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Initial commit of Command & Conquer Red Alert source code.
This commit is contained in:
899
CODE/IOOBJ.CPP
Normal file
899
CODE/IOOBJ.CPP
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@@ -0,0 +1,899 @@
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/*
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** Command & Conquer Red Alert(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
|
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** This program is free software: you can redistribute it and/or modify
|
||||
** 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.
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||||
**
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||||
** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
** GNU General Public License for more details.
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||||
**
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||||
** You should have received a copy of the GNU General Public License
|
||||
** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: /CounterStrike/IOOBJ.CPP 1 3/03/97 10:24a Joe_bostic $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : IOOBJ.CPP *
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* *
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* Programmer : Bill Randolph *
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* *
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* Start Date : January 16, 1995 *
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* *
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* Last Update : May 13, 1996 [JLB] *
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* *
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||||
*---------------------------------------------------------------------------------------------*
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||||
* Functions: *
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||||
* BulletClass::Code_Pointers -- codes class's pointers for load/save *
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||||
* BulletClass::Decode_Pointers -- decodes pointers for load/save *
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||||
* CargoClass::Code_Pointers -- codes class's pointers for load/save *
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* CargoClass::Decode_Pointers -- decodes pointers for load/save *
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||||
* FactoryClass::Code_Pointers -- codes class's pointers for load/save *
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* FactoryClass::Decode_Pointers -- decodes pointers for load/save *
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||||
* FootClass::Code_Pointers -- codes class's pointers for load/save *
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||||
* FootClass::Decode_Pointers -- decodes pointers for load/save *
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||||
* HouseClass::Code_Pointers -- codes class's pointers for load/save *
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||||
* HouseClass::Decode_Pointers -- decodes pointers for load/save *
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||||
* LayerClass::Code_Pointers -- codes class's pointers for load/save *
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* LayerClass::Decode_Pointers -- decodes pointers for load/save *
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* LayerClass::Load -- Reads from a save game file. *
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||||
* LayerClass::Save -- Write to a save game file. *
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* ObjectClass::Code_Pointers -- codes class's pointers for load/save *
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* ObjectClass::Decode_Pointers -- decodes pointers for load/save *
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* RadioClass::Code_Pointers -- codes class's pointers for load/save *
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* RadioClass::Decode_Pointers -- decodes pointers for load/save *
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* ReinforcementClass::Code_Pointers -- codes class's pointers for load/save *
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* ReinforcementClass::Decode_Pointers -- decodes pointers for load/save *
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* ScoreClass::Code_Pointers -- codes class's pointers for load/save *
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* ScoreClass::Decode_Pointers -- decodes pointers for load/save *
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* TeamClass::Code_Pointers -- codes class's pointers for load/save *
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* TeamClass::Decode_Pointers -- decodes pointers for load/save *
