CnC_Remastered_Collection/REDALERT/BUFF.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: /CounterStrike/BUFF.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 : BUFF.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 07/29/96 *
* *
* Last Update : September 7, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Buffer::Buffer -- Constructor for buffer object. *
* Buffer::Buffer -- Copy constructor for buffer object. *
* Buffer::Buffer -- Self-allocating constructor for buffer object. *
* Buffer::Reset -- Clears the buffer object to null state. *
* Buffer::operator = -- Assignment operator for the buffer object. *
* Buffer::~Buffer -- Destructor for buffer object. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "buff.h"
#include <stddef.h>
/***********************************************************************************************
* Buffer::Buffer -- Constructor for buffer object. *
* *
* This is the normal constructor for a buffer object. The buffer pointer and size are *
* specified as parameters. *
* *
* INPUT: buffer -- Pointer to the buffer. *
* *
* size -- The size of the buffer. *
* *
* OUTPUT: none *
* *
* WARNINGS: It is possible to construct a Buffer object that has a pointer but a size *
* value of zero. The Buffer object can still be used for its pointer, but it *
* any function that requires a size will fail. *
* *
* HISTORY: *
* 07/29/1996 JLB : Created. *
*=============================================================================================*/
Buffer::Buffer(void * buffer, long size) :
BufferPtr(buffer),
Size(size),
IsAllocated(false)
{
}
// Alternate constructor for char * pointer.
Buffer::Buffer(char * buffer, long size) :
BufferPtr(buffer),
Size(size),
IsAllocated(false)
{
}
// Alternate constructor for void const * pointer.
Buffer::Buffer(void const * buffer, long size) :
BufferPtr((void*)buffer),
Size(size),
IsAllocated(false)
{
}
/***********************************************************************************************
* Buffer::Buffer -- Self-allocating constructor for buffer object. *
* *
* This construtor for a buffer object will automatically allocate the bytes necessary *
* to fulfill the size requested. This object is also responsible for deleting the buffer *
* it allocated. *
* *
* INPUT: size -- The size of the buffer to allocated. *
* *
* OUTPUT: none *
* *
* WARNINGS: There is no way to tell if the allocation failed. To verify, call Get_Buffer *
* and compare with NULL. *
* *
* HISTORY: *
* 07/29/1996 JLB : Created. *
*=============================================================================================*/
Buffer::Buffer(long size) :
BufferPtr(NULL),
Size(size),
IsAllocated(false)
{
if (size > 0) {
BufferPtr = new char[size];
IsAllocated = true;
}
}
/***********************************************************************************************
* Buffer::Buffer -- Copy constructor for buffer object. *
* *
* This will make a duplicate of the specified buffer object. The ownership of the pointer *
* remains with the original object. This prevents multiple deletion of the same pointer. *
* *
* INPUT: buffer -- Reference to the buffer object to be dupilcated. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/02/1996 JLB : Created. *
*=============================================================================================*/
Buffer::Buffer(Buffer const & buffer) :
IsAllocated(false)
{
BufferPtr = buffer.BufferPtr;
Size = buffer.Size;
}
/***********************************************************************************************
* Buffer::operator = -- Assignment operator for the buffer object. *
* *
* This will make a duplicate of the buffer object specified. Any buffer pointed to by the *
* left hand buffer will be lost (possibley freed as a result). *
* *
* INPUT: buffer -- Reference to the right hand buffer object. *
* *
* OUTPUT: Returns with a reference to the copied buffer object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/02/1996 JLB : Created. *
*=============================================================================================*/
Buffer & Buffer::operator = (Buffer const & buffer)
{
if (buffer != this) {
if (IsAllocated) {
delete [] BufferPtr;
}
IsAllocated = false;
BufferPtr = buffer.BufferPtr;
Size = buffer.Size;
}
return(*this);
}
/***********************************************************************************************
* Buffer::~Buffer -- Destructor for buffer object. *
* *
* This destructor will free any buffer it is responsible for. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1996 JLB : Created. *
*=============================================================================================*/
Buffer::~Buffer(void)
{
Reset();
}
/***********************************************************************************************
* Buffer::Reset -- Clears the buffer object to null state. *
* *
* This routine will bring the buffer object into a null (newly constructed) state. If *
* there was any buffer allocated or referred to by this object, it will be freed or *
* dereferenced as necessary. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine will free the buffer if it is responsible for doing so when *
* it is no longer referenced. *
* *
* HISTORY: *
* 09/07/1996 JLB : Created. *
*=============================================================================================*/
void Buffer::Reset(void)
{
if (IsAllocated) {
delete [] BufferPtr;
}
BufferPtr = NULL;
Size = 0;
IsAllocated = false;
}