899 lines
59 KiB
C++
899 lines
59 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $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 *
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* that still represents the object pointed to, but isn't actually a pointer. This *
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* allows a saved game to properly load without relying on the games data still *
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* being in the exact same location. *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* 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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/*
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** Code the Class array
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*/
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for (int i = 0; i < ClassCount; i++) {
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Members[i].Class = (TechnoTypeClass *)Members[i].Class->As_Target();
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assert(Members[i].Class != NULL);
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}
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}
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/***********************************************************************************************
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* TeamTypeClass::Decode_Pointers -- decodes pointers for load/save *
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* *
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* This routine "decodes" the pointers coded in Code_Pointers by converting the *
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* code values back into object pointers. *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 01/02/1995 BR : Created. *
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*=============================================================================================*/
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void TeamTypeClass::Decode_Pointers(void)
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{
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/*
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** Decode the Class array
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*/
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for (int i = 0; i < ClassCount; i++) {
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Members[i].Class = As_TechnoType((TARGET)Members[i].Class);
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assert(Members[i].Class != NULL);
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}
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}
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/***********************************************************************************************
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* TeamClass::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 *
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* that still represents the object pointed to, but isn't actually a pointer. This *
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* allows a saved game to properly load without relying on the games data still *
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* being in the exact same location. *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 01/02/1995 BR : Created. *
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* 05/13/1996 JLB : Simplified. *
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*=============================================================================================*/
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void TeamClass::Code_Pointers(void)
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{
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/*
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** Code the 'Member'
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*/
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if (Member) {
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Member = (FootClass *)Member->As_Target();
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}
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}
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/***********************************************************************************************
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* TeamClass::Decode_Pointers -- decodes pointers for load/save *
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* *
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* This routine "decodes" the pointers coded in Code_Pointers by converting the *
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* code values back into object pointers. *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 01/02/1995 BR : Created. *
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* 03/12/1996 JLB : Simplified. *
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*=============================================================================================*/
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void TeamClass::Decode_Pointers(void)
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{
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/*
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** Decode the 'Member'
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*/
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if (Member) {
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Member = (FootClass *)As_Techno((TARGET)Member, false);
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assert(Member != NULL);
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}
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}
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/***********************************************************************************************
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* TriggerClass::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 *
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* that still represents the object pointed to, but isn't actually a pointer. This *
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* allows a saved game to properly load without relying on the games data still *
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* being in the exact same location. *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 01/02/1995 BR : Created. *
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*=============================================================================================*/
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void TriggerTypeClass::Code_Pointers(void)
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{
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Action1.Code_Pointers();
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Action2.Code_Pointers();
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}
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/***********************************************************************************************
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* TriggerClass::Decode_Pointers -- decodes pointers for load/save *
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* *
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* This routine "decodes" the pointers coded in Code_Pointers by converting the *
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* code values back into object pointers. *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 01/02/1995 BR : Created. *
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*=============================================================================================*/
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void TriggerTypeClass::Decode_Pointers(void)
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{
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Action1.Decode_Pointers();
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Action2.Decode_Pointers();
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}
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/***********************************************************************************************
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* BulletClass::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 *
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* that still represents the object pointed to, but isn't actually a pointer. This *
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* allows a saved game to properly load without relying on the games data still *
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* being in the exact same location. *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 01/02/1995 BR : Created. *
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*=============================================================================================*/
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void BulletClass::Code_Pointers(void)
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{
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/*
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** Code 'Payback'
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*/
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if (Payback) {
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Payback = (TechnoClass *)Payback->As_Target();
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}
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/*
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** Chain to parent
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*/
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ObjectClass::Code_Pointers();
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}
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/***********************************************************************************************
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* BulletClass::Decode_Pointers -- decodes pointers for load/save *
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* *
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* This routine "decodes" the pointers coded in Code_Pointers by converting the *
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* code values back into object pointers. *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 01/02/1995 BR : Created. *
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*=============================================================================================*/
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void BulletClass::Decode_Pointers(void)
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{
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/*
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** Decode 'Payback'
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*/
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if (Payback) {
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Payback = As_Techno((TARGET)Payback, false);
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assert(Payback != NULL);
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}
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/*
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** Chain to parent
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*/
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ObjectClass::Decode_Pointers();
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}
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/***********************************************************************************************
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* FactoryClass::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 *
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* that still represents the object pointed to, but isn't actually a pointer. This *
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* allows a saved game to properly load without relying on the games data still *
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* being in the exact same location. *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 01/02/1995 BR : Created. *
