/* ** 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: StatusBitsUpgrade.h ///////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Electronic Arts Pacific. // // Confidential Information // Copyright (C) 2002 - All Rights Reserved // //----------------------------------------------------------------------------- // // created: May 2002 // // Filename: StatusBitsUpgrade.h // // author: Steven Johnson // // purpose: // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __StatusBitsUpgrade_H_ #define __StatusBitsUpgrade_H_ //----------------------------------------------------------------------------- // SYSTEM INCLUDES //////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // USER INCLUDES ////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- #include "GameLogic/Module/UpgradeModule.h" #include "Common/ObjectStatusTypes.h" //----------------------------------------------------------------------------- // FORWARD REFERENCES ///////////////////////////////////////////////////////// //----------------------------------------------------------------------------- class Thing; //----------------------------------------------------------------------------- // TYPE DEFINES /////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- class StatusBitsUpgradeModuleData : public UpgradeModuleData { public: ObjectStatusMaskType m_statusToSet; ObjectStatusMaskType m_statusToClear; StatusBitsUpgradeModuleData() { } static void buildFieldParse(MultiIniFieldParse& p); }; //----------------------------------------------------------------------------- class StatusBitsUpgrade : public UpgradeModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( StatusBitsUpgrade, "StatusBitsUpgrade" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( StatusBitsUpgrade, StatusBitsUpgradeModuleData ); public: StatusBitsUpgrade( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype defined by MemoryPoolObject protected: virtual void upgradeImplementation( ); ///< Here's the actual work of Upgrading virtual Bool isSubObjectsUpgrade() { return false; } }; //----------------------------------------------------------------------------- // INLINING /////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // EXTERNALS ////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- #endif // __StatusBitsUpgrade_H_