialAbilityUpdate.cpp index 6fb139803b..52f5dd3793 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/SpecialAbilityUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/SpecialAbilityUpdate.cpp @@ -580,7 +580,7 @@ Bool SpecialAbilityUpdate::handlePackingProcessing() if( getSpecialAbilityUpdateModuleData()->m_loseStealthOnTrigger && m_animFrames < getSpecialAbilityUpdateModuleData()->m_preTriggerUnstealthFrames) { - static NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); StealthUpdate* stealth = (StealthUpdate*)getObject()->findUpdateModule( key_StealthUpdate ); if( stealth ) { @@ -1440,7 +1440,7 @@ void SpecialAbilityUpdate::triggerAbilityEffect() case SPECIAL_DISGUISE_AS_VEHICLE: { Object *target = TheGameLogic->findObjectByID( m_targetID ); - static NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); if( target ) { StealthUpdate *update = (StealthUpdate*)object->findUpdateModule( key_StealthUpdate ); @@ -1456,7 +1456,7 @@ void SpecialAbilityUpdate::triggerAbilityEffect() if( data->m_loseStealthOnTrigger && okToLoseStealth) { - static NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); StealthUpdate* stealth = (StealthUpdate*)object->findUpdateModule( key_StealthUpdate ); if( stealth ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/StealthDetectorUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/StealthDetectorUpdate.cpp index 8dba9ffa89..764dc2cc90 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/StealthDetectorUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/StealthDetectorUpdate.cpp @@ -207,7 +207,7 @@ UpdateSleepTime StealthDetectorUpdate::update( void ) if ( them->isEffectivelyDead() ) continue; - static NameKeyType key_StealthUpdate = NAMEKEY("StealthUpdate"); + static NameKeyType key_StealthUpdate = NAMEKEY(NAMEKEY_StealthUpdate); StealthUpdate* stealth = (StealthUpdate *)them->findUpdateModule(key_StealthUpdate); if ( stealth ) { @@ -324,7 +324,7 @@ UpdateSleepTime StealthDetectorUpdate::update( void ) { rider = *it; - static NameKeyType key_StealthUpdate = NAMEKEY("StealthUpdate"); + static NameKeyType key_StealthUpdate = NAMEKEY(NAMEKEY_StealthUpdate); StealthUpdate* stealth = (StealthUpdate *)rider->findUpdateModule(key_StealthUpdate); if ( stealth ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/StealthUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/StealthUpdate.cpp index 48c4c92717..70f07800c4 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/StealthUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/StealthUpdate.cpp @@ -647,7 +647,7 @@ void StealthUpdate::disguiseAsObject( const Object *target ) const StealthUpdateModuleData *data = getStealthUpdateModuleData(); if( target && target->getControllingPlayer() ) { - static NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); StealthUpdate* stealth = (StealthUpdate*)target->findUpdateModule( key_StealthUpdate ); if( stealth && stealth->getDisguisedTemplate() ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ToppleUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ToppleUpdate.cpp index 536e32ec0b..8a26fc6af2 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ToppleUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ToppleUpdate.cpp @@ -168,7 +168,7 @@ void ToppleUpdate::applyTopplingForce( const Coord3D* toppleDirection, Real topp // tell the drawable to stop swaying Drawable * draw = getObject()->getDrawable(); - static NameKeyType nameKeySwayUpdate = NAMEKEY("SwayClientUpdate"); + static NameKeyType nameKeySwayUpdate = NAMEKEY(NAMEKEY_SwayClientUpdate); ClientUpdateModule ** clientModules = draw->getClientUpdateModules(); if (clientModules) diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp index 55fe5b9ed1..ddf7140c7a 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp @@ -425,7 +425,7 @@ Bool WeaponSet::isAnyWithinTargetPitch(const Object* obj, const Object* victim) //------------------------------------------------------------------------------------------------- CanAttackResult WeaponSet::getAbleToAttackSpecificObject( AbleToAttackType attackType, const Object* source, const Object* victim, CommandSourceType commandSource ) const { - static NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); // basic sanity checks. if (!source || diff --git a/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp b/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp index 8a8212e073..0d1eee1891 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp @@ -532,7 +532,7 @@ void ScriptActions::doCreateReinforcements(const AsciiString& team, const AsciiS //Check to see if we have a transport, and if our transport has paradrop capabilities. If this is the //case, we'll need to create each unit inside "parachute containers". - static NameKeyType key_DeliverPayloadAIUpdate = NAMEKEY("DeliverPayloadAIUpdate"); + static NameKeyType key_DeliverPayloadAIUpdate = NAMEKEY(NAMEKEY_DeliverPayloadAIUpdate); DeliverPayloadAIUpdate *dp = NULL; if( transport ) { @@ -4782,7 +4782,7 @@ void ScriptActions::doSetWarehouseValue( const AsciiString& warehouseName, Int c return; } - static const NameKeyType warehouseModuleKey = TheNameKeyGenerator->nameToKey( "SupplyWarehouseDockUpdate" ); + static const NameKeyType warehouseModuleKey = TheNameKeyGenerator->nameToKey( NAMEKEY_SupplyWarehouseDockUpdate ); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate *)obj->findUpdateModule( warehouseModuleKey ); if( warehouseModule == NULL ) return; diff --git a/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp b/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp index ff98ef79bf..60515b6f5d 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp @@ -2131,7 +2131,7 @@ Bool ScriptConditions::evaluateSkirmishSuppliesWithinDistancePerimeter(Parameter Real maxValue = 0; for (Object *them = iter->first(); them; them = iter->next()) { - static const NameKeyType key_warehouseUpdate = NAMEKEY("SupplyWarehouseDockUpdate"); + static const NameKeyType key_warehouseUpdate = NAMEKEY(NAMEKEY_SupplyWarehouseDockUpdate); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate*) them->findUpdateModule( key_warehouseUpdate ); if (!warehouseModule) { continue; diff --git a/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/VictoryConditions.cpp b/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/VictoryConditions.cpp index 9b598efc71..e0d941076f 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/VictoryConditions.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/VictoryConditions.cpp @@ -309,7 +309,7 @@ void VictoryConditions::cachePlayerPtrs( void ) return; Int playerCount = 0; - const PlayerTemplate *civTemplate = ThePlayerTemplateStore->findPlayerTemplate( NAMEKEY("FactionCivilian") ); + const PlayerTemplate *civTemplate = ThePlayerTemplateStore->findPlayerTemplate( NAMEKEY(NAMEKEY_FactionCivilian) ); for (Int i=0; igetNthPlayer(i); diff --git a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp index 631e8fff61..3d49c9b1ef 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp @@ -1183,7 +1183,7 @@ void GameLogic::startNewGame( Bool saveGame ) if (slot->getPlayerTemplate() >= 0) pt = ThePlayerTemplateStore->getNthPlayerTemplate(slot->getPlayerTemplate()); else - pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey("FactionObserver") ); + pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey(NAMEKEY_FactionObserver) ); if (pt) { d.setAsciiString(TheKey_playerFaction, KEYNAME(pt->getNameKey())); @@ -1304,7 +1304,7 @@ void GameLogic::startNewGame( Bool saveGame ) d.setBool(TheKey_playerIsHuman, TRUE); d.setUnicodeString(TheKey_playerDisplayName, UnicodeString(L"Observer")); const PlayerTemplate* pt; - pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey("FactionObserver") ); + pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey(NAMEKEY_FactionObserver) ); if (pt) { d.setAsciiString(TheKey_playerFaction, KEYNAME(pt->getNameKey())); @@ -1726,7 +1726,7 @@ void GameLogic::startNewGame( Bool saveGame ) if (slot->getPlayerTemplate() == PLAYERTEMPLATE_OBSERVER) { slot->setPlayerTemplate(0); - const PlayerTemplate *pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey("FactionObserver") ); + const PlayerTemplate *pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey(NAMEKEY_FactionObserver) ); if (pt) { for (Int j=0; jgetPlayerTemplateCount(); ++j) diff --git a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp index 4387f9c0bc..a16f8b4534 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp @@ -1634,7 +1634,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData ) { Int updateCount = 0; - static NameKeyType nameKeyClientUpdate = NAMEKEY("BeaconClientUpdate"); + static NameKeyType nameKeyClientUpdate = NAMEKEY(NAMEKEY_BeaconClientUpdate); ClientUpdateModule ** clientModules = object->getDrawable()->getClientUpdateModules(); if (clientModules) { @@ -1697,7 +1697,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData ) if (beaconDrawable) { - static NameKeyType nameKeyClientUpdate = NAMEKEY("BeaconClientUpdate"); + static NameKeyType nameKeyClientUpdate = NAMEKEY(NAMEKEY_BeaconClientUpdate); ClientUpdateModule ** clientModules = beaconDrawable->getClientUpdateModules(); if (clientModules) { diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/Common/System/W3DRadar.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/Common/System/W3DRadar.cpp index 68caa79e33..5682e98e0e 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/Common/System/W3DRadar.