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*=============================================================================================*/
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void FactoryClass::Code_Pointers(void)
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{
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if (Object) {
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Object = (TechnoClass *)Object->As_Target();
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}
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((HouseClass *&)House) = (HouseClass *)House->Class->House;
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}
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/***********************************************************************************************
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* FactoryClass::Decode_Pointers -- decodes pointers for load/save *
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* *
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* This routine "decodes" the pointers coded in Code_Pointers by converting the *
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* code values back into object pointers. *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 01/02/1995 BR : Created. *
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*=============================================================================================*/
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void FactoryClass::Decode_Pointers(void)
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{
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if (Object) {
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Object = As_Techno((TARGET)Object, false);
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assert(Object != NULL);
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}
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unsigned int house_ptr_val = *((unsigned int*)&House);
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((HouseClass *&)House) = HouseClass::As_Pointer((HousesType)house_ptr_val);
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assert(House != NULL);
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}
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/***********************************************************************************************
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* LayerClass::Load -- Loads from a save game file. *
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* *
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* INPUT: file -- The file to read the cell's data from. *
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* *
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* OUTPUT: true = success, false = failure *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/19/1994 JLB : Created. *
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*=============================================================================================*/
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bool LayerClass::Load(Straw & file)
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{
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/*
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** Read # elements in the layer
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*/
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int count;
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if (file.Get(&count, sizeof(count)) != sizeof(count)) {
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return(false);
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}
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/*
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** Clear the array
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*/
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Clear();
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/*
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** Read in all array elements
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*/
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for (int index = 0; index < count; index++) {
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ObjectClass * ptr;
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if (file.Get(&ptr, sizeof(ObjectClass *)) != sizeof(ObjectClass *)) {
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return(false);
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}
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Add(ptr);
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}
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return(true);
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}
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/***********************************************************************************************
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* LayerClass::Save -- Write to a save game file. *
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* *
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* INPUT: file -- The file to write the cell's data to. *
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* *
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* OUTPUT: true = success, false = failure *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/19/1994 JLB : Created. *
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*=============================================================================================*/
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bool LayerClass::Save(Pipe & file) const
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{
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/*
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** Save # array elements
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*/
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int count = Count();
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file.Put(&count, sizeof(count));
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/*
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** Save all elements
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*/
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for (int index = 0; index < count; index++) {
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ObjectClass * ptr = (*this)[index];
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file.Put(&ptr, sizeof(ObjectClass *));
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}
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return(true);
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}
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/***********************************************************************************************
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* LayerClass::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 *
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|
* 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. *
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|
* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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|
* 01/02/1995 BR : Created. *
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*=============================================================================================*/
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void LayerClass::Code_Pointers(void)
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{
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for (int index = 0; index < Count(); index++) {
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ObjectClass * obj = (*this)[index];
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assert(obj != NULL);
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(*this)[index] = (ObjectClass *)(obj->As_Target());
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}
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}
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|
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/***********************************************************************************************
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* LayerClass::Decode_Pointers -- decodes pointers for load/save *
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* *
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* This routine "decodes" the pointers coded in Code_Pointers by converting the *
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* code values back into object pointers. *
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|
* *
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* INPUT: *
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* none. *
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|
* *
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|
* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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|
* *
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|
* HISTORY: *
|
|
* 01/02/1995 BR : Created. *
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|
*=============================================================================================*/
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void LayerClass::Decode_Pointers(void)
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{
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for (int index = 0; index < Count(); index++) {
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TARGET target = (TARGET)(*this)[index];
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(*this)[index] = (ObjectClass *)As_Object(target, false);
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assert((*this)[index] != NULL);
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}
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}
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|
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/***********************************************************************************************
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* HouseClass::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 *
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|
* 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. *
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|
* *
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|
* INPUT: *
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|
* none. *
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|
* *
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|
* OUTPUT: *
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* none. *
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* *
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|
* WARNINGS: *
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* none. *
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|
* *
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|
* HISTORY: *
|
|
* 01/02/1995 BR : Created. *
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|
*=============================================================================================*/
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void HouseClass::Code_Pointers(void)
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{
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}
|
|
|
|
|
|
/***********************************************************************************************
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|
* 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: *
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|
* none. *
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|
* *
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|
* OUTPUT: *
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|
* none. *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/02/1995 BR : Created. *
|
|
*=============================================================================================*/
|
|
void HouseClass::Decode_Pointers(void)
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|
{
|
|
/*
|
|
** 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);
|
|
}
|
|
}
|