CnC_Remastered_Collection/REDALERT/IOOBJ.CPP

899 lines
59 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: /CounterStrike/IOOBJ.CPP 1 3/03/97 10:24a Joe_bostic $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : IOOBJ.CPP *
* *
* Programmer : Bill Randolph *
* *
* Start Date : January 16, 1995 *
* *
* Last Update : May 13, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* BulletClass::Code_Pointers -- codes class's pointers for load/save *
* BulletClass::Decode_Pointers -- decodes pointers for load/save *
* CargoClass::Code_Pointers -- codes class's pointers for load/save *
* CargoClass::Decode_Pointers -- decodes pointers for load/save *
* FactoryClass::Code_Pointers -- codes class's pointers for load/save *
* FactoryClass::Decode_Pointers -- decodes pointers for load/save *
* FootClass::Code_Pointers -- codes class's pointers for load/save *
* FootClass::Decode_Pointers -- decodes pointers for load/save *
* HouseClass::Code_Pointers -- codes class's pointers for load/save *
* HouseClass::Decode_Pointers -- decodes pointers for load/save *
* LayerClass::Code_Pointers -- codes class's pointers for load/save *
* LayerClass::Decode_Pointers -- decodes pointers for load/save *
* LayerClass::Load -- Reads from a save game file. *
* LayerClass::Save -- Write to a save game file. *
* ObjectClass::Code_Pointers -- codes class's pointers for load/save *
* ObjectClass::Decode_Pointers -- decodes pointers for load/save *
* RadioClass::Code_Pointers -- codes class's pointers for load/save *
* RadioClass::Decode_Pointers -- decodes pointers for load/save *
* ReinforcementClass::Code_Pointers -- codes class's pointers for load/save *
* ReinforcementClass::Decode_Pointers -- decodes pointers for load/save *
* ScoreClass::Code_Pointers -- codes class's pointers for load/save *
* ScoreClass::Decode_Pointers -- decodes pointers for load/save *
* TeamClass::Code_Pointers -- codes class's pointers for load/save *
* TeamClass::Decode_Pointers -- decodes pointers for load/save *
* TeamTypeClass::Code_Pointers -- codes class's pointers for load/save *
* TeamTypeClass::Decode_Pointers -- decodes pointers for load/save *
* TechnoClass::Code_Pointers -- codes class's pointers for load/save *
* TechnoClass::Decode_Pointers -- decodes pointers for load/save *
* TriggerClass::Code_Pointers -- codes class's pointers for load/save *
* TriggerClass::Decode_Pointers -- decodes pointers for load/save *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***********************************************************************************************
* TeamTypeClass::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 TeamTypeClass::Code_Pointers(void)
{
/*
** Code the Class array
*/
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)
{
/*
** 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, false);
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, false);
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, false);
assert(Object != NULL);
}
unsigned int house_ptr_val = *((unsigned int*)&House);
((HouseClass *&)House) = HouseClass::As_Pointer((HousesType)house_ptr_val);
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, false);
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, false);
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, false);
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, false);
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, false);
assert(Next != NULL);
}
}