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* TeamTypeClass::Code_Pointers -- codes class's pointers for load/save *
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* TeamTypeClass::Decode_Pointers -- decodes pointers for load/save *
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* TechnoClass::Code_Pointers -- codes class's pointers for load/save *
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||||
* TechnoClass::Decode_Pointers -- decodes pointers for load/save *
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||||
* TriggerClass::Code_Pointers -- codes class's pointers for load/save *
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||||
* TriggerClass::Decode_Pointers -- decodes pointers for load/save *
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||||
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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/***********************************************************************************************
|
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* TeamTypeClass::Code_Pointers -- codes class's pointers for load/save *
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* *
|
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* This routine "codes" the pointers in the class by converting them to a number *
|
||||
* that still represents the object pointed to, but isn't actually a pointer. This *
|
||||
* allows a saved game to properly load without relying on the games data still *
|
||||
* being in the exact same location. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
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||||
* WARNINGS: *
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||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
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||||
* 01/02/1995 BR : Created. *
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*=============================================================================================*/
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void TeamTypeClass::Code_Pointers(void)
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||||
{
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/*
|
||||
** Code the Class array
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||||
*/
|
||||
for (int i = 0; i < ClassCount; i++) {
|
||||
Members[i].Class = (TechnoTypeClass *)Members[i].Class->As_Target();
|
||||
assert(Members[i].Class != NULL);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* TeamTypeClass::Decode_Pointers -- decodes pointers for load/save *
|
||||
* *
|
||||
* This routine "decodes" the pointers coded in Code_Pointers by converting the *
|
||||
* code values back into object pointers. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void TeamTypeClass::Decode_Pointers(void)
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{
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/*
|
||||
** Decode the Class array
|
||||
*/
|
||||
for (int i = 0; i < ClassCount; i++) {
|
||||
Members[i].Class = As_TechnoType((TARGET)Members[i].Class);
|
||||
assert(Members[i].Class != NULL);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* TeamClass::Code_Pointers -- codes class's pointers for load/save *
|
||||
* *
|
||||
* This routine "codes" the pointers in the class by converting them to a number *
|
||||
* that still represents the object pointed to, but isn't actually a pointer. This *
|
||||
* allows a saved game to properly load without relying on the games data still *
|
||||
* being in the exact same location. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
* 05/13/1996 JLB : Simplified. *
|
||||
*=============================================================================================*/
|
||||
void TeamClass::Code_Pointers(void)
|
||||
{
|
||||
/*
|
||||
** Code the 'Member'
|
||||
*/
|
||||
if (Member) {
|
||||
Member = (FootClass *)Member->As_Target();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* TeamClass::Decode_Pointers -- decodes pointers for load/save *
|
||||
* *
|
||||
* This routine "decodes" the pointers coded in Code_Pointers by converting the *
|
||||
* code values back into object pointers. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
* 03/12/1996 JLB : Simplified. *
|
||||
*=============================================================================================*/
|
||||
void TeamClass::Decode_Pointers(void)
|
||||
{
|
||||
/*
|
||||
** Decode the 'Member'
|
||||
*/
|
||||
if (Member) {
|
||||
Member = (FootClass *)As_Techno((TARGET)Member);
|
||||
assert(Member != NULL);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* TriggerClass::Code_Pointers -- codes class's pointers for load/save *
|
||||
* *
|
||||
* This routine "codes" the pointers in the class by converting them to a number *
