/* ** Command & Conquer Generals(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program 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. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: VeterancyGainCreate.cpp ////////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, August 2002 // Desc: On creation, will set Object's veterancy level if required Science is present. /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #define DEFINE_VETERANCY_NAMES // for TheVeterancyNames[] #include "Common/Player.h" #include "Common/Xfer.h" #include "GameLogic/ExperienceTracker.h" #include "GameLogic/Object.h" #include "GameLogic/Module/VeterancyGainCreate.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- VeterancyGainCreateModuleData::VeterancyGainCreateModuleData() { m_startingLevel = LEVEL_REGULAR; m_scienceRequired = SCIENCE_INVALID; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void VeterancyGainCreateModuleData::buildFieldParse(MultiIniFieldParse& p) { CreateModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "StartingLevel", INI::parseIndexList, TheVeterancyNames, offsetof( VeterancyGainCreateModuleData, m_startingLevel ) }, { "ScienceRequired", INI::parseScience, NULL, offsetof( VeterancyGainCreateModuleData, m_scienceRequired ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- VeterancyGainCreate::VeterancyGainCreate( Thing *thing, const ModuleData* moduleData ) : CreateModule( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- VeterancyGainCreate::~VeterancyGainCreate( void ) { } //------------------------------------------------------------------------------------------------- /** The create callback. */ //------------------------------------------------------------------------------------------------- void VeterancyGainCreate::onCreate( void ) { // When produced normally, this Object will ask the Player if the correct Science is known for it // to set its level to the given level const VeterancyGainCreateModuleData *md = getVeterancyGainCreateModuleData(); Player *myPlayer = getObject()->getControllingPlayer(); if( myPlayer && (md->m_scienceRequired == SCIENCE_INVALID || myPlayer->hasScience( md->m_scienceRequired )) ) { ExperienceTracker* myExp = getObject()->getExperienceTracker(); if( myExp && myExp->isTrainable() ) { // srj sez: use "setMin" here so that we never lose levels myExp->setMinVeterancyLevel( md->m_startingLevel );// sVL can override isTrainable, but this module should not. } } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void VeterancyGainCreate::crc( Xfer *xfer ) { // extend base class CreateModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void VeterancyGainCreate::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class CreateModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void VeterancyGainCreate::loadPostProcess( void ) { // extend base class CreateModule::loadPostProcess(); } // end loadPostProcess