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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
496
Code/Combat/encyclopediamgr.cpp
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496
Code/Combat/encyclopediamgr.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : combat *
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* *
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* $Archive:: /Commando/Code/Combat/encyclopediamgr.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/16/02 12:07p $*
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* *
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* $Revision:: 11 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "encyclopediamgr.h"
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#include "chunkio.h"
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#include "saveload.h"
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#include "ini.h"
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#include "inisup.h"
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#include "assets.h"
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#include "damageablegameobj.h"
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#include "globalsettings.h"
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#include "soldier.h"
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#include "gametype.h"
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///////////////////////////////////////////////////////////////////////
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// Global singleton instance
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///////////////////////////////////////////////////////////////////////
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EncyclopediaMgrClass _TheEncyclopediaMgrSaveLoadSubsystem;
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////////////////////////////////////////////////////////////////
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// Local constants
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////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_VARIABLES = 0x09221214,
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CHUNKID_TYPE_DATA
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};
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enum
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{
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VARID_TEXTURE_NAME = 0x01,
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VARID_CENTER_POINT,
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VARID_SCALE,
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};
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const char *ENCY_INI_FILENAMES[EncyclopediaMgrClass::TYPE_COUNT] =
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{
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"characters.ini",
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"weapons.ini",
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"vehicles.ini",
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"buildings.ini",
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};
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///////////////////////////////////////////////////////////////////////
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// Static member initialization
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///////////////////////////////////////////////////////////////////////
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BooleanVectorClass EncyclopediaMgrClass::KnownObjectVector[TYPE_COUNT];
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BooleanVectorClass EncyclopediaMgrClass::CopyOfKnownObjectVector[TYPE_COUNT];
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//////////////////////////////////////////////////////////////////////
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//
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// Initialize
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//
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//////////////////////////////////////////////////////////////////////
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void
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EncyclopediaMgrClass::Initialize (void)
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{
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//
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// Initialize the bit vector for each type
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//
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for (int index = 0; index < TYPE_COUNT; index ++) {
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Build_Bit_Vector ((TYPE)index);
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}
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Store_Data ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Shutdown
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//
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//////////////////////////////////////////////////////////////////////
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void
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EncyclopediaMgrClass::Shutdown (void)
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{
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//
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// Reset the bit vectors
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//
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for (int index = 0; index < TYPE_COUNT; index ++) {
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KnownObjectVector[index].Clear ();
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Build_Bit_Vector
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//
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//////////////////////////////////////////////////////////////////////
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void
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EncyclopediaMgrClass::Build_Bit_Vector (TYPE type)
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{
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int max_id = 0;
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//
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// Get the INI file which contains the data for this type
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//
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INIClass *ini_file = ::Get_INI (ENCY_INI_FILENAMES[type]);
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if (ini_file != NULL) {
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//
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// Loop over all the sections in the INI
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//
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List<INISection *> §ion_list = ini_file->Get_Section_List ();
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for ( INISection *section = section_list.First ();
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section != NULL;
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section = section->Next_Valid ())
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{
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//
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// Read this object's data from the INI file
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//
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int id = ini_file->Get_Int (section->Section, "ID");
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max_id = max (max_id, id);
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}
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// ST - 9/6/2001 11:48PM
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delete ini_file;
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}
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//
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// Ensure the bit vector is large enough to hold this data
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//
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if (KnownObjectVector[type].Length () < max_id + 1) {
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KnownObjectVector[type].Resize (max_id + 1);
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Reveal_Object
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//
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//////////////////////////////////////////////////////////////////////
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bool
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EncyclopediaMgrClass::Reveal_Object (TYPE type, int object_id)
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{
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bool retval = false;
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//
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// Don't set the data if the object ID is outside our range
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//
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//if (object_id < KnownObjectVector[type].Length ()) {
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if (IS_MISSION && object_id < KnownObjectVector[type].Length ()) {
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retval = (KnownObjectVector[type][object_id] != true);
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KnownObjectVector[type][object_id] = true;
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}
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return retval;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Is_Object_Revealed
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//
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//////////////////////////////////////////////////////////////////////
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bool
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EncyclopediaMgrClass::Is_Object_Revealed (TYPE type, int object_id)
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{
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bool retval = false;
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//
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// Lookup the bit for this object...
