CnC_Remastered_Collection/TIBERIANDAWN/IOOBJ.CPP

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//
// 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: F:\projects\c&c\vcs\code\ioobj.cpv 2.18 16 Oct 1995 16:51:22 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 : January 16, 1995 [BR] *
* *
*---------------------------------------------------------------------------------------------*
* All object-related loading/saving routines should go in this module, so it can be overlayed.*
*---------------------------------------------------------------------------------------------*
* Functions: *
* TeamTypeClass::Load -- Reads from a save game file. *
* TeamTypeClass::Save -- Write to a save game file. *
* TeamTypeClass::Code_Pointers -- codes class's pointers for load/save *
* TeamTypeClass::Decode_Pointers -- decodes pointers for load/save *
* TeamClass::Load -- Reads from a save game file. *
* TeamClass::Save -- Write to a save game file. *
* TeamClass::Code_Pointers -- codes class's pointers for load/save *
* TeamClass::Decode_Pointers -- decodes pointers for load/save *
* TriggerClass::Load -- Reads from a save game file. *
* TriggerClass::Save -- Write to a save game file. *
* TriggerClass::Code_Pointers -- codes class's pointers for load/save *
* TriggerClass::Decode_Pointers -- decodes pointers for load/save *
* AircraftClass::Load -- Reads from a save game file. *
* AircraftClass::Save -- Write to a save game file. *
* AircraftClass::Code_Pointers -- codes class's pointers for load/save *
* AircraftClass::Decode_Pointers -- decodes pointers for load/save *
* AnimClass::Load -- Reads from a save game file. *
* AnimClass::Save -- Write to a save game file. *
* AnimClass::Code_Pointers -- codes class's pointers for load/save *
* AnimClass::Decode_Pointers -- decodes pointers for load/save *
* BuildingClass::Load -- Reads from a save game file. *
* BuildingClass::Save -- Write to a save game file. *
* BuildingClass::Code_Pointers -- codes class's pointers for load/save *
* BuildingClass::Decode_Pointers -- decodes pointers for load/save *
* BulletClass::Load -- Reads from a save game file. *
* BulletClass::Save -- Write to a save game file. *
* BulletClass::Code_Pointers -- codes class's pointers for load/save *
* BulletClass::Decode_Pointers -- decodes pointers for load/save *
* InfantryClass::Load -- Reads from a save game file. *
* InfantryClass::Save -- Write to a save game file. *
* InfantryClass::Code_Pointers -- codes class's pointers for load/save *
* InfantryClass::Decode_Pointers -- decodes pointers for load/save *
* OverlayClass::Load -- Reads from a save game file. *
* OverlayClass::Save -- Write to a save game file. *
* OverlayClass::Code_Pointers -- codes class's pointers for load/save *
* OverlayClass::Decode_Pointers -- decodes pointers for load/save *
* ReinforcementClass::Load -- Reads from a save game file. *
* ReinforcementClass::Save -- Write to a save game file. *
* ReinforcementClass::Code_Pointers -- codes class's pointers for load/save *
* ReinforcementClass::Decode_Pointers -- decodes pointers for load/save *
* SmudgeClass::Load -- Reads from a save game file. *
* SmudgeClass::Save -- Write to a save game file. *
* SmudgeClass::Code_Pointers -- codes class's pointers for load/save *
* SmudgeClass::Decode_Pointers -- decodes pointers for load/save *
* TemplateClass::Load -- Reads from a save game file. *
* TemplateClass::Save -- Write to a save game file. *
* TemplateClass::Code_Pointers -- codes class's pointers for load/save *
* TemplateClass::Decode_Pointers -- decodes pointers for load/save *
* TerrainClass::Load -- Reads from a save game file. *
* TerrainClass::Save -- Write to a save game file. *
* TerrainClass::Code_Pointers -- codes class's pointers for load/save *
* TerrainClass::Decode_Pointers -- decodes pointers for load/save *
* UnitClass::Load -- Reads from a save game file. *
* UnitClass::Save -- Write to a save game file. *
* UnitClass::Code_Pointers -- codes class's pointers for load/save *
* UnitClass::Decode_Pointers -- decodes pointers for load/save *
* FactoryClass::Load -- Reads from a save game file. *
* FactoryClass::Save -- Write to a save game file. *
* FactoryClass::Code_Pointers -- codes class's pointers for load/save *
* FactoryClass::Decode_Pointers -- decodes pointers for load/save *
* LayerClass::Load -- Reads from a save game file. *
* LayerClass::Save -- Write to a save game file. *
* LayerClass::Code_Pointers -- codes class's pointers for load/save *
* LayerClass::Decode_Pointers -- decodes pointers for load/save *
* HouseClass::Load -- Reads from a save game file. *
* HouseClass::Save -- Write to a save game file. *
* HouseClass::Code_Pointers -- codes class's pointers for load/save *
* HouseClass::Decode_Pointers -- decodes pointers for load/save *
* ScoreClass::Load -- Reads from a save game file. *
* ScoreClass::Save -- Write to a save game file. *
* ScoreClass::Code_Pointers -- codes class's pointers for load/save *
* ScoreClass::Decode_Pointers -- decodes pointers for load/save *
* FlyClass::Code_Pointers -- codes class's pointers for load/save *
* FlyClass::Decode_Pointers -- decodes pointers for load/save *
* FuseClass::Code_Pointers -- codes class's pointers for load/save *
* FuseClass::Decode_Pointers -- decodes pointers for load/save *
