/* ** 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: ReplaceObjectUpgrade.cpp ///////////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, July 2003 // Desc: UpgradeModule that creates a new Object in our exact location and then deletes our object /////////////////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "GameLogic/Module/ReplaceObjectUpgrade.h" #include "Common/Player.h" #include "Common/ThingFactory.h" #include "Common/ThingTemplate.h" #include "GameLogic/AI.h" #include "GameLogic/AIPathfind.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Module/CreateModule.h" #include "GameLogic/Object.h" // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void ReplaceObjectUpgradeModuleData::buildFieldParse(MultiIniFieldParse& p) { UpgradeModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "ReplaceObject", INI::parseAsciiString, NULL, offsetof( ReplaceObjectUpgradeModuleData, m_replaceObjectName ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- ReplaceObjectUpgrade::ReplaceObjectUpgrade( Thing *thing, const ModuleData* moduleData ) : UpgradeModule( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- ReplaceObjectUpgrade::~ReplaceObjectUpgrade( void ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void ReplaceObjectUpgrade::upgradeImplementation( ) { const ReplaceObjectUpgradeModuleData *data = getReplaceObjectUpgradeModuleData(); Object *me = getObject(); Matrix3D myMatrix = *me->getTransformMatrix(); Team *myTeam = me->getTeam();// Team implies player. It is a subset. const ThingTemplate *replacementTemplate = TheThingFactory->findTemplate(data->m_replaceObjectName); if( replacementTemplate == NULL ) { DEBUG_ASSERTCRASH(replacementTemplate != NULL, ("No such object '%s' in ReplaceObjectUpgrade.", data->m_replaceObjectName.str() ) ); return; } // Remove us first since occupation of cells is apparently not a refcount, but a flag. If I don't remove, then the new // thing will be placed, and then on deletion I will remove "his" marks. TheAI->pathfinder()->removeObjectFromPathfindMap( me ); TheGameLogic->destroyObject(me); Object *replacementObject = TheThingFactory->newObject(replacementTemplate, myTeam); replacementObject->setTransformMatrix(&myMatrix); TheAI->pathfinder()->addObjectToPathfindMap( replacementObject ); // Now onCreates were called at the constructor. This magically created // thing needs to be considered as Built for Game specific stuff. for (BehaviorModule** m = replacementObject->getBehaviorModules(); *m; ++m) { CreateModuleInterface* create = (*m)->getCreate(); if (!create) continue; create->onBuildComplete(); } if( replacementObject->getControllingPlayer() ) { replacementObject->getControllingPlayer()->onStructureConstructionComplete(me, replacementObject, FALSE); } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void ReplaceObjectUpgrade::crc( Xfer *xfer ) { // extend base class UpgradeModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void ReplaceObjectUpgrade::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 ReplaceObjectUpgrade::loadPostProcess( void ) { // extend base class UpgradeModule::loadPostProcess(); } // end loadPostProcess