Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
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TIBERIANDAWN/BASE.CPP
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TIBERIANDAWN/BASE.CPP
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: F:\projects\c&c\vcs\code\base.cpv 1.9 16 Oct 1995 16:48:56 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : BASE.CPP *
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* *
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* Programmer : Bill Randolph *
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* *
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* Start Date : 03/27/95 *
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* *
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* Last Update : March 27, 1995 *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* BaseClass::Get_Building -- Returns ptr to the built building for the given node *
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* BaseClass::Get_Node -- Returns ptr to the node corresponding to given object *
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* BaseClass::Is_Built -- Tells if given item in the list has been built yet *
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* BaseClass::Is_Node -- Tells if the given building is part of our base list *
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* BaseClass::Load -- loads from a saved game file *
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* BaseClass::Next_Buildable -- returns ptr to the next node that needs to be built *
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* BaseClass::Read_INI -- INI reading routine *
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* BaseClass::Save -- saves to a saved game file *
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* BaseClass::Write_INI -- INI writing routine *
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* BaseNodeClass::operator != -- inequality operator *
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* BaseNodeClass::operator == -- equality operator *
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* BaseNodeClass::operator > -- greater-than operator *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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/***********************************************************************************************
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* BaseNodeClass::operator == -- equality operator *
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* *
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* INPUT: *
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* node node to test against *
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* *
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* OUTPUT: *
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* true = equal, false = not equal *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 03/24/1995 BRR : Created. *
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*=============================================================================================*/
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int BaseNodeClass::operator == (BaseNodeClass const & node)
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{
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return(Type == node.Type && Coord == node.Coord);
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}
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/***********************************************************************************************
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* BaseNodeClass::operator != -- inequality operator *
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* *
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* INPUT: *
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* node node to test against *
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* *
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* OUTPUT: *
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* comparison result *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 03/24/1995 BRR : Created. *
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*=============================================================================================*/
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int BaseNodeClass::operator !=(BaseNodeClass const & node)
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{
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return(Type != node.Type || Coord != node.Coord);
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}
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/***********************************************************************************************
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* BaseNodeClass::operator > -- greater-than operator *
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* *
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* INPUT: *
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* node node to test against *
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* *
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* OUTPUT: *
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* comparison result *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 03/24/1995 BRR : Created. *
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*=============================================================================================*/
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int BaseNodeClass::operator > (BaseNodeClass const & )
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{
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return(true);
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}
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/***********************************************************************************************
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* BaseClass::Read_INI -- INI reading routine *
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* *
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* INI entry format: *
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* BLDG=COORD *
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* BLDG=COORD *
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* ... *
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* *
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* INPUT: *
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* buffer pointer to loaded INI file *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* This routines assumes there is only one base defined for the scenario. *
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* *
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* HISTORY: *
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* 03/24/1995 BRR : Created. *
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*=============================================================================================*/
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void BaseClass::Read_INI(char *buffer)
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{
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char buf[128];
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char uname[10];
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BaseNodeClass node; // node to add to list
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/*
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** First, determine the house of the human player, and set the Base's house
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** accordingly.
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*/
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WWGetPrivateProfileString("BASIC", "Player", "GoodGuy", buf, 20, buffer);
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if (HouseTypeClass::From_Name(buf) == HOUSE_GOOD) {
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House = HOUSE_BAD;
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} else {
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House = HOUSE_GOOD;
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}
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/*
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** Read the number of buildings that will go into the base node list
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*/
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int count = WWGetPrivateProfileInt (INI_Name(),"Count",0,buffer);
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/*
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** Read each entry in turn, in the same order they were written out.
