/* ** 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: TempWeaponBonusHelper.h //////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, June 2003 // Desc: Object helper - Clears Temporary weapon bonus effects /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" #include "Common/Xfer.h" #include "GameLogic/Module/TempWeaponBonusHelper.h" #include "GameClient/Drawable.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Object.h" #include "GameLogic/Weapon.h" // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ TempWeaponBonusHelper::TempWeaponBonusHelper( Thing *thing, const ModuleData *modData ) : ObjectHelper( thing, modData ) { m_currentBonus = WEAPONBONUSCONDITION_INVALID; m_frameToRemove = 0; setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER); } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ TempWeaponBonusHelper::~TempWeaponBonusHelper( void ) { } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ UpdateSleepTime TempWeaponBonusHelper::update() { DEBUG_ASSERTCRASH(m_frameToRemove <= TheGameLogic->getFrame(), ("TempWeaponBonusHelper woke up too soon.") ); clearTempWeaponBonus(); // We are sleep driven, so seeing an update means our timer is ready implicitly return UPDATE_SLEEP_FOREVER; } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void TempWeaponBonusHelper::clearTempWeaponBonus() { if( m_currentBonus != WEAPONBONUSCONDITION_INVALID ) { getObject()->clearWeaponBonusCondition(m_currentBonus); m_currentBonus = WEAPONBONUSCONDITION_INVALID; m_frameToRemove = 0; if( getObject()->getDrawable() ) { getObject()->getDrawable()->clearTintStatus(TINT_STATUS_FRENZY); // if (getObject()->isKindOf(KINDOF_INFANTRY)) // getObject()->getDrawable()->setSecondMaterialPassOpacity( 0.0f ); } } } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void TempWeaponBonusHelper::doTempWeaponBonus( WeaponBonusConditionType status, UnsignedInt duration ) { // Clear any different status we may have. Re-getting the same status will just reset the timer if( m_currentBonus != status ) clearTempWeaponBonus(); getObject()->setWeaponBonusCondition(status); m_currentBonus = status; m_frameToRemove = TheGameLogic->getFrame() + duration; if( getObject()->getDrawable() ) { getObject()->getDrawable()->setTintStatus(TINT_STATUS_FRENZY); // if (getObject()->isKindOf(KINDOF_INFANTRY)) // getObject()->getDrawable()->setSecondMaterialPassOpacity( 1.0f ); } setWakeFrame( getObject(), UPDATE_SLEEP(duration) ); } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void TempWeaponBonusHelper::crc( Xfer *xfer ) { // object helper crc ObjectHelper::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info; * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void TempWeaponBonusHelper::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // object helper base class ObjectHelper::xfer( xfer ); xfer->xferUser( &m_currentBonus, sizeof(WeaponBonusConditionType) );// an enum xfer->xferUnsignedInt( &m_frameToRemove ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void TempWeaponBonusHelper::loadPostProcess( void ) { // object helper base class ObjectHelper::loadPostProcess(); } // end loadPostProcess