* TarComClass::Code_Pointers -- codes class's pointers for load/save *
* TarComClass::Decode_Pointers -- decodes pointers for load/save *
* TurretClass::Code_Pointers -- codes class's pointers for load/save *
* TurretClass::Decode_Pointers -- decodes pointers for load/save *
* DriveClass::Code_Pointers -- codes class's pointers for load/save *
* DriveClass::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 *
* RadioClass::Code_Pointers -- codes class's pointers for load/save *
* RadioClass::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 *
* FlasherClass::Code_Pointers -- codes class's pointers for load/save *
* FlasherClass::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 *
* MissionClass::Code_Pointers -- codes class's pointers for load/save *
* MissionClass::Decode_Pointers -- decodes pointers for load/save *
* ObjectClass::Code_Pointers -- codes class's pointers for load/save *
* ObjectClass::Decode_Pointers -- decodes pointers for load/save *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#pragma warning (disable : 4302) // Truncation from pointer to TARGET
/***********************************************************************************************
* TeamTypeClass::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 TeamTypeClass::Load(FileClass & file)
{
::new (this) TeamTypeClass();
return(Read_Object(this, sizeof(*this), file, true));
//return(Read_Object(this, sizeof(AbstractTypeClass), sizeof(*this), file, VTable));
}
/***********************************************************************************************
* TeamTypeClass::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 TeamTypeClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* 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++) {
Class[i] = (TechnoTypeClass *)TechnoType_To_Target(Class[i]);
}
}
/***********************************************************************************************
* 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++) {
Class[i] = Target_To_TechnoType((TARGET)Class[i]);
Check_Ptr((void *)Class[i],__FILE__,__LINE__);
}
}
/***********************************************************************************************
* TeamClass::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 TeamClass::Load(FileClass & file)
{
::new (this) TeamClass();
return(Read_Object(this, sizeof(*this), file, true));
//return(Read_Object(this, sizeof(AbstractClass), sizeof(*this), file, VTable));
}
/***********************************************************************************************
* TeamClass::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 TeamClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* 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. *
*=============================================================================================*/
void TeamClass::Code_Pointers(void)
{
TeamTypeClass const * cls;
/*
-------------------- Code Class & House for this team --------------------
*/
cls = Class;
((TeamTypeClass *&)Class) = (TeamTypeClass *)cls->As_Target();
((HouseClass *&)House) = (HouseClass *)House->Class->House;
/*
--------------------------- 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. *
*=============================================================================================*/
void TeamClass::Decode_Pointers(void)
{
/*
------------------- Decode Class & House for this team -------------------
*/
((TeamTypeClass *&)Class) = As_TeamType((TARGET)Class);
Check_Ptr((void *)Class,__FILE__,__LINE__);
((HouseClass *&)House) = HouseClass::As_Pointer(*((HousesType*)&House));
Check_Ptr((void *)House,__FILE__,__LINE__);
/*
-------------------------- Decode the 'Member' ---------------------------
*/
if (Member) {
switch (Target_Kind((TARGET)Member)) {
case KIND_INFANTRY:
Member = As_Infantry((TARGET)Member, false);
break;
case KIND_UNIT:
Member = As_Unit((TARGET)Member, false);
break;
case KIND_AIRCRAFT:
Member = As_Aircraft((TARGET)Member, false);
break;
default:
Member = 0;
break;
}
Check_Ptr((void *)Member,__FILE__,__LINE__);
}
}
/***********************************************************************************************
* TriggerClass::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 TriggerClass::Load(FileClass & file)
{
::new (this) TriggerClass();
int rc = Read_Object(this, sizeof(*this), file, false);
//int rc = Read_Object(this, sizeof(*this), sizeof(*this), file, 0);
/*
-------------------------- Add to HouseTriggers --------------------------
*/
if (rc) {
if (House != HOUSE_NONE) {
HouseTriggers[House].Add(this);
}
}
return(rc);
}
/***********************************************************************************************
* TriggerClass::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 TriggerClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* 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 TriggerClass::Code_Pointers(void)
{
if (Team) {
Team = (TeamTypeClass *)Team->As_Target();
}
}
/***********************************************************************************************
* 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 TriggerClass::Decode_Pointers(void)
{
if (Team) {
Team = As_TeamType((TARGET)Team);
Check_Ptr((void *)Team,__FILE__,__LINE__);
}
}
/***********************************************************************************************
