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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: /CounterStrike/IOOBJ.CPP 1 3/03/97 10:24a Joe_bostic $ */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * File Name : IOOBJ.CPP *
- * *
- * Programmer : Bill Randolph *
- * *
- * Start Date : January 16, 1995 *
- * *
- * Last Update : May 13, 1996 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * BulletClass::Code_Pointers -- codes class's pointers for load/save *
- * BulletClass::Decode_Pointers -- decodes pointers for load/save *
- * CargoClass::Code_Pointers -- codes class's pointers for load/save *
- * CargoClass::Decode_Pointers -- decodes pointers for load/save *
- * FactoryClass::Code_Pointers -- codes class's pointers for load/save *
- * FactoryClass::Decode_Pointers -- decodes pointers for load/save *
- * FootClass::Code_Pointers -- codes class's pointers for load/save *
- * FootClass::Decode_Pointers -- decodes pointers for load/save *
- * HouseClass::Code_Pointers -- codes class's pointers for load/save *
- * HouseClass::Decode_Pointers -- decodes pointers for load/save *
- * LayerClass::Code_Pointers -- codes class's pointers for load/save *
- * LayerClass::Decode_Pointers -- decodes pointers for load/save *
- * LayerClass::Load -- Reads from a save game file. *
- * LayerClass::Save -- Write to a save game file. *
- * ObjectClass::Code_Pointers -- codes class's pointers for load/save *
- * ObjectClass::Decode_Pointers -- decodes pointers for load/save *
- * RadioClass::Code_Pointers -- codes class's pointers for load/save *
- * RadioClass::Decode_Pointers -- decodes pointers for load/save *
- * ReinforcementClass::Code_Pointers -- codes class's pointers for load/save *
- * ReinforcementClass::Decode_Pointers -- decodes pointers for load/save *
- * ScoreClass::Code_Pointers -- codes class's pointers for load/save *
- * ScoreClass::Decode_Pointers -- decodes pointers for load/save *
- * TeamClass::Code_Pointers -- codes class's pointers for load/save *
- * TeamClass::Decode_Pointers -- decodes pointers for load/save *
- * TeamTypeClass::Code_Pointers -- codes class's pointers for load/save *
- * TeamTypeClass::Decode_Pointers -- decodes pointers for load/save *
- * TechnoClass::Code_Pointers -- codes class's pointers for load/save *
- * TechnoClass::Decode_Pointers -- decodes pointers for load/save *
- * TriggerClass::Code_Pointers -- codes class's pointers for load/save *
- * TriggerClass::Decode_Pointers -- decodes pointers for load/save *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- /***********************************************************************************************
- * TeamTypeClass::Code_Pointers -- codes class's pointers for load/save *
- * *
- * This routine "codes" the pointers in the class by converting them to a number *
- * that still represents the object pointed to, but isn't actually a pointer. This *
- * allows a saved game to properly load without relying on the games data still *
- * being in the exact same location. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void TeamTypeClass::Code_Pointers(void)
- {
- /*
- ** Code the Class array
- */
- for (int i = 0; i < ClassCount; i++) {
- Members[i].Class = (TechnoTypeClass *)Members[i].Class->As_Target();
- assert(Members[i].Class != NULL);
- }
- }
- /***********************************************************************************************
- * TeamTypeClass::Decode_Pointers -- decodes pointers for load/save *
- * *
- * This routine "decodes" the pointers coded in Code_Pointers by converting the *
- * code values back into object pointers. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void TeamTypeClass::Decode_Pointers(void)
- {
- /*
- ** Decode the Class array
- */
- for (int i = 0; i < ClassCount; i++) {
- Members[i].Class = As_TechnoType((TARGET)Members[i].Class);
- assert(Members[i].Class != NULL);
- }
- }
- /***********************************************************************************************
- * TeamClass::Code_Pointers -- codes class's pointers for load/save *
- * *
- * This routine "codes" the pointers in the class by converting them to a number *
- * that still represents the object pointed to, but isn't actually a pointer. This *
- * allows a saved game to properly load without relying on the games data still *
- * being in the exact same location. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- * 05/13/1996 JLB : Simplified. *