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/Common/System/W3DRadar.cpp @@ -698,7 +698,7 @@ void W3DRadar::renderObjectList( const RadarObject *listHead, TextureClass *text // Now it twinkles for any stealthed object, whether locally controlled or neutral-observier-viewed if( obj->testStatus( OBJECT_STATUS_STEALTHED ) ) { - static NameKeyType key_StealthUpdate = NAMEKEY( "StealthUpdate" ); + static NameKeyType key_StealthUpdate = NAMEKEY( NAMEKEY_StealthUpdate ); StealthUpdate* stealth = (StealthUpdate*)obj->findUpdateModule( key_StealthUpdate ); if( !stealth ) continue; diff --git a/Generals/Code/Tools/WorldBuilder/src/WorldBuilderDoc.cpp b/Generals/Code/Tools/WorldBuilder/src/WorldBuilderDoc.cpp index 6d7abf7fd0..08fdb22cee 100644 --- a/Generals/Code/Tools/WorldBuilder/src/WorldBuilderDoc.cpp +++ b/Generals/Code/Tools/WorldBuilder/src/WorldBuilderDoc.cpp @@ -441,8 +441,8 @@ AsciiString ConvertFaction(AsciiString name) char oldName[256]; char newName[256]; strcpy(oldName, name.str()); - strcpy(newName, "FactionGLA"); - strcat(newName, oldName+strlen("FactionFundamentalist")); + strcpy(newName, NAMEKEY_FactionGLA); + strcat(newName, oldName+strlen(NAMEKEY_FactionFundamentalist)); AsciiString swapName; swapName.set(newName); const PlayerTemplate* pt = ThePlayerTemplateStore->findPlayerTemplate(NAMEKEY(swapName)); @@ -468,7 +468,7 @@ void CWorldBuilderDoc::validate(void) const PlayerTemplate* pt = ThePlayerTemplateStore->findPlayerTemplate(NAMEKEY(tmplname)); if (!pt) { DEBUG_LOG(("Faction %s could not be found in sides list!\n", tmplname.str())); - if (tmplname.startsWith("FactionFundamentalist")) { + if (tmplname.startsWith(NAMEKEY_FactionFundamentalist)) { swapName = ConvertFaction(tmplname); if (swapName != AsciiString::TheEmptyString) { DEBUG_LOG(("Changing Faction from %s to %s\n", tmplname.str(), swapName.str())); @@ -593,7 +593,7 @@ void CWorldBuilderDoc::validate(void) const PlayerTemplate* pt = ThePlayerTemplateStore->findPlayerTemplate(NAMEKEY(tmplname)); if (!pt) { DEBUG_LOG(("Faction %s could not be found in sides list!\n", tmplname.str())); - if (tmplname.startsWith("FactionFundamentalist")) { + if (tmplname.startsWith(NAMEKEY_FactionFundamentalist)) { swapName = ConvertFaction(tmplname); if (swapName != AsciiString::TheEmptyString) { DEBUG_LOG(("Changing Faction from %s to %s\n", tmplname.str(), swapName.str())); diff --git a/Generals/Code/Tools/WorldBuilder/src/playerlistdlg.cpp b/Generals/Code/Tools/WorldBuilder/src/playerlistdlg.cpp index b841380f26..66f2d825ee 100644 --- a/Generals/Code/Tools/WorldBuilder/src/playerlistdlg.cpp +++ b/Generals/Code/Tools/WorldBuilder/src/playerlistdlg.cpp @@ -840,8 +840,8 @@ void PlayerListDlg::OnAddskirmishplayers() { // PlyrCivilian - AsciiString addedPTName = "FactionCivilian"; - AsciiString pname = "PlyrCivilian"; + AsciiString addedPTName = NAMEKEY_FactionCivilian; + AsciiString pname = NAMEKEY_PlyrCivilian; UnicodeString pnameu; pnameu = L"PlyrCivilian"; @@ -862,7 +862,7 @@ void PlayerListDlg::OnAddskirmishplayers() DEBUG_ASSERTLOG(!modified,("had to clean up sides in PlayerListDlg::OnNewplayer")); } - addedPTName = "FactionAmerica"; + addedPTName = NAMEKEY_FactionAmerica; pname = "SkirmishAmerica"; pnameu = L"SkirmishAmerica"; @@ -883,7 +883,7 @@ void PlayerListDlg::OnAddskirmishplayers() DEBUG_ASSERTLOG(!modified,("had to clean up sides in PlayerListDlg::OnNewplayer")); } - addedPTName = "FactionChina"; + addedPTName = NAMEKEY_FactionChina; pname = "SkirmishChina"; pnameu = L"SkirmishChina"; @@ -904,7 +904,7 @@ void PlayerListDlg::OnAddskirmishplayers() DEBUG_ASSERTLOG(!modified,("had to clean up sides in PlayerListDlg::OnNewplayer")); } - addedPTName = "FactionGLA"; + addedPTName = NAMEKEY_FactionGLA; pname = "SkirmishGLA"; pnameu = L"SkirmishGLA"; diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/Module/BeaconClientUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameClient/Module/BeaconClientUpdate.h index 6c319dbc7c..845fbe2e6c 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/Module/BeaconClientUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/Module/BeaconClientUpdate.h @@ -57,7 +57,7 @@ class BeaconClientUpdateModuleData : public ClientUpdateModuleData class BeaconClientUpdate : public ClientUpdateModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BeaconClientUpdate, "BeaconClientUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BeaconClientUpdate, NAMEKEY_BeaconClientUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( BeaconClientUpdate, BeaconClientUpdateModuleData ); public: diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/Module/SwayClientUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameClient/Module/SwayClientUpdate.h index b1021c0e33..0f6997c5f3 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/Module/SwayClientUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/Module/SwayClientUpdate.h @@ -44,7 +44,7 @@ class Thing; class SwayClientUpdate : public ClientUpdateModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SwayClientUpdate, "SwayClientUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SwayClientUpdate, NAMEKEY_SwayClientUpdate ) MAKE_STANDARD_MODULE_MACRO( SwayClientUpdate ); public: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/AutoDepositUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/AutoDepositUpdate.h index e285907a9b..bb6b7e7c91 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/AutoDepositUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/AutoDepositUpdate.h @@ -111,7 +111,7 @@ class AutoDepositUpdateModuleData : public UpdateModuleData class AutoDepositUpdate : public UpdateModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AutoDepositUpdate, "AutoDepositUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AutoDepositUpdate, NAMEKEY_AutoDepositUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( AutoDepositUpdate, AutoDepositUpdateModuleData ) public: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/BoneFXDamage.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/BoneFXDamage.h index f6e61b3a4a..39ce3ca9c3 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/BoneFXDamage.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/BoneFXDamage.h @@ -47,7 +47,7 @@ class BoneFXDamage : public DamageModule { MAKE_STANDARD_MODULE_MACRO( BoneFXDamage ); - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BoneFXDamage, "BoneFXDamage" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BoneFXDamage, NAMEKEY_BoneFXDamage ) public: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DeliverPayloadAIUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DeliverPayloadAIUpdate.h index c545699965..abb4b9c58f 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DeliverPayloadAIUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DeliverPayloadAIUpdate.h @@ -314,7 +314,7 @@ class DeliverPayloadData //------------------------------------------------------------------------------------------------- class DeliverPayloadAIUpdate : public AIUpdateInterface { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DeliverPayloadAIUpdate, "DeliverPayloadAIUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DeliverPayloadAIUpdate, NAMEKEY_DeliverPayloadAIUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( DeliverPayloadAIUpdate, DeliverPayloadAIUpdateModuleData ) private: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DemoTrapUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DemoTrapUpdate.h index e6f64f3abb..5d75645064 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DemoTrapUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DemoTrapUpdate.h @@ -68,7 +68,7 @@ class DemoTrapUpdateModuleData : public ModuleData class DemoTrapUpdate : public UpdateModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DemoTrapUpdate, "DemoTrapUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DemoTrapUpdate, NAMEKEY_DemoTrapUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( DemoTrapUpdate, DemoTrapUpdateModuleData ); public: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FireSpreadUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FireSpreadUpdate.h index ec658a1c22..25923287ae 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FireSpreadUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FireSpreadUpdate.h @@ -59,7 +59,7 @@ class FireSpreadUpdateModuleData : public UpdateModuleData class FireSpreadUpdate : public UpdateModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireSpreadUpdate, "FireSpreadUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireSpreadUpdate, NAMEKEY_FireSpreadUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FireSpreadUpdate, FireSpreadUpdateModuleData ) public: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FlammableUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FlammableUpdate.h index 9809365687..35b2646ac1 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FlammableUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FlammableUpdate.h @@ -76,7 +76,7 @@ class FlammableUpdateModuleData : public UpdateModuleData class FlammableUpdate : public UpdateModule, public DamageModuleInterface { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FlammableUpdate, "FlammableUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FlammableUpdate, NAMEKEY_FlammableUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FlammableUpdate, FlammableUpdateModuleData ) public: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/HackInternetAIUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/HackInternetAIUpdate.h index a9c100b5cb..5f0347843c 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/HackInternetAIUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/HackInternetAIUpdate.h @@ -189,7 +189,7 @@ class HackInternetAIInterface //------------------------------------------------------------------------------------------------- class HackInternetAIUpdate : public AIUpdateInterface, public HackInternetAIInterface { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( HackInternetAIUpdate, "HackInternetAIUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( HackInternetAIUpdate, NAMEKEY_HackInternetAIUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( HackInternetAIUpdate, HackInternetAIUpdateModuleData ) private: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/OverchargeBehavior.