|
||||
* that still represents the object pointed to, but isn't actually a pointer. This *
|
||||
* allows a saved game to properly load without relying on the games data still *
|
||||
* being in the exact same location. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void TriggerTypeClass::Code_Pointers(void)
|
||||
{
|
||||
Action1.Code_Pointers();
|
||||
Action2.Code_Pointers();
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* TriggerClass::Decode_Pointers -- decodes pointers for load/save *
|
||||
* *
|
||||
* This routine "decodes" the pointers coded in Code_Pointers by converting the *
|
||||
* code values back into object pointers. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void TriggerTypeClass::Decode_Pointers(void)
|
||||
{
|
||||
Action1.Decode_Pointers();
|
||||
Action2.Decode_Pointers();
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* BulletClass::Code_Pointers -- codes class's pointers for load/save *
|
||||
* *
|
||||
* This routine "codes" the pointers in the class by converting them to a number *
|
||||
* that still represents the object pointed to, but isn't actually a pointer. This *
|
||||
* allows a saved game to properly load without relying on the games data still *
|
||||
* being in the exact same location. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void BulletClass::Code_Pointers(void)
|
||||
{
|
||||
/*
|
||||
** Code 'Payback'
|
||||
*/
|
||||
if (Payback) {
|
||||
Payback = (TechnoClass *)Payback->As_Target();
|
||||
}
|
||||
|
||||
/*
|
||||
** Chain to parent
|
||||
*/
|
||||
ObjectClass::Code_Pointers();
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* BulletClass::Decode_Pointers -- decodes pointers for load/save *
|
||||
* *
|
||||
* This routine "decodes" the pointers coded in Code_Pointers by converting the *
|
||||
* code values back into object pointers. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void BulletClass::Decode_Pointers(void)
|
||||
{
|
||||
/*
|
||||
** Decode 'Payback'
|
||||
*/
|
||||
if (Payback) {
|
||||
Payback = As_Techno((TARGET)Payback);
|
||||
assert(Payback != NULL);
|
||||
}
|
||||
|
||||
/*
|
||||
** Chain to parent
|
||||
*/
|
||||
ObjectClass::Decode_Pointers();
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* FactoryClass::Code_Pointers -- codes class's pointers for load/save *
|
||||
* *
|
||||
* This routine "codes" the pointers in the class by converting them to a number *
|
||||
* that still represents the object pointed to, but isn't actually a pointer. This *
|
||||
* allows a saved game to properly load without relying on the games data still *
|
||||
* being in the exact same location. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void FactoryClass::Code_Pointers(void)
|
||||
{
|
||||
if (Object) {
|
||||
Object = (TechnoClass *)Object->As_Target();
|
||||
}
|
||||
|
||||
((HouseClass *&)House) = (HouseClass *)House->Class->House;
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* FactoryClass::Decode_Pointers -- decodes pointers for load/save *
|
||||
* *
|
||||
* This routine "decodes" the pointers coded in Code_Pointers by converting the *
|
||||
* code values back into object pointers. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void FactoryClass::Decode_Pointers(void)
|
||||
{
|
||||
if (Object) {
|
||||
Object = As_Techno((TARGET)Object);
|
||||
assert(Object != NULL);
|
||||
}
|
||||
|
||||
((HouseClass *&)House) = HouseClass::As_Pointer((HousesType)House);
|
||||
assert(House != NULL);
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* LayerClass::Load -- Loads from a save game file. *
|
||||
* *
|
||||
* INPUT: file -- The file to read the cell's data from. *
|
||||
* *
|
||||
* OUTPUT: true = success, false = failure *
|
||||
* *
|
||||
* WARNINGS: none *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 09/19/1994 JLB : Created. *
|
||||
*=============================================================================================*/
|
||||
bool LayerClass::Load(Straw & file)
|
||||
{
|
||||
/*
|
||||
** Read # elements in the layer
|
||||
*/
|
||||
int count;
|
||||
if (file.Get(&count, sizeof(count)) != sizeof(count)) {
|
||||
return(false);
|
||||
}
|
||||
|
||||
/*
|
||||
** Clear the array
|
||||
*/
|
||||
Clear();
|
||||
|
||||
/*
|
||||
** Read in all array elements
|
||||
*/
|
||||
for (int index = 0; index < count; index++) {
|
||||
ObjectClass * ptr;
|
||||
if (file.Get(&ptr, sizeof(ObjectClass *)) != sizeof(ObjectClass *)) {
|
||||
return(false);
|
||||
}
|
||||
Add(ptr);
|
||||
}
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* LayerClass::Save -- Write to a save game file. *
|
||||
* *
|
||||
* INPUT: file -- The file to write the cell's data to. *
|
||||
* *
|
||||
* OUTPUT: true = success, false = failure *
|
||||
* *
|
||||