- *=============================================================================================*/
- void TeamClass::Code_Pointers(void)
- {
- /*
- ** Code the 'Member'
- */
- if (Member) {
- Member = (FootClass *)Member->As_Target();
- }
- }
- /***********************************************************************************************
- * TeamClass::Decode_Pointers -- decodes pointers for load/save *
- * *
- * This routine "decodes" the pointers coded in Code_Pointers by converting the *
- * code values back into object pointers. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- * 03/12/1996 JLB : Simplified. *
- *=============================================================================================*/
- void TeamClass::Decode_Pointers(void)
- {
- /*
- ** Decode the 'Member'
- */
- if (Member) {
- Member = (FootClass *)As_Techno((TARGET)Member, false);
- assert(Member != NULL);
- }
- }
- /***********************************************************************************************
- * TriggerClass::Code_Pointers -- codes class's pointers for load/save *
- * *
- * This routine "codes" the pointers in the class by converting them to a number *
- * that still represents the object pointed to, but isn't actually a pointer. This *
- * allows a saved game to properly load without relying on the games data still *
- * being in the exact same location. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void TriggerTypeClass::Code_Pointers(void)
- {
- Action1.Code_Pointers();
- Action2.Code_Pointers();
- }
- /***********************************************************************************************
- * TriggerClass::Decode_Pointers -- decodes pointers for load/save *
- * *
- * This routine "decodes" the pointers coded in Code_Pointers by converting the *
- * code values back into object pointers. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void TriggerTypeClass::Decode_Pointers(void)
- {
- Action1.Decode_Pointers();
- Action2.Decode_Pointers();
- }
- /***********************************************************************************************
- * BulletClass::Code_Pointers -- codes class's pointers for load/save *
- * *
- * This routine "codes" the pointers in the class by converting them to a number *
- * that still represents the object pointed to, but isn't actually a pointer. This *
- * allows a saved game to properly load without relying on the games data still *
- * being in the exact same location. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void BulletClass::Code_Pointers(void)
- {
- /*
- ** Code 'Payback'
- */
- if (Payback) {
- Payback = (TechnoClass *)Payback->As_Target();
- }
- /*
- ** Chain to parent
- */
- ObjectClass::Code_Pointers();
- }
- /***********************************************************************************************
- * BulletClass::Decode_Pointers -- decodes pointers for load/save *
- * *
- * This routine "decodes" the pointers coded in Code_Pointers by converting the *
- * code values back into object pointers. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void BulletClass::Decode_Pointers(void)
- {
- /*
- ** Decode 'Payback'
- */
- if (Payback) {
- Payback = As_Techno((TARGET)Payback, false);
- assert(Payback != NULL);
- }
- /*
- ** Chain to parent
- */
- ObjectClass::Decode_Pointers();
- }
- /***********************************************************************************************
- * FactoryClass::Code_Pointers -- codes class's pointers for load/save *
- * *
- * This routine "codes" the pointers in the class by converting them to a number *
- * that still represents the object pointed to, but isn't actually a pointer. This *
- * allows a saved game to properly load without relying on the games data still *
- * being in the exact same location. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void FactoryClass::Code_Pointers(void)
- {
- if (Object) {
- Object = (TechnoClass *)Object->As_Target();
- }
- ((HouseClass *&)House) = (HouseClass *)House->Class->House;
- }
- /***********************************************************************************************
- * FactoryClass::Decode_Pointers -- decodes pointers for load/save *
- * *
- * This routine "decodes" the pointers coded in Code_Pointers by converting the *
- * code values back into object pointers. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void FactoryClass::Decode_Pointers(void)