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/OverchargeBehavior.h index c4c4be45b4..1818056182 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/OverchargeBehavior.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/OverchargeBehavior.h @@ -75,7 +75,7 @@ class OverchargeBehavior : public UpdateModule, public OverchargeBehaviorInterface { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( OverchargeBehavior, "OverchargeBehavior" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( OverchargeBehavior, NAMEKEY_OverchargeBehavior ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( OverchargeBehavior, OverchargeBehaviorModuleData ) public: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpdate.h index d6fcb730ba..9c1ce6e4d3 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpdate.h @@ -80,7 +80,7 @@ class PowerPlantUpdate : public UpdateModule, public PowerPlantUpdateInterface { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( PowerPlantUpdate, "PowerPlantUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( PowerPlantUpdate, NAMEKEY_PowerPlantUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( PowerPlantUpdate, PowerPlantUpdateModuleData ); public: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpgrade.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpgrade.h index ea1c4eaed5..374486347d 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpgrade.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/PowerPlantUpgrade.h @@ -45,7 +45,7 @@ class Player; class PowerPlantUpgrade : public UpgradeModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( PowerPlantUpgrade, "PowerPlantUpgrade" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( PowerPlantUpgrade, NAMEKEY_PowerPlantUpgrade ) MAKE_STANDARD_MODULE_MACRO( PowerPlantUpgrade ); public: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/RadarUpgrade.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/RadarUpgrade.h index 2610df236f..af6cf3b67f 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/RadarUpgrade.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/RadarUpgrade.h @@ -59,7 +59,7 @@ class RadarUpgradeModuleData : public UpgradeModuleData class RadarUpgrade : public UpgradeModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( RadarUpgrade, "RadarUpgrade" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( RadarUpgrade, NAMEKEY_RadarUpgrade ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( RadarUpgrade, RadarUpgradeModuleData ); public: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/RailroadGuideAIUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/RailroadGuideAIUpdate.h index e02d2c109b..54fa967ed0 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/RailroadGuideAIUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/RailroadGuideAIUpdate.h @@ -189,7 +189,7 @@ struct TrainTrack class RailroadBehavior : public PhysicsBehavior { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( RailroadBehavior, "RailroadBehavior" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( RailroadBehavior, NAMEKEY_RailroadBehavior ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( RailroadBehavior, RailroadBehaviorModuleData ) public: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/StealthUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/StealthUpdate.h index 20194d5a29..7bdff0e4da 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/StealthUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/StealthUpdate.h @@ -109,7 +109,7 @@ class StealthUpdateModuleData : public UpdateModuleData class StealthUpdate : public UpdateModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( StealthUpdate, "StealthUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( StealthUpdate, NAMEKEY_StealthUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( StealthUpdate, StealthUpdateModuleData ); public: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyCenterCreate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyCenterCreate.h index c04601b2d8..d52a03b537 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyCenterCreate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyCenterCreate.h @@ -43,7 +43,7 @@ class Thing; class SupplyCenterCreate : public CreateModule { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SupplyCenterCreate, "SupplyCenterCreate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SupplyCenterCreate, NAMEKEY_SupplyCenterCreate ) MAKE_STANDARD_MODULE_MACRO( SupplyCenterCreate ) public: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyCenterDockUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyCenterDockUpdate.h index 4f39179b13..8a1da32cca 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyCenterDockUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyCenterDockUpdate.h @@ -53,7 +53,7 @@ class SupplyCenterDockUpdateModuleData : public DockUpdateModuleData class SupplyCenterDockUpdate : public DockUpdate { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SupplyCenterDockUpdate, "SupplyCenterDockUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SupplyCenterDockUpdate, NAMEKEY_SupplyCenterDockUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SupplyCenterDockUpdate, SupplyCenterDockUpdateModuleData ) public: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyWarehouseDockUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyWarehouseDockUpdate.h index ad8143aa79..53630b7737 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyWarehouseDockUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyWarehouseDockUpdate.h @@ -55,7 +55,7 @@ class SupplyWarehouseDockUpdateModuleData : public DockUpdateModuleData class SupplyWarehouseDockUpdate : public DockUpdate { - MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SupplyWarehouseDockUpdate, "SupplyWarehouseDockUpdate" ) + MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SupplyWarehouseDockUpdate, NAMEKEY_SupplyWarehouseDockUpdate ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SupplyWarehouseDockUpdate, SupplyWarehouseDockUpdateModuleData ) public: diff --git a/GeneralsMD/Code/GameEngine/Source/Common/RTS/ActionManager.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/ActionManager.cpp index eb27ba747f..50b211fecf 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/ActionManager.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/ActionManager.cpp @@ -239,7 +239,7 @@ Bool ActionManager::canTransferSuppliesAt( const Object *obj, const Object *tran return FALSE; // If it is a warehouse, it must have boxes left and not be an enemy - static const NameKeyType key_warehouseUpdate = NAMEKEY("SupplyWarehouseDockUpdate"); + static const NameKeyType key_warehouseUpdate = NAMEKEY(NAMEKEY_SupplyWarehouseDockUpdate); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate*)transferDest->findUpdateModule( key_warehouseUpdate ); if( warehouseModule ) if( warehouseModule->getBoxesStored() == 0 || transferDest->getRelationship( obj ) == ENEMIES ) @@ -247,7 +247,7 @@ Bool ActionManager::canTransferSuppliesAt( const Object *obj, const Object *tran // if it is a supply center, I must have boxes, and must be controlled by the same player // (not merely an ally... otherwise you may find yourself funding your allies. ick.) - static const NameKeyType key_centerUpdate = NAMEKEY("SupplyCenterDockUpdate"); + static const NameKeyType key_centerUpdate = NAMEKEY(NAMEKEY_SupplyCenterDockUpdate); SupplyCenterDockUpdate *centerModule = (SupplyCenterDockUpdate*)transferDest->findUpdateModule( key_centerUpdate ); if( centerModule ) if( supplyTruck->getNumberBoxes() == 0 || transferDest->getControllingPlayer() != obj->getControllingPlayer() ) @@ -1707,7 +1707,7 @@ Bool ActionManager::canDoSpecialPowerAtObject( const Object *obj, const Object * { //Don't allow it to disguise as a train -- they don't have KINDOF_TRAIN yet, but //if added, please change this code so it'll be faster! - static const NameKeyType key = NAMEKEY( "RailroadBehavior" ); + static const NameKeyType key = NAMEKEY( NAMEKEY_RailroadBehavior ); RailroadBehavior *rBehavior = (RailroadBehavior*)target->findUpdateModule( key ); if( !rBehavior ) { diff --git a/GeneralsMD/Code/GameEngine/Source/Common/RTS/Player.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/Player.cpp index 59959f24fe..ca123f991a 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/Player.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/Player.cpp @@ -1072,7 +1072,7 @@ void Player::becomingTeamMember(Object *obj, Bool yes) // if so, award the cash bonus if(this != ThePlayerList->getNeutralPlayer() && yes) { - NameKeyType key_AutoDepositUpdate = NAMEKEY("AutoDepositUpdate"); + NameKeyType key_AutoDepositUpdate = NAMEKEY(NAMEKEY_AutoDepositUpdate); AutoDepositUpdate *adu = (AutoDepositUpdate *)obj->findUpdateModule(key_AutoDepositUpdate); if (adu != NULL) { adu->awardInitialCaptureBonus( this ); @@ -2093,7 +2093,7 @@ void Player::killPlayer(void) } else { - TheControlBar->setControlBarSchemeByPlayerTemplate(ThePlayerTemplateStore->findPlayerTemplate(NAMEKEY("FactionObserver"))); + TheControlBar->setControlBarSchemeByPlayerTemplate(ThePlayerTemplateStore->findPlayerTemplate(NAMEKEY(NAMEKEY_FactionObserver))); } } diff --git a/GeneralsMD/Code/GameEngine/Source/Common/RTS/PlayerTemplate.