* AircraftClass::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 AircraftClass::Load(FileClass & file)
{
::new (this) AircraftClass();
return(Read_Object(this, sizeof(*this), file, true));
//return(Read_Object(this, sizeof(AbstractClass), sizeof(*this), file, VTable));
}
/***********************************************************************************************
* AircraftClass::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 AircraftClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* AircraftClass::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 AircraftClass::Code_Pointers(void)
{
/*
------------------------------ Code 'Class' ------------------------------
*/
((AircraftTypeClass *&)Class) = (AircraftTypeClass *)Class->Type;
/*
---------------------------- Chain to parent -----------------------------
*/
FootClass::Code_Pointers();
FlyClass::Code_Pointers();
}
/***********************************************************************************************
* AircraftClass::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 AircraftClass::Decode_Pointers(void)
{
/*
----------------------------- Decode 'Class' -----------------------------
*/
((AircraftTypeClass const *&)Class) = &AircraftTypeClass::As_Reference(*((AircraftType*)&Class));
Check_Ptr((void *)Class,__FILE__,__LINE__);
/*
---------------------------- Chain to parent -----------------------------
*/
FootClass::Decode_Pointers();
FlyClass::Decode_Pointers();
}
/***********************************************************************************************
* AnimClass::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 AnimClass::Load(FileClass & file)
{
::new (this) AnimClass();
return(Read_Object(this, sizeof(*this), file, true));
//return(Read_Object(this, sizeof(AbstractClass), sizeof(*this), file, VTable));
}
/***********************************************************************************************
* AnimClass::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 AnimClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* AnimClass::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 AnimClass::Code_Pointers(void)
{
/*
------------------------------ Code 'Class' ------------------------------
*/
((AnimTypeClass *&)Class) = (AnimTypeClass *)Class->Type;
/*
----------------------------- Code 'Object' ------------------------------
*/
if (Object) {
Object = (ObjectClass *)Object->As_Target();
}
/*
----------------------------- Code 'VirtualAnim' -------------------------
*/
if (VirtualAnim) {
VirtualAnim = (AnimClass *)VirtualAnim->As_Target();
}
/*
---------------------------- Chain to parent -----------------------------
*/
ObjectClass::Code_Pointers();
StageClass::Code_Pointers();
}
/***********************************************************************************************
* AnimClass::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 AnimClass::Decode_Pointers(void)
{
/*
----------------------------- Decode 'Class' -----------------------------
*/
((AnimTypeClass const *&)Class) = &AnimTypeClass::As_Reference(*((AnimType*)&Class));
Check_Ptr((void *)Class,__FILE__,__LINE__);
/*
---------------------------- Decode 'Object' -----------------------------
*/
if (Object) {
Object = As_Object((TARGET)Object, false);
Check_Ptr((void *)Object,__FILE__,__LINE__);
}
/*
---------------------------- Decode 'VirtualAnim' ------------------------
*/
if (VirtualAnim) {
VirtualAnim = As_Animation((TARGET)VirtualAnim, false);
Check_Ptr((void *)VirtualAnim, __FILE__, __LINE__);
}
/*
---------------------------- Chain to parent -----------------------------
*/
ObjectClass::Decode_Pointers();
StageClass::Decode_Pointers();
}
/***********************************************************************************************
* BuildingClass::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 BuildingClass::Load(FileClass & file)
{
::new (this) BuildingClass();
return(Read_Object(this, sizeof(*this), file, true));
//return(Read_Object(this, sizeof(AbstractClass), sizeof(*this), file, VTable));
}
/***********************************************************************************************
* BuildingClass::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 BuildingClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* BuildingClass::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 BuildingClass::Code_Pointers(void)
{
/*
------------------------------ Code 'Class' ------------------------------
*/
((BuildingTypeClass const *&)Class) = (BuildingTypeClass *)Class->Type;
/*------------------------------------------------------------------------
Code the Factory value; there's not target conversion routine for factories,
so just use its Array ID, plus 1 so it doesn't look like a NULL value when
it's converted back
------------------------------------------------------------------------*/
if (Factory) {
Factory = (FactoryClass *)(Factories.ID(Factory) + 1);
}
/*
---------------------------- Chain to parent -----------------------------
*/
TechnoClass::Code_Pointers();
}
/***********************************************************************************************
* BuildingClass::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 BuildingClass::Decode_Pointers(void)
{
/*