* WARNINGS: none *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 09/19/1994 JLB : Created. *
|
||||
*=============================================================================================*/
|
||||
bool LayerClass::Save(Pipe & file) const
|
||||
{
|
||||
/*
|
||||
** Save # array elements
|
||||
*/
|
||||
int count = Count();
|
||||
file.Put(&count, sizeof(count));
|
||||
|
||||
/*
|
||||
** Save all elements
|
||||
*/
|
||||
for (int index = 0; index < count; index++) {
|
||||
ObjectClass * ptr = (*this)[index];
|
||||
file.Put(&ptr, sizeof(ObjectClass *));
|
||||
}
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* LayerClass::Code_Pointers -- codes class's pointers for load/save *
|
||||
* *
|
||||
* This routine "codes" the pointers in the class by converting them to a number *
|
||||
* that still represents the object pointed to, but isn't actually a pointer. This *
|
||||
* allows a saved game to properly load without relying on the games data still *
|
||||
* being in the exact same location. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void LayerClass::Code_Pointers(void)
|
||||
{
|
||||
for (int index = 0; index < Count(); index++) {
|
||||
ObjectClass * obj = (*this)[index];
|
||||
assert(obj != NULL);
|
||||
(*this)[index] = (ObjectClass *)(obj->As_Target());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* LayerClass::Decode_Pointers -- decodes pointers for load/save *
|
||||
* *
|
||||
* This routine "decodes" the pointers coded in Code_Pointers by converting the *
|
||||
* code values back into object pointers. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void LayerClass::Decode_Pointers(void)
|
||||
{
|
||||
for (int index = 0; index < Count(); index++) {
|
||||
TARGET target = (TARGET)(*this)[index];
|
||||
(*this)[index] = (ObjectClass *)As_Object(target);
|
||||
assert((*this)[index] != NULL);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* HouseClass::Code_Pointers -- codes class's pointers for load/save *
|
||||
* *
|
||||
* This routine "codes" the pointers in the class by converting them to a number *
|
||||
* that still represents the object pointed to, but isn't actually a pointer. This *
|
||||
* allows a saved game to properly load without relying on the games data still *
|
||||
* being in the exact same location. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void HouseClass::Code_Pointers(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* HouseClass::Decode_Pointers -- decodes pointers for load/save *
|
||||
* *
|
||||
* This routine "decodes" the pointers coded in Code_Pointers by converting the *
|
||||
* code values back into object pointers. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void HouseClass::Decode_Pointers(void)
|
||||
{
|
||||
/*
|
||||
** Re-assign the house's remap table (for multiplayer game loads)
|
||||
** Loading the house from disk will have over-written the house's RemapTable, so
|
||||
** Init_Data() is called to reset it to a valid pointer.
|
||||
*/
|
||||
Init_Data(RemapColor, ActLike, Credits);
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* ScoreClass::Code_Pointers -- codes class's pointers for load/save *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void ScoreClass::Code_Pointers(void)
|
||||
{
|
||||
RealTime.Stop();
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* ScoreClass::Decode_Pointers -- decodes pointers for load/save *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void ScoreClass::Decode_Pointers(void)
|
||||
{
|
||||
RealTime.Start();
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* FootClass::Code_Pointers -- codes class's pointers for load/save *
|
||||
* *
|
||||
* This routine "codes" the pointers in the class by converting them to a number *
|
||||
* that still represents the object pointed to, but isn't actually a pointer. This *
|
||||
* allows a saved game to properly load without relying on the games data still *
|
||||
* being in the exact same location. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void FootClass::Code_Pointers(void)
|
||||
{
|
||||
if (Member != NULL && Member->IsActive) {
|
||||
Member = (FootClass *)Member->As_Target();
|
||||
} else {
|
||||
Member = TARGET_NONE;
|
||||
}
|
||||
|
||||
TechnoClass::Code_Pointers();
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* FootClass::Decode_Pointers -- decodes pointers for load/save *
|
||||
* *
|
||||
* This routine "decodes" the pointers coded in Code_Pointers by converting the *
|
||||
* code values back into object pointers. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void FootClass::Decode_Pointers(void)
|
||||
{
|
||||
if ((TARGET)Member != TARGET_NONE) {
|
||||
Member = (FootClass *)As_Techno((TARGET)Member);
|
||||
assert(Member != NULL);
|
||||
}
|
||||
|
||||
TechnoClass::Decode_Pointers();
