/* ** 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.cpp ///////////////////////////////////////////////////////////////////////////// // Author: Amit Kumar, August 2002 // Desc: Power plant upgrades /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/ModelState.h" #include "Common/Player.h" #include "Common/Xfer.h" #include "GameClient/Drawable.h" #include "GameClient/InGameUI.h" #include "GameLogic/Object.h" #include "GameLogic/Module/PowerPlantUpdate.h" #include "GameLogic/Module/PowerPlantUpgrade.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- PowerPlantUpgrade::PowerPlantUpgrade( Thing *thing, const ModuleData* moduleData ) : UpgradeModule( thing, moduleData ) { } // end PowerPlantUpgrade //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- PowerPlantUpgrade::~PowerPlantUpgrade( void ) { } // end ~PowerPlantUpgrade //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void PowerPlantUpgrade::onDelete( void ) { // if we haven't been upgraded there is nothing to clean up if( isAlreadyUpgraded() == FALSE ) return; // remove the power bonus from the player Player *player = getObject()->getControllingPlayer(); if( player ) player->removePowerBonus( getObject() ); // this upgrade module is now "not upgraded" setUpgradeExecuted(FALSE); } // end onDelete //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void PowerPlantUpgrade::onCapture( Player *oldOwner, Player *newOwner ) { // do nothing if we haven't upgraded yet if( isAlreadyUpgraded() == FALSE ) return; if (getObject()->isDisabled()) return; // remove power bonus from old owner if( oldOwner ) { oldOwner->removePowerBonus( getObject() ); setUpgradeExecuted(FALSE); } // add power bonus to the new owner if( newOwner ) { newOwner->addPowerBonus( getObject() ); setUpgradeExecuted(TRUE); } } // end onCapture //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void PowerPlantUpgrade::upgradeImplementation( void ) { Player *player = getObject()->getControllingPlayer(); // add the new power production to the object if( player ) player->addPowerBonus(getObject()); PowerPlantUpdateInterface *ppui; for( BehaviorModule **umi = getObject()->getBehaviorModules(); *umi; ++umi) { ppui = (*umi)->getPowerPlantUpdateInterface(); if( ppui ) ppui->extendRods(TRUE); } } // end upgradeImplementation // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void PowerPlantUpgrade::crc( Xfer *xfer ) { // extend base class UpgradeModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void PowerPlantUpgrade::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class UpgradeModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void PowerPlantUpgrade::loadPostProcess( void ) { // extend base class UpgradeModule::loadPostProcess(); // Most upgrade modules have state change effects that are themselves saved. This one is a fire and forget. // So we need to re-fire on load if we are turned on. if( isAlreadyUpgraded() ) { Player *player = getObject()->getControllingPlayer(); // add the new power production to the object if( player ) player->addPowerBonus(getObject()); } } // end loadPostProcess