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/PlayerTemplate.cpp index efc8dc729d..ba6ad3ff27 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/PlayerTemplate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/PlayerTemplate.cpp @@ -307,23 +307,23 @@ Int PlayerTemplateStore::getTemplateNumByName(AsciiString name) const const PlayerTemplate* PlayerTemplateStore::findPlayerTemplate(NameKeyType namekey) const { // begin ugly, hokey code to quietly load old maps... - static NameKeyType a0 = NAMEKEY("FactionAmerica"); - static NameKeyType a1 = NAMEKEY("FactionAmericaChooseAGeneral"); - static NameKeyType a2 = NAMEKEY("FactionAmericaTankCommand"); - static NameKeyType a3 = NAMEKEY("FactionAmericaSpecialForces"); - static NameKeyType a4 = NAMEKEY("FactionAmericaAirForce"); - - static NameKeyType c0 = NAMEKEY("FactionChina"); - static NameKeyType c1 = NAMEKEY("FactionChinaChooseAGeneral"); - static NameKeyType c2 = NAMEKEY("FactionChinaRedArmy"); - static NameKeyType c3 = NAMEKEY("FactionChinaSpecialWeapons"); - static NameKeyType c4 = NAMEKEY("FactionChinaSecretPolice"); - - static NameKeyType g0 = NAMEKEY("FactionGLA"); - static NameKeyType g1 = NAMEKEY("FactionGLAChooseAGeneral"); - static NameKeyType g2 = NAMEKEY("FactionGLATerrorCell"); - static NameKeyType g3 = NAMEKEY("FactionGLABiowarCommand"); - static NameKeyType g4 = NAMEKEY("FactionGLAWarlordCommand"); + static NameKeyType a0 = NAMEKEY(NAMEKEY_FactionAmerica); + static NameKeyType a1 = NAMEKEY(NAMEKEY_FactionAmericaChooseAGeneral); + static NameKeyType a2 = NAMEKEY(NAMEKEY_FactionAmericaTankCommand); + static NameKeyType a3 = NAMEKEY(NAMEKEY_FactionAmericaSpecialForces); + static NameKeyType a4 = NAMEKEY(NAMEKEY_FactionAmericaAirForce); + + static NameKeyType c0 = NAMEKEY(NAMEKEY_FactionChina); + static NameKeyType c1 = NAMEKEY(NAMEKEY_FactionChinaChooseAGeneral); + static NameKeyType c2 = NAMEKEY(NAMEKEY_FactionChinaRedArmy); + static NameKeyType c3 = NAMEKEY(NAMEKEY_FactionChinaSpecialWeapons); + static NameKeyType c4 = NAMEKEY(NAMEKEY_FactionChinaSecretPolice); + + static NameKeyType g0 = NAMEKEY(NAMEKEY_FactionGLA); + static NameKeyType g1 = NAMEKEY(NAMEKEY_FactionGLAChooseAGeneral); + static NameKeyType g2 = NAMEKEY(NAMEKEY_FactionGLATerrorCell); + static NameKeyType g3 = NAMEKEY(NAMEKEY_FactionGLABiowarCommand); + static NameKeyType g4 = NAMEKEY(NAMEKEY_FactionGLAWarlordCommand); if (namekey == a1 || namekey == a2 || namekey == a3 || namekey == a4) namekey = a0; diff --git a/GeneralsMD/Code/GameEngine/Source/Common/RTS/ResourceGatheringManager.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/ResourceGatheringManager.cpp index 1eee4168bd..cd2c6e6697 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/ResourceGatheringManager.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/ResourceGatheringManager.cpp @@ -152,7 +152,7 @@ Object *ResourceGatheringManager::findBestSupplyWarehouse( Object *queryObject ) Object *dock = TheGameLogic->findObjectByID(dockID); if( dock ) { - static const NameKeyType key_warehouseUpdate = NAMEKEY("SupplyWarehouseDockUpdate"); + static const NameKeyType key_warehouseUpdate = NAMEKEY(NAMEKEY_SupplyWarehouseDockUpdate); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate*)dock->findUpdateModule( key_warehouseUpdate ); //If remotely okay, let User win. if( warehouseModule && computeRelativeCost( queryObject, dock, NULL ) != FLT_MAX ) @@ -212,7 +212,7 @@ Object *ResourceGatheringManager::findBestSupplyCenter( Object *queryObject ) Object *dock = TheGameLogic->findObjectByID(dockID); if( dock ) { - static const NameKeyType key_centerUpdate = NAMEKEY("SupplyCenterDockUpdate"); + static const NameKeyType key_centerUpdate = NAMEKEY(NAMEKEY_SupplyCenterDockUpdate); SupplyWarehouseDockUpdate *centerModule = (SupplyWarehouseDockUpdate*)dock->findUpdateModule( key_centerUpdate ); //If remotely okay, let User win. if( centerModule && computeRelativeCost( queryObject, dock, NULL ) != FLT_MAX ) diff --git a/GeneralsMD/Code/GameEngine/Source/Common/System/MemoryInit.cpp b/GeneralsMD/Code/GameEngine/Source/Common/System/MemoryInit.cpp index 27f04f3478..687c83afbd 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/System/MemoryInit.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/System/MemoryInit.cpp @@ -123,8 +123,8 @@ static PoolSizeRec sizes[] = { "TerrainRoadType", 100, 32, }, { "WindowLayoutPool", 32, 32 }, { "AnimatedParticleSysBoneClientUpdate", 16, 16 }, - { "SwayClientUpdate", 32, 32 }, - { "BeaconClientUpdate", 64, 32 }, + { NAMEKEY_SwayClientUpdate, 32, 32 }, + { NAMEKEY_BeaconClientUpdate, 64, 32 }, { "AIGroupPool", 64, 32 }, { "AIDockMachinePool", 256, 32 }, { "AIGuardMachinePool", 32, 32 }, @@ -173,7 +173,7 @@ static PoolSizeRec sizes[] = { "NeutronBlastBehavior", 4096, 32 }, { "CountermeasuresBehavior", 256, 32 }, { "BaseRegenerateUpdate", 128, 32 }, - { "BoneFXDamage", 64, 32 }, + { NAMEKEY_BoneFXDamage, 64, 32 }, { "BoneFXUpdate", 64, 32 }, { "BridgeBehavior", 4, 4 }, { "BridgeTowerBehavior", 32, 32 }, @@ -186,12 +186,12 @@ static PoolSizeRec sizes[] = { "CrushDie", 1024, 32 }, { "DamDie", 8, 8 }, { "DeliverPayloadStateMachine", 32, 32 }, - { "DeliverPayloadAIUpdate", 32, 32 }, + { NAMEKEY_DeliverPayloadAIUpdate, 32, 32 }, { "DeletionUpdate", 128, 32 }, { "SmartBombTargetHomingUpdate", 8, 8 }, { "DynamicAudioEventInfo", 16, 256 }, // Note: some levels have none, some have lots. Since all are allocated at level load time, we can set this low for the levels with none. { "HackInternetStateMachine", 32, 32 }, - { "HackInternetAIUpdate", 32, 32 }, + { NAMEKEY_HackInternetAIUpdate, 32, 32 }, { "MissileAIUpdate", 512, 32 }, { "DumbProjectileBehavior", 64, 32 }, { "DestroyDie", 1024, 32 }, @@ -201,11 +201,11 @@ static PoolSizeRec sizes[] = { "DynamicGeometryInfoUpdate", 16, 16 }, { "DynamicShroudClearingRangeUpdate", 128, 16 }, { "FXListDie", 1024, 32 }, - { "FireSpreadUpdate", 2048, 128 }, + { NAMEKEY_FireSpreadUpdate, 2048, 128 }, { "FirestormDynamicGeometryInfoUpdate", 16, 16 }, { "FireWeaponCollide", 2048, 32 }, { "FireWeaponUpdate", 32, 32 }, - { "FlammableUpdate", 512, 256 }, + { NAMEKEY_FlammableUpdate, 512, 256 }, { "FloatUpdate", 512, 128 }, { "TensileFormationUpdate", 256, 32 }, { "GarrisonContain", 256, 32 }, @@ -241,7 +241,7 @@ static PoolSizeRec sizes[] = { "AutoFindHealingUpdate", 256, 32 }, { "CommandButtonHuntUpdate", 512, 8 }, { "PilotFindVehicleUpdate", 256, 32 }, - { "DemoTrapUpdate", 32, 32 }, + { NAMEKEY_DemoTrapUpdate, 32, 32 }, { "ParticleUplinkCannonUpdate", 16, 16 }, { "SpectreGunshipUpdate", 8, 8 }, { "SpectreGunshipDeploymentUpdate", 8, 8 }, @@ -251,12 +251,12 @@ static PoolSizeRec sizes[] = { "LifetimeUpdate", 32, 32 }, { "LocomotorSetUpgrade", 512, 128 }, { "LockWeaponCreate", 64, 128 }, - { "AutoDepositUpdate", 256, 32 }, + { NAMEKEY_AutoDepositUpdate, 256, 32 }, { "NeutronMissileUpdate", 512, 32 }, { "MoneyCrateCollide", 48, 16 }, { "NeutronMissileSlowDeathBehavior", 8, 8 }, { "OpenContain", 128, 32 }, - { "OverchargeBehavior", 32, 32 }, + { NAMEKEY_OverchargeBehavior, 32, 32 }, { "OverlordContain", 32, 32 }, { "HelixContain", 32, 32 }, { "ParachuteContain", 128, 32 }, @@ -268,7 +268,7 @@ static PoolSizeRec sizes[] = { "ProneUpdate", 128, 32 }, { "QueueProductionExitUpdate", 32, 32 }, { "RadarUpdate", 16, 16 }, - { "RadarUpgrade", 16, 16 }, + { NAMEKEY_RadarUpgrade, 16, 16 }, { "AnimationSteeringUpdate", 1024, 32 }, { "SupplyWarehouseCripplingBehavior", 16, 16 }, { "CostModifierUpgrade", 32, 32 }, @@ -287,7 +287,7 @@ static PoolSizeRec sizes[] = { "RailedTransportDockUpdate", 16, 16 }, { "RailedTransportAIUpdate", 16, 16 }, { "RailedTransportContain", 16, 16 }, - { "RailroadBehavior", 16, 16 }, + { NAMEKEY_RailroadBehavior, 16, 16 }, { "SalvageCrateCollide", 32, 32 }, { "ShroudCrateCollide", 32, 32 }, { "SlavedUpdate", 64, 32 }, @@ -307,13 +307,13 @@ static PoolSizeRec sizes[] = { "HiveStructureBody", 64, 32 }, //Stinger sites { "StructureCollapseUpdate", 32, 32 }, { "StructureToppleUpdate", 32, 32 }, - { "SupplyCenterCreate", 32, 32 }, - { "SupplyCenterDockUpdate", 32, 32 }, + { NAMEKEY_SupplyCenterCreate, 32, 32 }, + { NAMEKEY_SupplyCenterDockUpdate, 32, 32 }, { "SupplyCenterProductionExitUpdate", 32, 32 }, { "SupplyTruckStateMachine", 256, 32 }, { "SupplyTruckAIUpdate", 32, 32 }, { "SupplyWarehouseCreate", 48, 16 }, - { "SupplyWarehouseDockUpdate", 48, 16 }, + { NAMEKEY_SupplyWarehouseDockUpdate, 48, 16 }, { "EnemyNearUpdate", 1024, 32 }, { "TechBuildingBehavior", 32, 32 }, { "ToppleUpdate", 256, 128 }, @@ -394,7 +394,7 @@ static PoolSizeRec sizes[] = { "ModelConditionUpgrade", 32, 32 }, { "SpyVisionSpecialPower", 256, 32 }, { "StealthDetectorUpdate", 256, 32 }, - { "StealthUpdate", 512, 128 }, + { NAMEKEY_StealthUpdate, 512, 128 }, { "StealthUpgrade", 256, 32 }, { "StatusBitsUpgrade", 128, 128 }, { "SubObjectsUpgrade", 128, 128 }, @@ -405,8 +405,8 @@ static PoolSizeRec sizes[] = { "FireOCLAfterWeaponCooldownUpdate", 64, 32 }, { "HijackerUpdate", 64, 32 }, { "ChinaMinesUpgrade", 64, 32 }, - { "PowerPlantUpdate", 48, 16 }, - { "PowerPlantUpgrade", 48, 16 }, + { NAMEKEY_PowerPlantUpdate, 48, 16 }, + { NAMEKEY_PowerPlantUpgrade, 48, 16 }, { "DefectorSpecialPower", 16, 16 }, { "CheckpointUpdate", 16, 16 }, { "MobNexusContain", 128, 32 }, diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/Drawable.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/Drawable.cpp index 869568b533..073e30945b 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/Drawable.