----------------------------- Decode 'Class' -----------------------------
*/
((BuildingTypeClass const *&)Class) = &BuildingTypeClass::As_Reference(*((StructType*)&Class));
Check_Ptr((void *)Class,__FILE__,__LINE__);
/*------------------------------------------------------------------------
Decode the Factory value, subtracting off the '1' we added when coding it
------------------------------------------------------------------------*/
if (Factory) {
Factory = Factories.Raw_Ptr((int)Factory - 1);
Check_Ptr((void *)Factory,__FILE__,__LINE__);
}
/*
---------------------------- Chain to parent -----------------------------
*/
TechnoClass::Decode_Pointers();
}
/***********************************************************************************************
* BulletClass::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 BulletClass::Load(FileClass & file)
{
::new (this) BulletClass();
return(Read_Object(this, sizeof(*this), file, true));
//return(Read_Object(this, sizeof(AbstractClass), sizeof(*this), file, VTable));
}
/***********************************************************************************************
* BulletClass::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 BulletClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* 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 'Class' ------------------------------
*/
((BulletTypeClass *&)Class) = (BulletTypeClass *)Class->Type;
/*
----------------------------- Code 'Payback' -----------------------------
*/
if (Payback)
Payback = (TechnoClass *)Payback->As_Target();
/*
---------------------------- Chain to parent -----------------------------
*/
ObjectClass::Code_Pointers();
FlyClass::Code_Pointers();
FuseClass::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 'Class' -----------------------------
*/
((BulletTypeClass const *&)Class) = &BulletTypeClass::As_Reference(*((BulletType*)&Class));
Check_Ptr((void *)Class,__FILE__,__LINE__);
/*
---------------------------- Decode 'Payback' ----------------------------
*/
if (Payback) {
Payback = As_Techno((TARGET)Payback, false);
Check_Ptr((void *)Payback,__FILE__,__LINE__);
}
/*
---------------------------- Chain to parent -----------------------------
*/
ObjectClass::Decode_Pointers();
FlyClass::Decode_Pointers();
FuseClass::Decode_Pointers();
}
/***********************************************************************************************
* InfantryClass::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 InfantryClass::Load(FileClass & file)
{
::new (this) InfantryClass();
return(Read_Object(this, sizeof(*this), file, true));
//return(Read_Object(this, sizeof(AbstractClass), sizeof(*this), file, VTable));
}
/***********************************************************************************************
* InfantryClass::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 InfantryClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* InfantryClass::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 InfantryClass::Code_Pointers(void)
{
/*
------------------------------ Code 'Class' ------------------------------
*/
((InfantryTypeClass *&)Class) = (InfantryTypeClass *)Class->Type;
/*
---------------------------- Chain to parent -----------------------------
*/
FootClass::Code_Pointers();
}
/***********************************************************************************************
* InfantryClass::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 InfantryClass::Decode_Pointers(void)
{
/*
----------------------------- Decode 'Class' -----------------------------
*/
((InfantryTypeClass const *&)Class) = &InfantryTypeClass::As_Reference(*((InfantryType*)&Class));
Check_Ptr((void *)Class,__FILE__,__LINE__);
/*
---------------------------- Chain to parent -----------------------------
*/
FootClass::Decode_Pointers();
}
/***********************************************************************************************
* OverlayClass::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 OverlayClass::Load(FileClass & file)
{
::new (this) OverlayClass();
return(Read_Object(this, sizeof(*this), file, true));
//return(Read_Object(this, sizeof(AbstractClass), sizeof(*this), file, VTable));
}
/***********************************************************************************************
* OverlayClass::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 OverlayClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* OverlayClass::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 OverlayClass::Code_Pointers(void)
{
/*
------------------------------ Code 'Class' ------------------------------
*/
((OverlayTypeClass *&)Class) = (OverlayTypeClass *)Class->Type;
/*
---------------------------- Chain to parent -----------------------------
*/
ObjectClass::Code_Pointers();
}
/***********************************************************************************************
* OverlayClass::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 OverlayClass::Decode_Pointers(void)
{
/*
----------------------------- Decode 'Class' -----------------------------
*/
((OverlayTypeClass const *&)Class) = &OverlayTypeClass::As_Reference(*((OverlayType*)&Class));
Check_Ptr((void *)Class,__FILE__,__LINE__);
/*
---------------------------- Chain to parent -----------------------------
*/
ObjectClass::Decode_Pointers();
