/* ** 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: SpyVisionUpdate.cpp ///////////////////////////////////////////////////////////////// // Author: Graham Smallwood, September 2002 // Desc: Special Power will spy on the vision of all enemy players. // Putting a SpecialPower in a behavior takes a big huge amount of code duplication and // has no precedent. /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Player.h" #include "Common/PlayerList.h" #include "Common/Xfer.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Module/SpyVisionUpdate.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void SpyVisionUpdateModuleData::buildFieldParse(MultiIniFieldParse& p) { UpdateModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { 0, 0, 0, 0 } }; p.add(dataFieldParse); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- SpyVisionUpdate::SpyVisionUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData ) { m_deactivateFrame = 0; setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- SpyVisionUpdate::~SpyVisionUpdate( void ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void SpyVisionUpdate::activateSpyVision( UnsignedInt duration ) { UnsignedInt now = TheGameLogic->getFrame(); m_deactivateFrame = now + duration; doActivationWork( TRUE ); setWakeFrame( getObject(), UPDATE_SLEEP(duration) ); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- UpdateSleepTime SpyVisionUpdate::update( void ) { if( m_deactivateFrame && (m_deactivateFrame <= TheGameLogic->getFrame()) ) { // Turn off SpyVision. doActivationWork( FALSE ); m_deactivateFrame = 0; } return UPDATE_SLEEP_FOREVER; } void SpyVisionUpdate::doActivationWork( Bool setting ) { Player *ourPlayer = getObject()->getControllingPlayer(); if( ourPlayer == NULL || ThePlayerList == NULL ) return; for (Int i=0; i < ThePlayerList->getPlayerCount(); ++i) { Player *player = ThePlayerList->getNthPlayer(i); if( ourPlayer->getRelationship(player->getDefaultTeam()) == ENEMIES ) { player->setUnitsVisionSpied( setting, ourPlayer->getPlayerIndex() ); } } } void SpyVisionUpdate::onDelete( void ) { // If I was left on at the time of death, then turn me off. if( m_deactivateFrame ) doActivationWork( FALSE ); } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void SpyVisionUpdate::crc( Xfer *xfer ) { // extend base class UpdateModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void SpyVisionUpdate::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class UpdateModule::xfer( xfer ); // deactivate frame xfer->xferUnsignedInt( &m_deactivateFrame ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void SpyVisionUpdate::loadPostProcess( void ) { // extend base class UpdateModule::loadPostProcess(); } // end loadPostProcess