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/Drawable.cpp @@ -483,7 +483,7 @@ Drawable::Drawable( const ThingTemplate *thingTemplate, DrawableStatus statusBit /// @todo srj -- this is evil, we shouldn't look at the module name directly! if (thingTemplate->isKindOf(KINDOF_SHRUBBERY) && !TheGlobalData->m_useTreeSway && - cuMI.getNthName(modIdx).compareNoCase("SwayClientUpdate") == 0) + cuMI.getNthName(modIdx).compareNoCase(NAMEKEY_SwayClientUpdate) == 0) continue; *m++ = TheModuleFactory->newModule(this, cuMI.getNthName(modIdx), newModData, MODULETYPE_CLIENT_UPDATE); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp index 2185a84a04..523028e8ec 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp @@ -1205,7 +1205,7 @@ void ControlBar::init( void ) setControlCommand(win, findCommandButton("NonCommand_IdleWorker") ); win->winSetTooltipFunc(commandButtonTooltip); } - win = TheWindowManager->winGetWindowFromId(NULL,TheNameKeyGenerator->nameToKey("ControlBar.wnd:ButtonPlaceBeacon")); + win = TheWindowManager->winGetWindowFromId(NULL,TheNameKeyGenerator->nameToKey(NAMEKEY_ControlBar.wnd:ButtonPlaceBeacon)); if(win) { setControlCommand(win, findCommandButton("NonCommand_Beacon") ); @@ -1513,7 +1513,7 @@ void ControlBar::update( void ) Int count; const ThingTemplate *thing = TheThingFactory->findTemplate( ThePlayerList->getLocalPlayer()->getPlayerTemplate()->getBeaconTemplate() ); ThePlayerList->getLocalPlayer()->countObjectsByThingTemplate( 1, &thing, false, &count ); - static NameKeyType beaconPlacementButtonID = NAMEKEY("ControlBar.wnd:ButtonPlaceBeacon"); + static NameKeyType beaconPlacementButtonID = NAMEKEY(NAMEKEY_ControlBar.wnd:ButtonPlaceBeacon); GameWindow *win = TheWindowManager->winGetWindowFromId(NULL, beaconPlacementButtonID); if (win) { @@ -2752,7 +2752,7 @@ void ControlBar::setControlBarSchemeByPlayer(Player *p) if(m_controlBarSchemeManager) m_controlBarSchemeManager->setControlBarSchemeByPlayer(p); - static NameKeyType buttonPlaceBeaconID = NAMEKEY( "ControlBar.wnd:ButtonPlaceBeacon" ); + static NameKeyType buttonPlaceBeaconID = NAMEKEY( NAMEKEY_ControlBar.wnd:ButtonPlaceBeacon ); static NameKeyType buttonIdleWorkerID = NAMEKEY("ControlBar.wnd:ButtonIdleWorker"); static NameKeyType buttonGeneralID = NAMEKEY("ControlBar.wnd:ButtonGeneral"); GameWindow *buttonPlaceBeacon = TheWindowManager->winGetWindowFromId( NULL, buttonPlaceBeaconID ); @@ -2797,14 +2797,14 @@ void ControlBar::setControlBarSchemeByPlayerTemplate( const PlayerTemplate *pt) if(m_controlBarSchemeManager) m_controlBarSchemeManager->setControlBarSchemeByPlayerTemplate(pt); - static NameKeyType buttonPlaceBeaconID = NAMEKEY( "ControlBar.wnd:ButtonPlaceBeacon" ); + static NameKeyType buttonPlaceBeaconID = NAMEKEY( NAMEKEY_ControlBar.wnd:ButtonPlaceBeacon ); static NameKeyType buttonIdleWorkerID = NAMEKEY("ControlBar.wnd:ButtonIdleWorker"); static NameKeyType buttonGeneralID = NAMEKEY("ControlBar.wnd:ButtonGeneral"); GameWindow *buttonPlaceBeacon = TheWindowManager->winGetWindowFromId( NULL, buttonPlaceBeaconID ); GameWindow *buttonIdleWorker = TheWindowManager->winGetWindowFromId( NULL, buttonIdleWorkerID ); GameWindow *buttonGeneral = TheWindowManager->winGetWindowFromId( NULL, buttonGeneralID ); - if(pt == ThePlayerTemplateStore->findPlayerTemplate(TheNameKeyGenerator->nameToKey("FactionObserver"))) + if(pt == ThePlayerTemplateStore->findPlayerTemplate(TheNameKeyGenerator->nameToKey(NAMEKEY_FactionObserver))) { m_isObserverCommandBar = TRUE; switchToContext( CB_CONTEXT_OBSERVER_LIST, NULL ); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarScheme.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarScheme.cpp index 2d8ea77453..bc60f7bf73 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarScheme.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarScheme.cpp @@ -526,7 +526,7 @@ void ControlBarScheme::init(void) win->winSetPosition(x,y ); win->winSetSize((m_optionsLR.x - m_optionsUL.x)*resMultiplier.x+ COMMAND_BAR_SIZE_OFFSET,(m_optionsLR.y - m_optionsUL.y)*resMultiplier.y+ COMMAND_BAR_SIZE_OFFSET); } - win= TheWindowManager->winGetWindowFromId( NULL, TheNameKeyGenerator->nameToKey( "ControlBar.wnd:ButtonPlaceBeacon" ) ); + win= TheWindowManager->winGetWindowFromId( NULL, TheNameKeyGenerator->nameToKey( NAMEKEY_ControlBar.wnd:ButtonPlaceBeacon ) ); if(win) { GadgetButtonSetEnabledImage(win, m_beaconButtonEnable); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ControlBarCallback.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ControlBarCallback.cpp index bbf91e3144..aba8b06d5a 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ControlBarCallback.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ControlBarCallback.cpp @@ -383,7 +383,7 @@ WindowMsgHandledType ControlBarSystem( GameWindow *window, UnsignedInt msg, case GBM_SELECTED_RIGHT: { GameWindow *control = (GameWindow *)mData1; - static NameKeyType beaconPlacementButtonID = NAMEKEY("ControlBar.wnd:ButtonPlaceBeacon"); + static NameKeyType beaconPlacementButtonID = NAMEKEY(NAMEKEY_ControlBar.wnd:ButtonPlaceBeacon); static NameKeyType beaconDeleteButtonID = NAMEKEY("ControlBar.wnd:ButtonDeleteBeacon"); static NameKeyType beaconClearTextButtonID = NAMEKEY("ControlBar.wnd:ButtonClearBeaconText"); static NameKeyType beaconGeneralButtonID = NAMEKEY("ControlBar.wnd:ButtonGeneral"); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/ScoreScreen.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/ScoreScreen.cpp index e4600d2dc3..4bcbed471d 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/ScoreScreen.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/ScoreScreen.cpp @@ -440,7 +440,7 @@ void ScoreScreenUpdate( WindowLayout * layout, void *userData) if (lSlot && lSlot->getPlayerTemplate() >= 0) pt = ThePlayerTemplateStore->getNthPlayerTemplate(lSlot->getPlayerTemplate()); else - pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey("FactionObserver") ); + pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey(NAMEKEY_FactionObserver) ); AsciiString musicName = pt->getScoreScreenMusic(); if ( !musicName.isEmpty() ) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/LoadScreen.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/LoadScreen.cpp index d62815a27e..0c2979ac6d 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/LoadScreen.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/LoadScreen.cpp @@ -1334,7 +1334,7 @@ void MultiPlayerLoadScreen::init( GameInfo *game ) if (lSlot->getPlayerTemplate() >= 0) pt = ThePlayerTemplateStore->getNthPlayerTemplate(lSlot->getPlayerTemplate()); else - pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey("FactionObserver") ); + pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey(NAMEKEY_FactionObserver) ); // const Image *loadScreenImage = TheMappedImageCollection->findImageByName(pt->getLoadScreen()); // add portrait, features, and name for the local player's general @@ -1350,11 +1350,11 @@ void MultiPlayerLoadScreen::init( GameInfo *game ) { // the main original factions don't have associated generals AsciiString imageName; - if (pt->getName() == "FactionAmerica") + if (pt->getName() == NAMEKEY_FactionAmerica) portrait = TheMappedImageCollection->findImageByName("SAFactionLogoLg_US"); - else if (pt->getName() == "FactionGLA") + else if (pt->getName() == NAMEKEY_FactionGLA) portrait = TheMappedImageCollection->findImageByName("SUFactionLogoLg_GLA"); - else if (pt->getName() == "FactionChina") + else if (pt->getName() == NAMEKEY_FactionChina) portrait = TheMappedImageCollection->findImageByName("SNFactionLogoLg_China"); else DEBUG_ASSERTCRASH(NULL, ("Unexpected player template")); @@ -1602,7 +1602,7 @@ GameSlot *lSlot = game->getSlot(game->getLocalSlotNum()); if (lSlot->getPlayerTemplate() >= 0) pt = ThePlayerTemplateStore->getNthPlayerTemplate(lSlot->getPlayerTemplate()); else - pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey("FactionObserver") ); + pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey(NAMEKEY_FactionObserver) ); // const Image *loadScreenImage = TheMappedImageCollection->findImageByName(pt->getLoadScreen()); // if(loadScreenImage) // m_loadScreen->winSetEnabledImage(0, loadScreenImage); @@ -1620,11 +1620,11 @@ GameSlot *lSlot = game->getSlot(game->getLocalSlotNum()); { // the main original factions don't have associated generals AsciiString imageName; - if (pt->getName() == "FactionAmerica") + if (pt->getName() == NAMEKEY_FactionAmerica) portrait = TheMappedImageCollection->findImageByName("SAFactionLogo144_US"); - else if (pt->getName() == "FactionGLA") + else if (pt->getName() == NAMEKEY_FactionGLA) portrait = TheMappedImageCollection->findImageByName("SUFactionLogo144_GLA"); - else if (pt->getName() == "FactionChina") + else if (pt->getName() == NAMEKEY_FactionChina) portrait = TheMappedImageCollection->findImageByName("SNFactionLogo144_China"); else DEBUG_ASSERTCRASH(NULL, ("Unexpected player template")); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp index 305ea9f554..013a11d40c 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp @@ -2411,7 +2411,7 @@ void InGameUI::createMouseoverHint( const GameMessage *msg ) #endif UnicodeString warehouseFeedback; // Add on dollar amount of warehouse contents so people don't freak out until the art is hooked up - static const NameKeyType warehouseModuleKey = TheNameKeyGenerator->nameToKey( "SupplyWarehouseDockUpdate" ); + static const NameKeyType warehouseModuleKey = TheNameKeyGenerator->nameToKey( NAMEKEY_SupplyWarehouseDockUpdate ); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate *)obj->findUpdateModule( warehouseModuleKey ); if( warehouseModule != NULL ) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp index caedafac01..0b3b48e27d 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp @@ -191,7 +191,7 @@ void AIPlayer::checkForSupplyCenter( BuildListInfo *info, Object *bldg ) { class SupplyCenterDockUpdate; // if it is a supply center, I must have boxes - static const NameKeyType key_centerUpdate = NAMEKEY("SupplyCenterDockUpdate"); + static const NameKeyType key_centerUpdate = NAMEKEY(NAMEKEY_SupplyCenterDockUpdate); SupplyCenterDockUpdate *centerModule = (SupplyCenterDockUpdate*)bldg->findUpdateModule( key_centerUpdate ); if( centerModule ) { @@ -296,7 +296,7 @@ void AIPlayer::queueSupplyTruck( void ) // No supplies. continue; } - static const NameKeyType key_warehouseUpdate = NAMEKEY("SupplyWarehouseDockUpdate"); + static const NameKeyType key_warehouseUpdate = NAMEKEY(NAMEKEY_SupplyWarehouseDockUpdate); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate*)supplySource->findUpdateModule( key_warehouseUpdate ); if( warehouseModule ) { Int availableCash = warehouseModule->getBoxesStored()*TheGlobalData->m_baseValuePerSupplyBox; @@ -2196,7 +2196,7 @@ Object *AIPlayer::findSupplyCenter(Int minimumCash) { if (!obj->isKindOf(KINDOF_STRUCTURE)) continue; if (!obj->isKindOf(KINDOF_SUPPLY_SOURCE)) continue; - static const NameKeyType key_warehouseUpdate = NAMEKEY("SupplyWarehouseDockUpdate"); + static const NameKeyType key_warehouseUpdate = NAMEKEY(NAMEKEY_SupplyWarehouseDockUpdate); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate*)obj->findUpdateModule( key_warehouseUpdate ); if( warehouseModule ) { Int availableCash = warehouseModule->getBoxesStored()*TheGlobalData->m_baseValuePerSupplyBox; diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp index 6361cb8969..a29623f169 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp @@ -495,7 +495,7 @@ void SidesList::prepareForMP_or_Skirmish(void) { m_skirmishSides[m_numSkirmishSides] = m_sides[i]; m_numSkirmishSides++; - if (m_sides[i].getDict()->getAsciiString(TheKey_playerFaction) == "FactionCivilian") { + if (m_sides[i].getDict()->getAsciiString(TheKey_playerFaction) == NAMEKEY_FactionCivilian) { // Don't remove FactionCivilian. continue; } @@ -505,7 +505,7 @@ void SidesList::prepareForMP_or_Skirmish(void) } Bool gotScripts = false; for (i=0; igetAsciiString(TheKey_playerFaction) == "FactionCivilian") { + if (m_skirmishSides[i].getDict()->getAsciiString(TheKey_playerFaction) == NAMEKEY_FactionCivilian) { // Don't consider FactionCivilian. continue; } @@ -695,7 +695,7 @@ void SidesList::addPlayerByTemplate(AsciiString playerTemplateName) playerDisplayName.translate(playerName); isHuman = true; // special-case "civilian"... - if (playerName == "PlyrCivilian") + if (playerName == NAMEKEY_PlyrCivilian) isHuman = false; } diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp index 0182d5695d..6666d86656 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp @@ -3831,7 +3831,7 @@ void Object::onDisabledEdge(Bool becomingDisabled) { //@todo jkmcd - Colin suggested we rewrite this to use the interface stuff. I agree, but need // to get some more bugs fixed today. - static NameKeyType radar = NAMEKEY("RadarUpgrade"); + static NameKeyType radar = NAMEKEY(NAMEKEY_RadarUpgrade); Module *mod = mod = findModule(radar); if (mod) { RadarUpgrade *radarMod = (RadarUpgrade*) mod; @@ -3854,8 +3854,8 @@ void Object::onDisabledEdge(Bool becomingDisabled) // We can't affect something that consumes, or else we go low power which removes the consumption // which makes us not low power so we add the consumption so we go low power... // This check also guaards the IsDisabled in friend_adjustPower above - static NameKeyType powerPlant = NAMEKEY("PowerPlantUpgrade"); - static NameKeyType overCharge = NAMEKEY("OverchargeBehavior"); + static NameKeyType powerPlant = NAMEKEY(NAMEKEY_PowerPlantUpgrade); + static NameKeyType overCharge = NAMEKEY(NAMEKEY_OverchargeBehavior); Module* mod = findModule(powerPlant); if (mod) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp index a9459024f8..14f5b8ad0a 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp @@ -416,7 +416,7 @@ class DeliverPayloadNugget : public ObjectCreationNugget die->setCreator(INVALID_ID); } - static NameKeyType key_DeliverPayloadAIUpdate = NAMEKEY("DeliverPayloadAIUpdate"); + static NameKeyType key_DeliverPayloadAIUpdate = NAMEKEY(NAMEKEY_DeliverPayloadAIUpdate); DeliverPayloadAIUpdate *ai = (DeliverPayloadAIUpdate*)transport->findUpdateModule(key_DeliverPayloadAIUpdate); if( ai ) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp index b1d318aa25..4620f2f1df 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp @@ -3071,7 +3071,7 @@ void AIUpdateInterface::privateMoveToAndEvacuateAndExit( const Coord3D *pos, Com m_isBlockedAndStuck = FALSE; setLastCommandSource( cmdSource ); - static NameKeyType key_DeliverPayloadAIUpdate = NAMEKEY("DeliverPayloadAIUpdate"); + static NameKeyType key_DeliverPayloadAIUpdate = NAMEKEY(NAMEKEY_DeliverPayloadAIUpdate); DeliverPayloadAIUpdate *dp = (DeliverPayloadAIUpdate*)getObject()->findUpdateModule( key_DeliverPayloadAIUpdate ); if( dp ) { @@ -4150,7 +4150,7 @@ void AIUpdateInterface::privateHackInternet( CommandSourceType cmdSource ) getStateMachine()->clear(); setLastCommandSource( cmdSource ); - static NameKeyType key_HackInternetAIUpdate = NAMEKEY("HackInternetAIUpdate"); + static NameKeyType key_HackInternetAIUpdate = NAMEKEY(NAMEKEY_HackInternetAIUpdate); HackInternetAIUpdate *ai = (HackInternetAIUpdate*)getObject()->findUpdateModule( key_HackInternetAIUpdate ); if( ai ) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp index f1c9d0677f..d0fdcc8f0c 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp @@ -270,7 +270,7 @@ void RailroadBehavior::onCollide( Object *other, const Coord3D *loc, const Coord return; } - static NameKeyType key_DemoTrapUpdate = NAMEKEY("DemoTrapUpdate"); + static NameKeyType key_DemoTrapUpdate = NAMEKEY(NAMEKEY_DemoTrapUpdate); DemoTrapUpdate *dtu = (DemoTrapUpdate*)other->findUpdateModule(key_DemoTrapUpdate); if( dtu ) { @@ -656,7 +656,7 @@ void RailroadBehavior::makeAWallOutOfThisTrain( Bool on ) Object *trailer = TheGameLogic->findObjectByID( m_trailerID ); if ( trailer ) { - static NameKeyType key_RGUpdate = NAMEKEY("RailroadBehavior"); + static NameKeyType key_RGUpdate = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *RGUpdate = (RailroadBehavior*)trailer->findUpdateModule(key_RGUpdate); if( RGUpdate ) { @@ -811,7 +811,7 @@ UpdateSleepTime RailroadBehavior::update( void ) if ( trailer ) { //call his pull trailer with my info; - static NameKeyType key_RGUpdate = NAMEKEY("RailroadBehavior"); + static NameKeyType key_RGUpdate = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *RGUpdate = (RailroadBehavior*)trailer->findUpdateModule(key_RGUpdate); if( RGUpdate ) { @@ -874,7 +874,7 @@ void RailroadBehavior::disembark(void) Object *trailer = TheGameLogic->findObjectByID( m_trailerID ); if ( trailer ) { - static NameKeyType key_RGUpdate = NAMEKEY("RailroadBehavior"); + static NameKeyType key_RGUpdate = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *RGUpdate = (RailroadBehavior*)trailer->findUpdateModule(key_RGUpdate); if( RGUpdate ) { @@ -924,7 +924,7 @@ class PartitionFilterIsValidCarriage : public PartitionFilter if (m_obj == objOther) return FALSE; // must have railroady goodness - static NameKeyType key_rb = NAMEKEY("RailroadBehavior"); + static NameKeyType key_rb = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *rb = (RailroadBehavior*)objOther->findUpdateModule(key_rb); if( ! rb ) return FALSE; @@ -1007,7 +1007,7 @@ void RailroadBehavior::createCarriages( void ) firstCarriage->setProducer(self); m_trailerID = firstCarriage->getID(); - static NameKeyType key_rb = NAMEKEY("RailroadBehavior"); + static NameKeyType key_rb = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *rb = (RailroadBehavior*)firstCarriage->findUpdateModule(key_rb); if( rb ) { @@ -1069,7 +1069,7 @@ void RailroadBehavior::hitchNewCarriagebyTemplate( ObjectID locoID, const Templa newCarriage->setProducer(locomotive); m_trailerID = newCarriage->getID(); - static NameKeyType key_rb = NAMEKEY("RailroadBehavior"); + static NameKeyType key_rb = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *rb = (RailroadBehavior*)newCarriage->findUpdateModule(key_rb); if( rb ) { @@ -1146,7 +1146,7 @@ void RailroadBehavior::hitchNewCarriagebyProximity( ObjectID locoID, TrainTrack closeCarriage->setProducer(self); m_trailerID = closeCarriage->getID(); - static NameKeyType key_rb = NAMEKEY("RailroadBehavior"); + static NameKeyType key_rb = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *rb = (RailroadBehavior*)closeCarriage->findUpdateModule(key_rb); if( rb ) rb->hitchNewCarriagebyProximity( self->getID(), m_track ); @@ -1200,7 +1200,7 @@ void RailroadBehavior::getPulled( PullInfo *info ) if ( trailer ) { //call his pull trailer with MY info; - static NameKeyType key_RGUpdate = NAMEKEY("RailroadBehavior"); + static NameKeyType key_RGUpdate = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *RGUpdate = (RailroadBehavior*)trailer->findUpdateModule(key_RGUpdate); if( RGUpdate ) { @@ -1352,7 +1352,7 @@ void RailroadBehavior::destroyTheWholeTrainNow( void ) Object *trailer = TheGameLogic->findObjectByID( m_trailerID ); if ( trailer ) { - static NameKeyType key_RGUpdate = NAMEKEY("RailroadBehavior"); + static NameKeyType key_RGUpdate = NAMEKEY(NAMEKEY_RailroadBehavior); RailroadBehavior *RGUpdate = (RailroadBehavior*)trailer->findUpdateModule(key_RGUpdate); if( RGUpdate ) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/SupplyTruckAIUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/SupplyTruckAIUpdate.cpp index 1657deb133..184bf2a2cc 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/SupplyTruckAIUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/SupplyTruckAIUpdate.cpp @@ -224,12 +224,12 @@ void SupplyTruckAIUpdate::privateDock( Object *dock, CommandSourceType cmdSource UnsignedInt SupplyTruckAIUpdate::getActionDelayForDock( Object *dock ) { // Decide whether to use my Center or Warehouse delay time - static const NameKeyType key_warehouseUpdate = NAMEKEY("SupplyWarehouseDockUpdate"); + static const NameKeyType key_warehouseUpdate = NAMEKEY(NAMEKEY_SupplyWarehouseDockUpdate); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate*) dock->findUpdateModule( key_warehouseUpdate ); if (warehouseModule) { return getSupplyTruckAIUpdateModuleData()->m_warehouseDelay; } - static const NameKeyType key_centerUpdate = NAMEKEY("SupplyCenterDockUpdate"); + static const NameKeyType key_centerUpdate = NAMEKEY(NAMEKEY_SupplyCenterDockUpdate); SupplyCenterDockUpdate *centerModule = (SupplyCenterDockUpdate*) dock->findUpdateModule( key_centerUpdate ); if (centerModule) { return getSupplyTruckAIUpdateModuleData()->m_centerDelay; diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/WorkerAIUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/WorkerAIUpdate.cpp index 06c80f4a61..acb7577924 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/WorkerAIUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/WorkerAIUpdate.cpp @@ -220,12 +220,12 @@ void WorkerAIUpdate::createMachines( void ) UnsignedInt WorkerAIUpdate::getActionDelayForDock( Object *dock ) { // Decide whether to use my Center or Warehouse delay time - static const NameKeyType key_warehouseUpdate = NAMEKEY("SupplyWarehouseDockUpdate"); + static const NameKeyType key_warehouseUpdate = NAMEKEY(NAMEKEY_SupplyWarehouseDockUpdate); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate*) dock->findUpdateModule( key_warehouseUpdate ); if (warehouseModule) { return getWorkerAIUpdateModuleData()->m_warehouseDelay; } - static const NameKeyType key_centerUpdate = NAMEKEY("SupplyCenterDockUpdate"); + static const NameKeyType key_centerUpdate = NAMEKEY(NAMEKEY_SupplyCenterDockUpdate); SupplyCenterDockUpdate *centerModule = (SupplyCenterDockUpdate*) dock->findUpdateModule( key_centerUpdate ); if (centerModule) { return getWorkerAIUpdateModuleData()->m_centerDelay; diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/BoneFXUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/BoneFXUpdate.cpp index c7d817b5d7..26ce790159 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/BoneFXUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/BoneFXUpdate.cpp @@ -98,7 +98,7 @@ BoneFXUpdate::BoneFXUpdate( Thing *thing, const ModuleData* moduleData ) : Updat //------------------------------------------------------------------------------------------------- void BoneFXUpdate::onObjectCreated() { - static NameKeyType key_BoneFXDamage = NAMEKEY("BoneFXDamage"); + static NameKeyType key_BoneFXDamage = NAMEKEY(NAMEKEY_BoneFXDamage); BoneFXDamage* bfxd = (BoneFXDamage*)getObject()->findDamageModule(key_BoneFXDamage); if (bfxd == NULL) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/SupplyCenterDockUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/SupplyCenterDockUpdate.cpp index 36a22de319..e6b13a8a55 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/SupplyCenterDockUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/SupplyCenterDockUpdate.cpp @@ -172,7 +172,7 @@ UpdateSleepTime SupplyCenterDockUpdate::update() UpdateSleepTime result = DockUpdate::update(); #ifdef _DEBUG_ECONOMY - static const NameKeyType key_SupplyCenterCreate = NAMEKEY("SupplyCenterCreate"); + static const NameKeyType key_SupplyCenterCreate = NAMEKEY(NAMEKEY_SupplyCenterCreate); SupplyCenterCreate* create = (SupplyCenterCreate*)getObject()->findCreateModule(key_SupplyCenterCreate); DEBUG_ASSERTCRASH( create && ! create->shouldDoOnBuildComplete(), ("A Supply center did not call onBuildComplete.") ); #endif diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/FireSpreadUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/FireSpreadUpdate.cpp index 6ae3e34d4e..bfe14b10e4 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/FireSpreadUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/FireSpreadUpdate.cpp @@ -60,7 +60,7 @@ class PartitionFilterFlammable : public PartitionFilter Bool PartitionFilterFlammable::allow(Object *objOther) { // It must be burnable in general, and burnable now - static NameKeyType key_FlammableUpdate = NAMEKEY("FlammableUpdate"); + static NameKeyType key_FlammableUpdate = NAMEKEY(NAMEKEY_FlammableUpdate); FlammableUpdate* fu = (FlammableUpdate*)objOther->findUpdateModule(key_FlammableUpdate); if (fu == NULL) return FALSE; @@ -147,7 +147,7 @@ UpdateSleepTime FireSpreadUpdate::update( void ) Object* objectToLight = ThePartitionManager->getClosestObject(getObject(), d->m_spreadTryRange, FROM_CENTER_3D, filters); if( objectToLight ) { - static NameKeyType key_FlammableUpdate = NAMEKEY("FlammableUpdate"); + static NameKeyType key_FlammableUpdate = NAMEKEY(NAMEKEY_FlammableUpdate); FlammableUpdate* fu = (FlammableUpdate*)objectToLight->findUpdateModule(key_FlammableUpdate); if( fu ) fu->tryToIgnite(); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/FlammableUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/FlammableUpdate.cpp index 8de2c056e7..964ec5b01b 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/FlammableUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/FlammableUpdate.cpp @@ -202,7 +202,7 @@ void FlammableUpdate::tryToIgnite() startBurningSound(); // bleah. this sucks. (srj) - static const NameKeyType key_FireSpreadUpdate = NAMEKEY("FireSpreadUpdate"); + static const NameKeyType key_FireSpreadUpdate = NAMEKEY(NAMEKEY_FireSpreadUpdate); FireSpreadUpdate* fu = (FireSpreadUpdate*)getObject()->findUpdateModule(key_FireSpreadUpdate); if (fu != NULL) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/NeutronMissileSlowDeathUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/NeutronMissileSlowDeathUpdate.cpp index d044f1afa4..59d74ae62a 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/NeutronMissileSlowDeathUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/NeutronMissileSlowDeathUpdate.cpp @@ -437,7 +437,7 @@ void NeutronMissileSlowDeathBehavior::doScorchBlast( const BlastInfo *blastInfo // set things aflame ///@todo can't to this now, flames eat too many particles - // static NameKeyType flammableKey = NAMEKEY( "FlammableUpdate" ); + // static NameKeyType flammableKey = NAMEKEY( NAMEKEY_FlammableUpdate ); // FlammableUpdate *update = (FlammableUpdate *)other->findUpdateModule( flammableKey ); // if( update ) // update->tryToIgnite(); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/ToppleUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/ToppleUpdate.cpp index bde5710e54..73d7f475bd 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/ToppleUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/ToppleUpdate.cpp @@ -168,7 +168,7 @@ void ToppleUpdate::applyTopplingForce( const Coord3D* toppleDirection, Real topp // tell the drawable to stop swaying Drawable * draw = getObject()->getDrawable(); - static NameKeyType nameKeySwayUpdate = NAMEKEY("SwayClientUpdate"); + static NameKeyType nameKeySwayUpdate = NAMEKEY(NAMEKEY_SwayClientUpdate); ClientUpdateModule ** clientModules = draw->getClientUpdateModules(); if (clientModules) diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp index 65b8fd6ac4..b82eec1e36 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp @@ -557,7 +557,7 @@ void ScriptActions::doCreateReinforcements(const AsciiString& team, const AsciiS //Check to see if we have a transport, and if our transport has paradrop capabilities. If this is the //case, we'll need to create each unit inside "parachute containers". - static NameKeyType key_DeliverPayloadAIUpdate = NAMEKEY("DeliverPayloadAIUpdate"); + static NameKeyType key_DeliverPayloadAIUpdate = NAMEKEY(NAMEKEY_DeliverPayloadAIUpdate); DeliverPayloadAIUpdate *dp = NULL; if( transport ) { @@ -5110,7 +5110,7 @@ void ScriptActions::doSetWarehouseValue( const AsciiString& warehouseName, Int c return; } - static const NameKeyType warehouseModuleKey = TheNameKeyGenerator->nameToKey( "SupplyWarehouseDockUpdate" ); + static const NameKeyType warehouseModuleKey = TheNameKeyGenerator->nameToKey( NAMEKEY_SupplyWarehouseDockUpdate ); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate *)obj->findUpdateModule( warehouseModuleKey ); if( warehouseModule == NULL ) return; @@ -6388,7 +6388,7 @@ void ScriptActions::doNamedSetTrainHeld( const AsciiString &locoName, const Bool if( obj ) { - static const NameKeyType rrkey = NAMEKEY( "RailroadBehavior" ); + static const NameKeyType rrkey = NAMEKEY( NAMEKEY_RailroadBehavior ); RailroadBehavior *rBehavior = (RailroadBehavior*)obj->findUpdateModule( rrkey ); if ( rBehavior ) diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp index e9fb7de37a..f20581e4a8 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp @@ -2235,7 +2235,7 @@ Bool ScriptConditions::evaluateSkirmishSuppliesWithinDistancePerimeter(Parameter Real maxValue = 0; for (Object *them = iter->first(); them; them = iter->next()) { - static const NameKeyType key_warehouseUpdate = NAMEKEY("SupplyWarehouseDockUpdate"); + static const NameKeyType key_warehouseUpdate = NAMEKEY(NAMEKEY_SupplyWarehouseDockUpdate); SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate*) them->findUpdateModule( key_warehouseUpdate ); if (!warehouseModule) { continue; diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp index 943fa90716..135d026e62 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp @@ -5833,8 +5833,8 @@ Player *ScriptEngine::getPlayerFromAsciiString(const AsciiString& playerString) { Bool is_GeneralsChallengeContext = TheCampaignManager->getCurrentCampaign() && TheCampaignManager->getCurrentCampaign()->m_isChallengeCampaign; if (playerString == LOCAL_PLAYER || (playerString == THE_PLAYER && is_GeneralsChallengeContext)) - // Designers have built their Generals' Challenge maps, referencing "ThePlayer" meaning the local player. - // However, they've also built many of their single player maps with this string, where "ThePlayer" is not intended as an alias. + // Designers have built their Generals' Challenge maps, referencing THE_PLAYER meaning the local player. + // However, they've also built many of their single player maps with this string, where THE_PLAYER is not intended as an alias. return ThePlayerList->getLocalPlayer(); if (playerString == THIS_PLAYER) return getCurrentPlayer(); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/Scripts.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/Scripts.cpp index a01e6b8515..12e3e5a31c 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/Scripts.