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*/
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for (int i = 0; i < count; i++) {
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/*
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** Get an INI entry
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*/
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sprintf(uname,"%03d",i);
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WWGetPrivateProfileString(INI_Name(), uname, NULL, buf, sizeof(buf)-1, buffer);
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/*
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** Set the node's building type
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*/
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node.Type = BuildingTypeClass::From_Name(strtok(buf,","));
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/*
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** Read & set the node's coordinate
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*/
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node.Coord = atol(strtok(NULL,","));
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/*
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** Add this node to the Base's list
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*/
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Nodes.Add(node);
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}
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}
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/***********************************************************************************************
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* BaseClass::Write_INI -- INI writing routine *
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* *
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* INI entry format: *
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* BLDG=COORD *
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* BLDG=COORD *
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* ... *
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* *
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* INPUT: *
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* buffer pointer to loaded INI file staging area *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* This routines assumes there is only one base defined for the scenario. *
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* *
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* HISTORY: *
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* 03/24/1995 BRR : Created. *
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*=============================================================================================*/
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void BaseClass::Write_INI(char *buffer)
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{
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char buf[128];
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char uname[10];
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/*
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** Clear out all existing teamtype data from the INI file.
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*/
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WWWritePrivateProfileString(INI_Name(), NULL, NULL, buffer);
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/*
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** Save the # of buildings in the Nodes list. This is essential because
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** they must be read in the same order they were created, so "000" must be
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** read first, etc.
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*/
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WWWritePrivateProfileInt (INI_Name(),"Count",Nodes.Count(),buffer);
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/*
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** Write each entry into the INI
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*/
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for (int i = 0; i < Nodes.Count(); i++) {
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sprintf(uname,"%03d",i);
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sprintf(buf,"%s,%d",
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BuildingTypeClass::As_Reference(Nodes[i].Type).IniName,
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Nodes[i].Coord);
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WWWritePrivateProfileString(INI_Name(), uname, buf, buffer);
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}
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}
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/***********************************************************************************************
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* BaseClass::Load -- loads from a saved game file *
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* *
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* INPUT: *
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* file open file *
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* *
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* OUTPUT: *
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* true = success, false = failure *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 03/24/1995 BRR : Created. *
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*=============================================================================================*/
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bool BaseClass::Load(FileClass &file)
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{
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int num_struct;
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int i;
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BaseNodeClass node;
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/*
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** Read in & check the size of this class
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*/
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if (file.Read(&i, sizeof(i)) != sizeof(i)) {
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return(false);
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}
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if (i != sizeof(*this)) {
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return(false);
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}
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/*
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** Read in the House & the number of structures in the base
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*/
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if (file.Read(&House,sizeof(House)) != sizeof(House)) {
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return(false);
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}
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if (file.Read(&num_struct,sizeof(num_struct)) != sizeof(num_struct)) {
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return(false);
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}
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/*
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** Read each node entry & add it to the list
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*/
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for (i = 0; i < num_struct; i++) {
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if (file.Read(&node,sizeof(node)) != sizeof(node)) {
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return(false);
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}
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Nodes.Add(node);
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}
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return(true);
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}
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/***********************************************************************************************
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* BaseClass::Save -- saves to a saved game file *
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* *
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* INPUT: *
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* file open file *
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* *
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* OUTPUT: *
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* true = success, false = failure *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 03/24/1995 BRR : Created. *
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*=============================================================================================*/
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bool BaseClass::Save(FileClass &file)
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{
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int num_struct;
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int i;
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BaseNodeClass node;
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/*
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** Write the size of this class
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*/
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i = sizeof(*this);
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if (file.Write(&i,sizeof(i)) != sizeof(i)) {
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return(false);
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}
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/*
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** Write the House & the number of structures in the base
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*/
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if (file.Write(&House,sizeof(House)) != sizeof(House)) {
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return(false);
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}
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num_struct = Nodes.Count();
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if (file.Write(&num_struct,sizeof(num_struct)) != sizeof(num_struct)) {
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return(false);
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}
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/*
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** Write each node entry
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*/
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for (i = 0; i < num_struct; i++) {
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node = Nodes[i];
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if (file.Write(&node,sizeof(node)) != sizeof(node)) {
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return(false);
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}
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}
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return(true);
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}
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/***********************************************************************************************
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* BaseClass::Is_Built -- Tells if given item in the list has been built yet *
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* *
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* INPUT: *
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* index index into base list *
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* *
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* OUTPUT: *
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* true = yes, false = no *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 03/24/1995 BRR : Created. *
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*=============================================================================================*/
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bool BaseClass::Is_Built(int index)
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{
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if (Get_Building(index) != NULL) {
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return(true);
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} else {
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return(false);
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}
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}
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/***********************************************************************************************
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* BaseClass::Get_Building -- Returns ptr to the built building for the given node *
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* *
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* INPUT: *
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* obj pointer to building to test *
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* *
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* OUTPUT: *
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* ptr to already-built building, NULL if none *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 03/24/1995 BRR : Created. *
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*=============================================================================================*/
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BuildingClass * BaseClass::Get_Building(int index)
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{
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BuildingClass *bldg;
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ObjectClass *obj[4];
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/*
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** Check the location on the map where this building should be; if it's
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** there, return a pointer to it.