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* RadioClass::Code_Pointers -- codes class's pointers for load/save *
|
||||
* *
|
||||
* This routine "codes" the pointers in the class by converting them to a number *
|
||||
* that still represents the object pointed to, but isn't actually a pointer. This *
|
||||
* allows a saved game to properly load without relying on the games data still *
|
||||
* being in the exact same location. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void RadioClass::Code_Pointers(void)
|
||||
{
|
||||
/*
|
||||
** Code 'Radio'
|
||||
*/
|
||||
if (Radio) {
|
||||
Radio = (RadioClass *)Radio->As_Target();
|
||||
}
|
||||
|
||||
MissionClass::Code_Pointers();
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* RadioClass::Decode_Pointers -- decodes pointers for load/save *
|
||||
* *
|
||||
* This routine "decodes" the pointers coded in Code_Pointers by converting the *
|
||||
* code values back into object pointers. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void RadioClass::Decode_Pointers(void)
|
||||
{
|
||||
/*
|
||||
** Decode 'Radio'
|
||||
*/
|
||||
if (Radio) {
|
||||
Radio = As_Techno((TARGET)Radio);
|
||||
assert(Radio != NULL);
|
||||
}
|
||||
|
||||
MissionClass::Decode_Pointers();
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* TechnoClass::Code_Pointers -- codes class's pointers for load/save *
|
||||
* *
|
||||
* This routine "codes" the pointers in the class by converting them to a number *
|
||||
* that still represents the object pointed to, but isn't actually a pointer. This *
|
||||
* allows a saved game to properly load without relying on the games data still *
|
||||
* being in the exact same location. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void TechnoClass::Code_Pointers(void)
|
||||
{
|
||||
CargoClass::Code_Pointers();
|
||||
RadioClass::Code_Pointers();
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* TechnoClass::Decode_Pointers -- decodes pointers for load/save *
|
||||
* *
|
||||
* This routine "decodes" the pointers coded in Code_Pointers by converting the *
|
||||
* code values back into object pointers. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void TechnoClass::Decode_Pointers(void)
|
||||
{
|
||||
CargoClass::Decode_Pointers();
|
||||
RadioClass::Decode_Pointers();
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* CargoClass::Code_Pointers -- codes class's pointers for load/save *
|
||||
* *
|
||||
* This routine "codes" the pointers in the class by converting them to a number *
|
||||
* that still represents the object pointed to, but isn't actually a pointer. This *
|
||||
* allows a saved game to properly load without relying on the games data still *
|
||||
* being in the exact same location. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void CargoClass::Code_Pointers(void)
|
||||
{
|
||||
/*
|
||||
** Code 'CargoHold'
|
||||
*/
|
||||
if (CargoHold) {
|
||||
CargoHold = (FootClass *)CargoHold->As_Target();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* CargoClass::Decode_Pointers -- decodes pointers for load/save *
|
||||
* *
|
||||
* This routine "decodes" the pointers coded in Code_Pointers by converting the *
|
||||
* code values back into object pointers. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void CargoClass::Decode_Pointers(void)
|
||||
{
|
||||
/*
|
||||
** Decode 'CargoHold'
|
||||
*/
|
||||
if (CargoHold) {
|
||||
CargoHold = (FootClass *)As_Techno((TARGET)CargoHold);
|
||||
assert(CargoHold != NULL);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* ObjectClass::Code_Pointers -- codes class's pointers for load/save *
|
||||
* *
|
||||
* This routine "codes" the pointers in the class by converting them to a number *
|
||||
* that still represents the object pointed to, but isn't actually a pointer. This *
|
||||
* allows a saved game to properly load without relying on the games data still *
|
||||
* being in the exact same location. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void ObjectClass::Code_Pointers(void)
|
||||
{
|
||||
if (Next) {
|
||||
Next = (ObjectClass *)Next->As_Target();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* ObjectClass::Decode_Pointers -- decodes pointers for load/save *
|
||||
* *
|
||||
* This routine "decodes" the pointers coded in Code_Pointers by converting the *
|
||||
* code values back into object pointers. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* none. *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* none. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 01/02/1995 BR : Created. *
|
||||
*=============================================================================================*/
|
||||
void ObjectClass::Decode_Pointers(void)
|
||||
{
|
||||
if (Next) {
|
||||
Next = As_Object((TARGET)Next);
|
||||
assert(Next != NULL);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user