// // 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/CARRY.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 : CARRY.CPP * * * * Programmer : Joe L. Bostic * * * * Start Date : 02/26/96 * * * * Last Update : May 10, 1996 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * CarryoverClass::CarryoverClass -- Constructor for carry over objects. * * CarryoverClass::Create -- Creates a carried over object. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "function.h" /*********************************************************************************************** * CarryoverClass::CarryoverClass -- Constructor for carry over objects. * * * * This is the constructor for a carry over object. Such an object is used to record the * * object that will be "carried over" into a new scenario at some future time. * * * * INPUT: techno -- Pointer to the object that will be carried over. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/10/1996 JLB : Created. * *=============================================================================================*/ CarryoverClass::CarryoverClass(TechnoClass * techno) : RTTI(RTTI_NONE), Cell(0), Strength(0), House(HOUSE_NONE) { if (techno) { RTTI = techno->What_Am_I(); switch (RTTI) { case RTTI_UNIT: Type.Unit = ((UnitClass *)techno)->Class->Type; break; case RTTI_BUILDING: Type.Building = ((BuildingClass *)techno)->Class->Type; break; case RTTI_INFANTRY: Type.Infantry = ((InfantryClass *)techno)->Class->Type; break; case RTTI_VESSEL: Type.Vessel = ((VesselClass *)techno)->Class->Type; break; default: break; } House = techno->Owner(); Strength = techno->Strength; Cell = Coord_Cell(techno->Coord); } } /*********************************************************************************************** * CarryoverClass::Create -- Creates a carried over object. * * * * Use this routine to convert a carried over object into an actual object that will be * * placed on the map. * * * * INPUT: none * * * * OUTPUT: bool; Was the object successfully created and placed on the map? * * * * WARNINGS: This routine might not place the object if the old map location was invalid * * or there are other barriers to the object's creation and placement. * * * * HISTORY: * * 05/10/1996 JLB : Created. * *=============================================================================================*/ bool CarryoverClass::Create(void) const { TechnoClass * techno = 0; TechnoTypeClass const * ttype = 0; switch (RTTI) { case RTTI_UNIT: ttype = &UnitTypeClass::As_Reference(Type.Unit); techno = new UnitClass(Type.Unit, House); break; case RTTI_INFANTRY: ttype = &InfantryTypeClass::As_Reference(Type.Infantry); techno = new InfantryClass(Type.Infantry, House); break; case RTTI_BUILDING: ttype = &BuildingTypeClass::As_Reference(Type.Building); techno = new BuildingClass(Type.Building, House); break; case RTTI_VESSEL: ttype = &VesselTypeClass::As_Reference(Type.Vessel); techno = new VesselClass(Type.Vessel, House); break; } if (techno) { bool oldscen = ScenarioInit; techno->Strength = Strength; if (RTTI == RTTI_INFANTRY) { ScenarioInit = 0; } techno->Unlimbo(Cell_Coord(Cell)); if (RTTI == RTTI_INFANTRY) { ScenarioInit = oldscen; } } return(false); }