void CweaponIGC::Terminate(void) { AddRef(); if (m_pshipGunner) { SetGunner(NULL); } SetShip(NULL, NA); if (m_partType) { m_partType->Release(); m_partType = NULL; } if (m_projectileType) { m_projectileType->Release(); m_projectileType = NULL; } Release(); }
void CafterburnerIGC::Terminate(void) { AddRef(); SetShip(NULL, NA); if (m_partType) { m_partType->Release(); m_partType = NULL; } Release(); }
Board NewBoard() //See Game.c -> NewGame() { Board init; for (int i = 0; i < 5; i++) { init.Pieces[i] = NewShip(); } init.Pieces[0] = SetShip(&init.Pieces[0], "Carrier", 5); init.Pieces[1] = SetShip(&init.Pieces[1], "Battleship", 4); init.Pieces[2] = SetShip(&init.Pieces[2], "Cruiser", 3); init.Pieces[3] = SetShip(&init.Pieces[3], "Submarine", 3); init.Pieces[4] = SetShip(&init.Pieces[4], "Destroyer", 2); for (int i = 0; i < 10; i++) for (int j = 0; j < 10; j++) { init.Player[i][j] = NewHole(); init.Enemy[i][j] = NewHole(); } return init; }
void CdispenserIGC::Terminate(void) { AddRef(); SetShip(NULL, NA); if (m_partType) { m_partType->Release(); m_partType = NULL; } if (m_expendableType) { m_expendableType->Release(); m_expendableType = NULL; } Release(); }