}
/***********************************************************************************************
* SmudgeClass::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 SmudgeClass::Load(FileClass & file)
{
::new (this) SmudgeClass();
return(Read_Object(this, sizeof(*this), file, true));
//return(Read_Object(this, sizeof(AbstractClass), sizeof(*this), file, VTable));
}
/***********************************************************************************************
* SmudgeClass::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 SmudgeClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* SmudgeClass::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 SmudgeClass::Code_Pointers(void)
{
/*
------------------------------ Code 'Class' ------------------------------
*/
((SmudgeTypeClass const *&)Class) = (SmudgeTypeClass *)Class->Type;
/*
---------------------------- Chain to parent -----------------------------
*/
ObjectClass::Code_Pointers();
}
/***********************************************************************************************
* SmudgeClass::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 SmudgeClass::Decode_Pointers(void)
{
/*
----------------------------- Decode 'Class' -----------------------------
*/
((SmudgeTypeClass const *&)Class) = &SmudgeTypeClass::As_Reference(*((SmudgeType*)&Class));
Check_Ptr((void *)Class,__FILE__,__LINE__);
/*
---------------------------- Chain to parent -----------------------------
*/
ObjectClass::Decode_Pointers();
}
/***********************************************************************************************
* TemplateClass::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 TemplateClass::Load(FileClass & file)
{
::new (this) TemplateClass();
return(Read_Object(this, sizeof(*this), file, true));
//return(Read_Object(this, sizeof(AbstractClass), sizeof(*this), file, VTable));
}
/***********************************************************************************************
* TemplateClass::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 TemplateClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* TemplateClass::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 TemplateClass::Code_Pointers(void)
{
/*
------------------------------ Code 'Class' ------------------------------
*/
((TemplateTypeClass *&)Class) = (TemplateTypeClass *)Class->Type;
/*
---------------------------- Chain to parent -----------------------------
*/
ObjectClass::Code_Pointers();
}
/***********************************************************************************************
* TemplateClass::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 TemplateClass::Decode_Pointers(void)
{
/*
----------------------------- Decode 'Class' -----------------------------
*/
((TemplateTypeClass const *&)Class) = &TemplateTypeClass::As_Reference(*((TemplateType*)&Class));
Check_Ptr((void *)Class,__FILE__,__LINE__);
/*
---------------------------- Chain to parent -----------------------------
*/
ObjectClass::Decode_Pointers();
}
/***********************************************************************************************
* TerrainClass::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 TerrainClass::Load(FileClass & file)
{
::new (this) TerrainClass();
return(Read_Object(this, sizeof(*this), file, true));
//return(Read_Object(this, sizeof(AbstractClass), sizeof(*this), file, VTable));
}
/***********************************************************************************************
* TerrainClass::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 TerrainClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* TerrainClass::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 TerrainClass::Code_Pointers(void)
{
/*
------------------------------ Code 'Class' ------------------------------
*/
((TerrainTypeClass *&)Class) = (TerrainTypeClass *)Class->Type;
/*
---------------------------- Chain to parent -----------------------------
*/
ObjectClass::Code_Pointers();
StageClass::Code_Pointers();
}
/***********************************************************************************************
* TerrainClass::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 TerrainClass::Decode_Pointers(void)
{
/*
----------------------------- Decode 'Class' -----------------------------
*/
((TerrainTypeClass const *&)Class) = &TerrainTypeClass::As_Reference(*((TerrainType*)&Class));
Check_Ptr((void *)Class,__FILE__,__LINE__);
/*
---------------------------- Chain to parent -----------------------------
*/
ObjectClass::Decode_Pointers();
StageClass::Decode_Pointers();
}
/***********************************************************************************************
* UnitClass::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 UnitClass::Load(FileClass & file)
{
::new (this) UnitClass();
return(Read_Object(this, sizeof(*this), file, true));
//return(Read_Object(this, sizeof(AbstractClass), sizeof(*this), file, VTable));
}
/***********************************************************************************************
* UnitClass::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 UnitClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* UnitClass::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 UnitClass::Code_Pointers(void)
{
if (TiberiumUnloadRefinery) {