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/Scripts.cpp @@ -1667,7 +1667,7 @@ void Condition::WriteConditionDataChunk(DataChunkOutput &chunkWriter, Condition chunkWriter.writeNameKey(ct->m_internalNameKey); } else { DEBUG_CRASH(("Invalid condition.")); - chunkWriter.writeNameKey(NAMEKEY("Bogus")); + chunkWriter.writeNameKey(NAMEKEY(NAMEKEY_Bogus)); } chunkWriter.writeInt(pCondition->m_numParms); Int i; @@ -2427,7 +2427,7 @@ void ScriptAction::WriteActionDataChunk(DataChunkOutput &chunkWriter, ScriptActi chunkWriter.writeNameKey(at->m_internalNameKey); } else { DEBUG_CRASH(("Invalid action.")); - chunkWriter.writeNameKey(NAMEKEY("Bogus")); + chunkWriter.writeNameKey(NAMEKEY(NAMEKEY_Bogus)); } chunkWriter.writeInt(pScriptAction->m_numParms); Int i; @@ -2664,7 +2664,7 @@ void ScriptAction::WriteActionFalseDataChunk(DataChunkOutput &chunkWriter, Scrip chunkWriter.writeNameKey(at->m_internalNameKey); } else { DEBUG_CRASH(("Invalid action.")); - chunkWriter.writeNameKey(NAMEKEY("Bogus")); + chunkWriter.writeNameKey(NAMEKEY(NAMEKEY_Bogus)); } chunkWriter.writeInt(pScriptAction->m_numParms); Int i; diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/VictoryConditions.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/VictoryConditions.cpp index eafb55b7ec..c7451435bb 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/VictoryConditions.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/VictoryConditions.cpp @@ -311,7 +311,7 @@ void VictoryConditions::cachePlayerPtrs( void ) return; Int playerCount = 0; - const PlayerTemplate *civTemplate = ThePlayerTemplateStore->findPlayerTemplate( NAMEKEY("FactionCivilian") ); + const PlayerTemplate *civTemplate = ThePlayerTemplateStore->findPlayerTemplate( NAMEKEY(NAMEKEY_FactionCivilian) ); for (Int i=0; igetNthPlayer(i); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp index 91d18bc9bb..1a08d5833b 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp @@ -1342,7 +1342,7 @@ void GameLogic::startNewGame( Bool loadingSaveGame ) if (slot->getPlayerTemplate() >= 0) pt = ThePlayerTemplateStore->getNthPlayerTemplate(slot->getPlayerTemplate()); else - pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey("FactionObserver") ); + pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey(NAMEKEY_FactionObserver) ); if (pt) { d.setAsciiString(TheKey_playerFaction, KEYNAME(pt->getNameKey())); @@ -1463,7 +1463,7 @@ void GameLogic::startNewGame( Bool loadingSaveGame ) d.setBool(TheKey_playerIsHuman, TRUE); d.setUnicodeString(TheKey_playerDisplayName, UnicodeString(L"Observer")); const PlayerTemplate* pt; - pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey("FactionObserver") ); + pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey(NAMEKEY_FactionObserver) ); if (pt) { d.setAsciiString(TheKey_playerFaction, KEYNAME(pt->getNameKey())); @@ -1950,7 +1950,7 @@ void GameLogic::startNewGame( Bool loadingSaveGame ) if (slot->getPlayerTemplate() == PLAYERTEMPLATE_OBSERVER) { slot->setPlayerTemplate(0); - const PlayerTemplate *pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey("FactionObserver") ); + const PlayerTemplate *pt = ThePlayerTemplateStore->findPlayerTemplate( TheNameKeyGenerator->nameToKey(NAMEKEY_FactionObserver) ); if (pt) { for (Int j=0; jgetPlayerTemplateCount(); ++j) @@ -2097,16 +2097,16 @@ void GameLogic::startNewGame( Bool loadingSaveGame ) if ( isChallengeCampaign ) { // Establish local player relationships with other teams as - // they're set up for "ThePlayer" in challenge mode map. - // Some designers have used "ThePlayer" as an empty player for Generals' + // they're set up for THE_PLAYER in challenge mode map. + // Some designers have used THE_PLAYER as an empty player for Generals' // Challenge maps which they reference in script and by which they set // player relationships. The skirmish local player will receive these - // relationships. If there is no "ThePlayer", we have to assume that + // relationships. If there is no THE_PLAYER, we have to assume that // all players on the map are the local player's enemy, except neutral // and civilian players. Player *localPlayer = ThePlayerList->getLocalPlayer(); DEBUG_ASSERTCRASH(localPlayer, ("Local player has not been established for Challenge map.")); - Player *placeholderThePlayer = ThePlayerList->findPlayerWithNameKey(NAMEKEY("ThePlayer")); + Player *placeholderThePlayer = ThePlayerList->findPlayerWithNameKey(NAMEKEY(THE_PLAYER)); DEBUG_ASSERTCRASH(placeholderThePlayer, ("Challenge maps without player \"ThePlayer\" assume that the local player is mutual enemies with all other players except the neutral and civilian players.")); if (placeholderThePlayer) @@ -2114,7 +2114,7 @@ void GameLogic::startNewGame( Bool loadingSaveGame ) PlayerMaskType thePlayerEnemysMask = ThePlayerList->getPlayersWithRelationship(placeholderThePlayer->getPlayerIndex(), ALLOW_ENEMIES); while( thePlayerEnemysMask ) { - // set local player enemy relationships based on "ThePlayer" enemy relationships + // set local player enemy relationships based on THE_PLAYER enemy relationships Player *thePlayerEnemy = ThePlayerList->getEachPlayerFromMask(thePlayerEnemysMask); thePlayerEnemy->setPlayerRelationship(localPlayer, ENEMIES); localPlayer->setPlayerRelationship(thePlayerEnemy, ENEMIES); @@ -2122,7 +2122,7 @@ void GameLogic::startNewGame( Bool loadingSaveGame ) } else { - // This map has no "ThePlayer" by which to model the local player's + // This map has no THE_PLAYER by which to model the local player's // relationships, so make assumptions. for (Int i = 0; i < ThePlayerList->getPlayerCount(); i++) { @@ -2133,7 +2133,7 @@ void GameLogic::startNewGame( Bool loadingSaveGame ) rel = ALLIES; } else if (thatPlayer != ThePlayerList->getNeutralPlayer() - && thatPlayer != ThePlayerList->findPlayerWithNameKey(NAMEKEY("PlyrCivilian"))) + && thatPlayer != ThePlayerList->findPlayerWithNameKey(NAMEKEY(NAMEKEY_PlyrCivilian))) { rel = ENEMIES; } diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp index 2e2719bde1..dadc444632 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp @@ -1662,7 +1662,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData ) { Int updateCount = 0; - static NameKeyType nameKeyClientUpdate = NAMEKEY("BeaconClientUpdate"); + static NameKeyType nameKeyClientUpdate = NAMEKEY(NAMEKEY_BeaconClientUpdate); ClientUpdateModule ** clientModules = object->getDrawable()->getClientUpdateModules(); if (clientModules) { @@ -1725,7 +1725,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData ) if (beaconDrawable) { - static NameKeyType nameKeyClientUpdate = NAMEKEY("BeaconClientUpdate"); + static NameKeyType nameKeyClientUpdate = NAMEKEY(NAMEKEY_BeaconClientUpdate); ClientUpdateModule ** clientModules = beaconDrawable->getClientUpdateModules(); if (clientModules) { diff --git a/GeneralsMD/Code/Tools/WorldBuilder/src/WorldBuilderDoc.cpp b/GeneralsMD/Code/Tools/WorldBuilder/src/WorldBuilderDoc.cpp index 4f791dd53d..7b8eb9141f 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/src/WorldBuilderDoc.cpp +++ b/GeneralsMD/Code/Tools/WorldBuilder/src/WorldBuilderDoc.cpp @@ -477,8 +477,8 @@ AsciiString ConvertFaction(AsciiString name) char oldName[256]; char newName[256]; strcpy(oldName, name.str()); - strcpy(newName, "FactionGLA"); - strcat(newName, oldName+strlen("FactionFundamentalist")); + strcpy(newName, NAMEKEY_FactionGLA); + strcat(newName, oldName+strlen(NAMEKEY_FactionFundamentalist)); AsciiString swapName; swapName.set(newName); const PlayerTemplate* pt = ThePlayerTemplateStore->findPlayerTemplate(NAMEKEY(swapName)); @@ -510,7 +510,7 @@ void CWorldBuilderDoc::validate(void) const PlayerTemplate* pt = ThePlayerTemplateStore->findPlayerTemplate(NAMEKEY(tmplname)); if (!pt) { DEBUG_LOG(("Player '%s' Faction '%s' could not be found in sides list!\n", playername.str(), tmplname.str())); - if (tmplname.startsWith("FactionFundamentalist")) { + if (tmplname.startsWith(NAMEKEY_FactionFundamentalist)) { swapName = ConvertFaction(tmplname); if (swapName != AsciiString::TheEmptyString) { DEBUG_LOG(("Changing Faction from %s to %s\n", tmplname.str(), swapName.str())); @@ -648,7 +648,7 @@ void CWorldBuilderDoc::validate(void) const PlayerTemplate* pt = ThePlayerTemplateStore->findPlayerTemplate(NAMEKEY(tmplname)); if (!pt) { DEBUG_LOG(("Player '%s' Faction '%s' could not be found in sides list!\n", playername.str(), tmplname.str())); - if (tmplname.startsWith("FactionFundamentalist")) { + if (tmplname.startsWith(NAMEKEY_FactionFundamentalist)) { swapName = ConvertFaction(tmplname); if (swapName != AsciiString::TheEmptyString) { DEBUG_LOG(("Changing Faction from %s to %s\n", tmplname.str(), swapName.str())); diff --git a/GeneralsMD/Code/Tools/WorldBuilder/src/playerlistdlg.cpp b/GeneralsMD/Code/Tools/WorldBuilder/src/playerlistdlg.cpp index 74047c3823..f223af87ef 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/src/playerlistdlg.cpp +++ b/GeneralsMD/Code/Tools/WorldBuilder/src/playerlistdlg.cpp @@ -865,10 +865,10 @@ void PlayerListDlg::OnAddskirmishplayers() { // PlyrCivilian - addSide(&m_sides, "FactionCivilian", "PlyrCivilian", L"PlyrCivilian"); - addSide(&m_sides, "FactionAmerica", "SkirmishAmerica", L"SkirmishAmerica"); - addSide(&m_sides, "FactionChina", "SkirmishChina", L"SkirmishChina"); - addSide(&m_sides, "FactionGLA", "SkirmishGLA", L"SkirmishGLA"); + addSide(&m_sides, NAMEKEY_FactionCivilian, "PlyrCivilian", L"PlyrCivilian"); + addSide(&m_sides, NAMEKEY_FactionAmerica, "SkirmishAmerica", L"SkirmishAmerica"); + addSide(&m_sides, NAMEKEY_FactionChina, "SkirmishChina", L"SkirmishChina"); + addSide(&m_sides, NAMEKEY_FactionGLA, "SkirmishGLA", L"SkirmishGLA"); addSide(&m_sides, "FactionAmericaAirForceGeneral", "SkirmishAmericaAirForceGeneral", L"SkirmishAmericaAirForceGeneral"); addSide(&m_sides, "FactionAmericaLaserGeneral", "SkirmishAmericaLaserGeneral", L"SkirmishAmericaLaserGeneral");