/* ** Command & Conquer Generals Zero Hour(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: PowerPlantUpgrade.h /////////////////////////////////////////////////////////////////////////// // Author: Amit Kumar, August 2002 // Desc: Upgrading a power plant /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __POWERPLANTUPGRADE_H_ #define __POWERPLANTUPGRADE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/UpgradeModule.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Thing; class Player; //------------------------------------------------------------------------------------------------- /** The Power Plant upgrade module */ //------------------------------------------------------------------------------------------------- class PowerPlantUpgrade : public UpgradeModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( PowerPlantUpgrade, "PowerPlantUpgrade" ) MAKE_STANDARD_MODULE_MACRO( PowerPlantUpgrade ); public: PowerPlantUpgrade( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype defined by MemoryPoolObject virtual void onDelete( void ); ///< we have some work to do when this module goes away virtual void onCapture( Player *oldOwner, Player *newOwner ); ///< object containing upgrade has changed teams protected: virtual void upgradeImplementation( void ); ///< Here's the actual work of Upgrading virtual Bool isSubObjectsUpgrade() { return false; } }; #endif // __POWERPLANTUPGRADE_H_