TiberiumUnloadRefinery = (BuildingClass *)TiberiumUnloadRefinery->As_Target();
}
TarComClass::Code_Pointers();
}
/***********************************************************************************************
* UnitClass::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 UnitClass::Decode_Pointers(void)
{
if (TiberiumUnloadRefinery) {
TiberiumUnloadRefinery = As_Building((TARGET)TiberiumUnloadRefinery, false);
Check_Ptr((void *)TiberiumUnloadRefinery, __FILE__, __LINE__);
}
TarComClass::Decode_Pointers();
}
/***********************************************************************************************
* FactoryClass::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 FactoryClass::Load(FileClass & file)
{
::new (this) FactoryClass();
return(Read_Object(this, sizeof(*this), file, false));
//return(Read_Object(this, sizeof(StageClass), sizeof(*this), file, 0));
}
/***********************************************************************************************
* FactoryClass::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 FactoryClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* 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;
StageClass::Code_Pointers();
}
/***********************************************************************************************
* 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);
Check_Ptr((void *)Object,__FILE__,__LINE__);
}
((HouseClass *&)House) = HouseClass::As_Pointer(*((HousesType*)&House));
Check_Ptr((void *)House,__FILE__,__LINE__);
StageClass::Decode_Pointers();
}
/***********************************************************************************************
* 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(FileClass & file)
{
int count;
int i;
ObjectClass * ptr;
/*
---------------------- Read # elements in the layer ----------------------
*/
if (file.Read(&count,sizeof(count)) != sizeof(count)) {
return(false);
}
/*
---------------------------- Clear the array -----------------------------
*/
Clear();
/*
----------------------- Read in all array elements -----------------------
*/
for (i = 0; i < count; i++) {
if (file.Read(&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(FileClass & file)
{
int count;
int i;
ObjectClass * ptr;
/*
------------------------- Save # array elements --------------------------
*/
count = Count();
if (file.Write(&count, sizeof(count)) != sizeof(count))
return(false);
/*
--------------------------- Save all elements ----------------------------
*/
for (i = 0; i < count; i++) {
ptr = (*this)[i];
if (file.Write(&ptr, sizeof(ObjectClass *)) != sizeof(ObjectClass *))
return(false);
}
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)
{
ObjectClass *obj;
for (int i = 0; i < Count(); i++) {
obj = (*this)[i];
(*this)[i] = (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)
{
TARGET target;
for (int i = 0; i < Count(); i++) {
target = (TARGET)(*this)[i];
(*this)[i] = (ObjectClass *)As_Object(target, false);
Check_Ptr((*this)[i],__FILE__,__LINE__);
}
}
/***********************************************************************************************
* HouseClass::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 HouseClass::Load(FileClass & file)
{
::new (this) HouseClass();
return(Read_Object(this, sizeof(*this), file, false));
//return(Read_Object(this, sizeof(*this), sizeof(*this), file, 0));
}
/***********************************************************************************************
* HouseClass::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 HouseClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* 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)
{
/*
------------------------------ Code 'Class' ------------------------------
*/
((HouseTypeClass const *&)Class) = (HouseTypeClass const *)Class->House;
}
/***********************************************************************************************
* 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)
{
/*
----------------------------- Decode 'Class' -----------------------------
*/
((HouseTypeClass const *&)Class) = &HouseTypeClass::As_Reference(*((HousesType*)&Class));
Check_Ptr((void *)Class,__FILE__,__LINE__);
}
/***********************************************************************************************
* ScoreClass::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 ScoreClass::Load(FileClass & file)
{
::new (this) ScoreClass();
return(Read_Object(this, sizeof(*this), file, false));
//return(Read_Object(this, sizeof(*this), sizeof(*this), file, 0));
}
/***********************************************************************************************
* ScoreClass::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 ScoreClass::Save(FileClass & file)
{
return(Write_Object(this, sizeof(*this), file));
}
/***********************************************************************************************
* 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)
{
}
/***********************************************************************************************
* 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)
{
}
/***********************************************************************************************
* FlyClass::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 FlyClass::Code_Pointers(void)
{
}