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//
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if (object_id < KnownObjectVector[type].Length ()) {
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retval = KnownObjectVector[type][object_id];
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}
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return retval;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Reveal_Objects
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//
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//////////////////////////////////////////////////////////////////////
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void
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EncyclopediaMgrClass::Reveal_Objects (TYPE type)
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{
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KnownObjectVector[type].Set ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Reveal_All_Objects
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//
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//////////////////////////////////////////////////////////////////////
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void
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EncyclopediaMgrClass::Reveal_All_Objects (void)
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{
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//
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// Simply set all bits to true in each cateogry
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//
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for (int index = 0; index < TYPE_COUNT; index ++) {
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KnownObjectVector[index].Set ();
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Hide_Objects
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//
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//////////////////////////////////////////////////////////////////////
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void
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EncyclopediaMgrClass::Hide_Objects (TYPE type)
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{
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KnownObjectVector[type].Reset ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Hide_All_Objects
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//
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//////////////////////////////////////////////////////////////////////
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void
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EncyclopediaMgrClass::Hide_All_Objects (void)
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{
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//
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// Simply set all bits to false in each cateogry
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//
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for (int index = 0; index < TYPE_COUNT; index ++) {
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KnownObjectVector[index].Reset ();
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Save
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//
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////////////////////////////////////////////////////////////////
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bool
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EncyclopediaMgrClass::Save (ChunkSaveClass &csave)
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{
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//
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// Loop over and save the bit vector for each type to disk
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//
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for (int index = 0; index < TYPE_COUNT; index ++) {
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csave.Begin_Chunk (CHUNKID_TYPE_DATA);
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const VectorClass<unsigned char> &bit_vector = KnownObjectVector[index].Get_Bit_Array();
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if (bit_vector.Length () > 0) {
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csave.Write (&bit_vector[0], sizeof (bit_vector[0]) * bit_vector.Length ());
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}
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csave.End_Chunk ();
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}
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//
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// Write the variables
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//
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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csave.End_Chunk ();
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load
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//
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////////////////////////////////////////////////////////////////
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bool
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EncyclopediaMgrClass::Load (ChunkLoadClass &cload)
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{
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//
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// Start clean...
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//
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Hide_All_Objects ();
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int type_index = 0;
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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//
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// Load all the variables from this chunk
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//
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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case CHUNKID_TYPE_DATA:
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{
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//
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// Read the bit vector from its chunk
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//
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int size = cload.Cur_Chunk_Length ();
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int vector_size = max (size, KnownObjectVector[type_index].Get_Bit_Array().Length ());
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//unsigned char *bit_vector = new unsigned char[vector_size];
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//
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// Initialize the known object array from the saved bit vector
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//
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int bitcount = vector_size * 8;
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KnownObjectVector[type_index].Init (bitcount);
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//
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// Now read the data straight into the vector
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//
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const VectorClass<unsigned char> &bit_array = KnownObjectVector[type_index].Get_Bit_Array ();
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cload.Read (const_cast<unsigned char*>(&bit_array[0]), size);
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//
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// Advance to the next entry
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//
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type_index ++;
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break;
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}
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}
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cload.Close_Chunk ();
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}
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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////////////////////////////////////////////////////////////////
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void
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EncyclopediaMgrClass::Load_Variables (ChunkLoadClass &cload)
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{
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/*while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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//READ_MICRO_CHUNK_WWSTRING (cload, VARID_TEXTURE_NAME, MapTextureName);
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//READ_MICRO_CHUNK (cload, VARID_CENTER_POINT, MapCenterPoint);
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//READ_MICRO_CHUNK (cload, VARID_SCALE, MapScale);
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default:
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break;
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}
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cload.Close_Micro_Chunk ();
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}*/
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//SaveLoadSystemClass::Register_Post_Load_Callback (this);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Reveal_Object
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//
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////////////////////////////////////////////////////////////////
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bool
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EncyclopediaMgrClass::Reveal_Object (DamageableGameObj *game_obj)
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{
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if (game_obj == NULL) {
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return false;
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}
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if (!IS_MISSION) {
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// TSS092601 - we don't want to display datalink updated msg in MP.
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return false;
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}
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//
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// Get information about this entry
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//
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EncyclopediaMgrClass::TYPE type = game_obj->Get_Definition ().Get_Encyclopedia_Type ();
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int id = game_obj->Get_Definition ().Get_Encyclopedia_ID ();
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//
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// If this is an expected type, then reveal the object to the user
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//
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bool retval = false;
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if (type != TYPE_UNKNOWN) {
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//
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// Display some text and play a sound if the player hasn't gotten
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// this entry yet.
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//
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if (Is_Object_Revealed (type, id) == false) {
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Display_Event_UI ();
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}
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retval = Reveal_Object (type, id);
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}
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return retval;
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}
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////////////////////////////////////////////////////////////////
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//
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// Display_Event_UI
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//
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////////////////////////////////////////////////////////////////
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void
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EncyclopediaMgrClass::Display_Event_UI (void)
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{
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//
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// Get the current encyclopedia event string and sound ID
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//
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int strings_id = GlobalSettingsDef::Get_Global_Settings ()->Get_Encyclopedia_Event_String_ID ();
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if (strings_id != 0) {
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//
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// Display the text and play the sound
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//
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SoldierGameObj::Say_Dynamic_Dialogue( strings_id, NULL );
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Store_Data
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//
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////////////////////////////////////////////////////////////////
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void
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EncyclopediaMgrClass::Store_Data (void)
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{
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for (int index = 0; index < TYPE_COUNT; index ++) {
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CopyOfKnownObjectVector[index] = KnownObjectVector[index];
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Restore_Data
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//
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////////////////////////////////////////////////////////////////
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void
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EncyclopediaMgrClass::Restore_Data (void)
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{
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for (int index = 0; index < TYPE_COUNT; index ++) {
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KnownObjectVector[index] = CopyOfKnownObjectVector[index];
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}
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return ;
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}
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Reference in New Issue
Block a user