/* ** 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: ObjectHelper.cpp ///////////////////////////////////////////////////////////////////////// // Author: Colin Day, Steven Johnson, September 2002 // Desc: Object helper module base class /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" #include "Common/Xfer.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Object.h" #include "GameLogic/Module/ObjectHelper.h" #ifdef _INTERNAL // for occasional debugging... //#pragma optimize("", off) //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ ObjectHelper::~ObjectHelper( void ) { } // end ~ObjectHelper // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void ObjectHelper::sleepUntil(UnsignedInt when) { if (getObject()->getStatusBits() & OBJECT_STATUS_DESTROYED) return; // note the setWakeFrame(NEVER) actually awakens immediately, since NEVER==0. // when we get NEVER in this case, we really want to sleep forever. // so just special case it. UpdateSleepTime wakeDelay = (when == NEVER || when == FOREVER) ? UPDATE_SLEEP_FOREVER : UPDATE_SLEEP(when - TheGameLogic->getFrame()); setWakeFrame(getObject(), wakeDelay); } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void ObjectHelper::crc( Xfer *xfer ) { // update module crc UpdateModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /* Xfer method * Version Info: * 1: Initial Version */ // ------------------------------------------------------------------------------------------------ void ObjectHelper::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // update module xfer UpdateModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void ObjectHelper::loadPostProcess( void ) { // update module post process UpdateModule::loadPostProcess(); } // end loadPostProcess