/* ** 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: UpgradeDie.cpp /////////////////////////////////////////////////////////////////////////// // Author: Kris Morness, August 2002 // Desc: When object dies, the parent object is freed of the specified object upgrade field. /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/ThingTemplate.h" #include "Common/Upgrade.h" #include "Common/Xfer.h" #include "GameClient/Drawable.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Module/UpgradeDie.h" #include "GameLogic/Object.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- UpgradeDie::UpgradeDie( Thing *thing, const ModuleData* moduleData ) : DieModule( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- UpgradeDie::~UpgradeDie( void ) { } //------------------------------------------------------------------------------------------------- /** The die callback. */ //------------------------------------------------------------------------------------------------- void UpgradeDie::onDie( const DamageInfo *damageInfo ) { if (!isDieApplicable(damageInfo)) return; //Look for the object that created me. Object *producer = TheGameLogic->findObjectByID( getObject()->getProducerID() ); if( producer ) { //Okay, we found our parent... now look for the upgrade. const UpgradeTemplate *upgrade = TheUpgradeCenter->findUpgrade( getUpgradeDieModuleData()->m_upgradeName ); if( upgrade ) { //We found the upgrade, now see if the parent object has it set... if( producer->hasUpgrade( upgrade ) ) { //Cool, now remove it. producer->removeUpgrade( upgrade ); } else { DEBUG_ASSERTCRASH( 0, ("Object %s just died, but is trying to free upgrade %s in it's producer %s%s", getObject()->getTemplate()->getName().str(), getUpgradeDieModuleData()->m_upgradeName.str(), producer->getTemplate()->getName().str(), ", which the producer doesn't have. This is used in cases where the producer builds an upgrade that can die... like ranger building scout drones.") ); } } } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void UpgradeDie::crc( Xfer *xfer ) { // extend base class DieModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void UpgradeDie::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class DieModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void UpgradeDie::loadPostProcess( void ) { // extend base class DieModule::loadPostProcess(); } // end loadPostProcess