- {
- if (Object) {
- Object = As_Techno((TARGET)Object, false);
- assert(Object != NULL);
- }
- unsigned int house_ptr_val = *((unsigned int*)&House);
- ((HouseClass *&)House) = HouseClass::As_Pointer((HousesType)house_ptr_val);
- assert(House != NULL);
- }
- /***********************************************************************************************
- * LayerClass::Load -- Loads from a save game file. *
- * *
- * INPUT: file -- The file to read the cell's data from. *
- * *
- * OUTPUT: true = success, false = failure *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/19/1994 JLB : Created. *
- *=============================================================================================*/
- bool LayerClass::Load(Straw & file)
- {
- /*
- ** Read # elements in the layer
- */
- int count;
- if (file.Get(&count, sizeof(count)) != sizeof(count)) {
- return(false);
- }
- /*
- ** Clear the array
- */
- Clear();
- /*
- ** Read in all array elements
- */
- for (int index = 0; index < count; index++) {
- ObjectClass * ptr;
- if (file.Get(&ptr, sizeof(ObjectClass *)) != sizeof(ObjectClass *)) {
- return(false);
- }
- Add(ptr);
- }
- return(true);
- }
- /***********************************************************************************************
- * LayerClass::Save -- Write to a save game file. *
- * *
- * INPUT: file -- The file to write the cell's data to. *
- * *
- * OUTPUT: true = success, false = failure *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/19/1994 JLB : Created. *
- *=============================================================================================*/
- bool LayerClass::Save(Pipe & file) const
- {
- /*
- ** Save # array elements
- */
- int count = Count();
- file.Put(&count, sizeof(count));
- /*
- ** Save all elements
- */
- for (int index = 0; index < count; index++) {
- ObjectClass * ptr = (*this)[index];
- file.Put(&ptr, sizeof(ObjectClass *));
- }
- return(true);
- }
- /***********************************************************************************************
- * LayerClass::Code_Pointers -- codes class's pointers for load/save *
- * *
- * This routine "codes" the pointers in the class by converting them to a number *
- * that still represents the object pointed to, but isn't actually a pointer. This *
- * allows a saved game to properly load without relying on the games data still *
- * being in the exact same location. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void LayerClass::Code_Pointers(void)
- {
- for (int index = 0; index < Count(); index++) {
- ObjectClass * obj = (*this)[index];
- assert(obj != NULL);
- (*this)[index] = (ObjectClass *)(obj->As_Target());
- }
- }
- /***********************************************************************************************
- * LayerClass::Decode_Pointers -- decodes pointers for load/save *
- * *
- * This routine "decodes" the pointers coded in Code_Pointers by converting the *
- * code values back into object pointers. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void LayerClass::Decode_Pointers(void)
- {
- for (int index = 0; index < Count(); index++) {
- TARGET target = (TARGET)(*this)[index];
- (*this)[index] = (ObjectClass *)As_Object(target, false);
- assert((*this)[index] != NULL);
- }
- }
- /***********************************************************************************************
- * HouseClass::Code_Pointers -- codes class's pointers for load/save *
- * *
- * This routine "codes" the pointers in the class by converting them to a number *
- * that still represents the object pointed to, but isn't actually a pointer. This *
- * allows a saved game to properly load without relying on the games data still *
- * being in the exact same location. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void HouseClass::Code_Pointers(void)
- {
- }
- /***********************************************************************************************
- * HouseClass::Decode_Pointers -- decodes pointers for load/save *
- * *
- * This routine "decodes" the pointers coded in Code_Pointers by converting the *
- * code values back into object pointers. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void HouseClass::Decode_Pointers(void)
- {
- /*
- ** Re-assign the house's remap table (for multiplayer game loads)
- ** Loading the house from disk will have over-written the house's RemapTable, so
- ** Init_Data() is called to reset it to a valid pointer.