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*/
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CELL cell = Coord_Cell(Nodes[index].Coord);
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obj[0] = Map[cell].Cell_Building();
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obj[1] = Map[cell].Overlapper[0];
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obj[2] = Map[cell].Overlapper[1];
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obj[3] = Map[cell].Overlapper[2];
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bldg = NULL;
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for (int i = 0; i < 4; i++) {
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if (obj[i] &&
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obj[i]->Coord == Nodes[index].Coord &&
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obj[i]->What_Am_I() == RTTI_BUILDING &&
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((BuildingClass *)obj[i])->Class->Type == Nodes[index].Type) {
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bldg = (BuildingClass *)obj[i];
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break;
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}
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}
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return(bldg);
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}
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/***********************************************************************************************
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* BaseClass::Is_Node -- Tells if the given building is part of our base list *
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* *
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* INPUT: *
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* obj pointer to building to test *
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* *
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* OUTPUT: *
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* true = building is a node in the list, false = isn't *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 03/24/1995 BRR : Created. *
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*=============================================================================================*/
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bool BaseClass::Is_Node(BuildingClass *obj)
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{
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if (Get_Node(obj) != NULL) {
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return(true);
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} else {
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return(false);
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}
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}
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/***********************************************************************************************
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* BaseClass::Get_Node -- Returns ptr to the node corresponding to given object *
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* *
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* INPUT: *
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* obj pointer to building to test *
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* *
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* OUTPUT: *
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* ptr to node *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 03/24/1995 BRR : Created. *
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*=============================================================================================*/
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BaseNodeClass * BaseClass::Get_Node(BuildingClass *obj)
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{
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for (int i = 0; i < Nodes.Count(); i++) {
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if (obj->Class->Type == Nodes[i].Type && obj->Coord == Nodes[i].Coord) {
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return(&Nodes[i]);
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}
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}
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return(NULL);
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}
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/***********************************************************************************************
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* BaseClass::Next_Buildable -- returns ptr to the next node that needs to be built *
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* *
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* If 'type' is not NONE, returns ptr to the next "hole" in the list of the given type. *
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* Otherwise, returns ptr to the next hole in the list of any type. *
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* *
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* INPUT: *
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* type type of building to check for *
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* *
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* OUTPUT: *
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* ptr to a BaseNodeClass, NULL if none *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 03/24/1995 BRR : Created. *
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*=============================================================================================*/
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BaseNodeClass * BaseClass::Next_Buildable(StructType type)
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{
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/*
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** Loop through all node entries, returning a pointer to the first
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** un-built one that matches the requested type.
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*/
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for (int i = 0; i < Nodes.Count(); i++) {
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/*
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** For STRUCT_NONE, return the first hole found
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*/
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if (type == STRUCT_NONE) {
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if (!Is_Built(i)) {
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return(&Nodes[i]);
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}
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} else {
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/*
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** For a "real" building type, return the first hold for that type
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*/
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if (Nodes[i].Type==type && !Is_Built(i)) {
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return(&Nodes[i]);
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}
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}
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}
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// If no entry could be found, then create a fake one that will allow
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// placement of the building. Make it static and reuse the next time this
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// routine is called.
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return(NULL);
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}
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