/***********************************************************************************************
* FlyClass::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 FlyClass::Decode_Pointers(void)
{
}
/***********************************************************************************************
* FuseClass::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 FuseClass::Code_Pointers(void)
{
}
/***********************************************************************************************
* FuseClass::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 FuseClass::Decode_Pointers(void)
{
}
/***********************************************************************************************
* TarComClass::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 TarComClass::Code_Pointers(void)
{
TurretClass::Code_Pointers();
}
/***********************************************************************************************
* TarComClass::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 TarComClass::Decode_Pointers(void)
{
TurretClass::Decode_Pointers();
}
/***********************************************************************************************
* TurretClass::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 TurretClass::Code_Pointers(void)
{
DriveClass::Code_Pointers();
}
/***********************************************************************************************
* TurretClass::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 TurretClass::Decode_Pointers(void)
{
DriveClass::Decode_Pointers();
}
/***********************************************************************************************
* DriveClass::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 DriveClass::Code_Pointers(void)
{
/*
------------------------------ Code 'Class' ------------------------------
*/
((UnitTypeClass *&)Class) = (UnitTypeClass *)Class->Type;
/*
---------------------------- Chain to parent -----------------------------
*/
FootClass::Code_Pointers();
}
/***********************************************************************************************
* DriveClass::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 DriveClass::Decode_Pointers(void)
{
/*
----------------------------- Decode 'Class' -----------------------------
*/
((UnitTypeClass const *&)Class) = &UnitTypeClass::As_Reference(*((UnitType*)&Class));
Check_Ptr((void *)Class,__FILE__,__LINE__);
/*
---------------------------- Chain to parent -----------------------------
*/
FootClass::Decode_Pointers();
}
/***********************************************************************************************
* 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 (Team)
Team = (TeamClass *)Team->As_Target();
if (Member) {
Member = (FootClass *)Member->As_Target();
}
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 (Team) {
Team = As_Team((TARGET)Team, false);
Check_Ptr((void *)Team,__FILE__,__LINE__);
}
if (Member) {
Member = (FootClass *)As_Techno((TARGET)Member, false);
Check_Ptr((void *)Member,__FILE__,__LINE__);
}
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);
Check_Ptr((void *)Radio,__FILE__,__LINE__);
}
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)
{
/*
------------------------------ Code 'House' ------------------------------
*/
((HouseClass *&)House) = (HouseClass *)(House->Class->House);
FlasherClass::Code_Pointers();
StageClass::Code_Pointers();
CargoClass::Code_Pointers();
DoorClass::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)
{
/*
----------------------------- Decode 'House' -----------------------------
*/
((HouseClass *&)House) = HouseClass::As_Pointer(*((HousesType*)&House));
Check_Ptr((void *)House,__FILE__,__LINE__);
FlasherClass::Decode_Pointers();
StageClass::Decode_Pointers();
CargoClass::Decode_Pointers();
DoorClass::Decode_Pointers();
RadioClass::Decode_Pointers();
}
/***********************************************************************************************
* FlasherClass::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 FlasherClass::Code_Pointers(void)
{
}
/***********************************************************************************************
* FlasherClass::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 FlasherClass::Decode_Pointers(void)
{
}
/***********************************************************************************************
* 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);
Check_Ptr((void *)CargoHold,__FILE__,__LINE__);
}
}
/***********************************************************************************************
* MissionClass::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 MissionClass::Code_Pointers(void)
{
ObjectClass::Code_Pointers();
}
/***********************************************************************************************
* MissionClass::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 MissionClass::Decode_Pointers(void)
{
ObjectClass::Decode_Pointers();
}
/***********************************************************************************************
* 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();
}
if (Trigger) {
Trigger = (TriggerClass *)Trigger->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);
Check_Ptr((void *)Next,__FILE__,__LINE__);
}
if (Trigger) {
Trigger = As_Trigger((TARGET)Trigger, false);
Check_Ptr((void *)Trigger,__FILE__,__LINE__);
}
}