- */
-
- Init_Data(RemapColor, ActLike, Credits);
- }
- /***********************************************************************************************
- * ScoreClass::Code_Pointers -- codes class's pointers for load/save *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void ScoreClass::Code_Pointers(void)
- {
- RealTime.Stop();
- }
- /***********************************************************************************************
- * ScoreClass::Decode_Pointers -- decodes pointers for load/save *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void ScoreClass::Decode_Pointers(void)
- {
- RealTime.Start();
- }
- /***********************************************************************************************
- * FootClass::Code_Pointers -- codes class's pointers for load/save *
- * *
- * This routine "codes" the pointers in the class by converting them to a number *
- * that still represents the object pointed to, but isn't actually a pointer. This *
- * allows a saved game to properly load without relying on the games data still *
- * being in the exact same location. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void FootClass::Code_Pointers(void)
- {
- if (Member != NULL && Member->IsActive) {
- Member = (FootClass *)Member->As_Target();
- } else {
- Member = TARGET_NONE;
- }
- TechnoClass::Code_Pointers();
- }
- /***********************************************************************************************
- * FootClass::Decode_Pointers -- decodes pointers for load/save *
- * *
- * This routine "decodes" the pointers coded in Code_Pointers by converting the *
- * code values back into object pointers. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void FootClass::Decode_Pointers(void)
- {
- if ((TARGET)Member != TARGET_NONE) {
- Member = (FootClass *)As_Techno((TARGET)Member, false);
- assert(Member != NULL);
- }
- TechnoClass::Decode_Pointers();
- }
- /***********************************************************************************************
- * RadioClass::Code_Pointers -- codes class's pointers for load/save *
- * *
- * This routine "codes" the pointers in the class by converting them to a number *
- * that still represents the object pointed to, but isn't actually a pointer. This *
- * allows a saved game to properly load without relying on the games data still *
- * being in the exact same location. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void RadioClass::Code_Pointers(void)
- {
- /*
- ** Code 'Radio'
- */
- if (Radio) {
- Radio = (RadioClass *)Radio->As_Target();
- }
- MissionClass::Code_Pointers();
- }
- /***********************************************************************************************
- * RadioClass::Decode_Pointers -- decodes pointers for load/save *
- * *
- * This routine "decodes" the pointers coded in Code_Pointers by converting the *
- * code values back into object pointers. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void RadioClass::Decode_Pointers(void)
- {
- /*
- ** Decode 'Radio'
- */
- if (Radio) {
- Radio = As_Techno((TARGET)Radio, false);
- assert(Radio != NULL);
- }
- MissionClass::Decode_Pointers();
- }
- /***********************************************************************************************
- * TechnoClass::Code_Pointers -- codes class's pointers for load/save *
- * *
- * This routine "codes" the pointers in the class by converting them to a number *
- * that still represents the object pointed to, but isn't actually a pointer. This *
- * allows a saved game to properly load without relying on the games data still *
- * being in the exact same location. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void TechnoClass::Code_Pointers(void)
- {
- CargoClass::Code_Pointers();
- RadioClass::Code_Pointers();
- }
- /***********************************************************************************************
- * TechnoClass::Decode_Pointers -- decodes pointers for load/save *
- * *
- * This routine "decodes" the pointers coded in Code_Pointers by converting the *
- * code values back into object pointers. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void TechnoClass::Decode_Pointers(void)
- {
- CargoClass::Decode_Pointers();
- RadioClass::Decode_Pointers();
- }
- /***********************************************************************************************
- * CargoClass::Code_Pointers -- codes class's pointers for load/save *
- * *
- * This routine "codes" the pointers in the class by converting them to a number *
- * that still represents the object pointed to, but isn't actually a pointer. This *
- * allows a saved game to properly load without relying on the games data still *
- * being in the exact same location. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void CargoClass::Code_Pointers(void)
- {
- /*
- ** Code 'CargoHold'
- */
- if (CargoHold) {
- CargoHold = (FootClass *)CargoHold->As_Target();
- }
- }
- /***********************************************************************************************
- * CargoClass::Decode_Pointers -- decodes pointers for load/save *
- * *
- * This routine "decodes" the pointers coded in Code_Pointers by converting the *
- * code values back into object pointers. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void CargoClass::Decode_Pointers(void)
- {
- /*
- ** Decode 'CargoHold'
- */
- if (CargoHold) {
- CargoHold = (FootClass *)As_Techno((TARGET)CargoHold, false);
- assert(CargoHold != NULL);
- }
- }
- /***********************************************************************************************
- * ObjectClass::Code_Pointers -- codes class's pointers for load/save *
- * *
- * This routine "codes" the pointers in the class by converting them to a number *
- * that still represents the object pointed to, but isn't actually a pointer. This *
- * allows a saved game to properly load without relying on the games data still *
- * being in the exact same location. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void ObjectClass::Code_Pointers(void)
- {
- if (Next) {
- Next = (ObjectClass *)Next->As_Target();
- }
- }
- /***********************************************************************************************
- * ObjectClass::Decode_Pointers -- decodes pointers for load/save *
- * *
- * This routine "decodes" the pointers coded in Code_Pointers by converting the *
- * code values back into object pointers. *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 01/02/1995 BR : Created. *
- *=============================================================================================*/
- void ObjectClass::Decode_Pointers(void)
- {
- if (Next) {
- Next = As_Object((TARGET)Next, false);
- assert(Next != NULL);
- }
- }
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