/* ** 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.cpp ///////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Electronic Arts Pacific. // // Confidential Information // Copyright (C) 2002 - All Rights Reserved // //----------------------------------------------------------------------------- // // created: May 2002 // // Filename: StatusBitsUpgrade.cpp // // author: Steven Johnson // // purpose: // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // SYSTEM INCLUDES //////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // USER INCLUDES ////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #define DEFINE_OBJECT_STATUS_NAMES #include "Common/Xfer.h" #include "GameClient/Drawable.h" #include "GameLogic/Object.h" #include "GameLogic/Module/StatusBitsUpgrade.h" //----------------------------------------------------------------------------- // DEFINES //////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // PRIVATE FUNCTIONS ////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void StatusBitsUpgradeModuleData::buildFieldParse(MultiIniFieldParse& p) { UpgradeModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "StatusToSet", ObjectStatusMaskType::parseFromINI, NULL, offsetof( StatusBitsUpgradeModuleData, m_statusToSet ) }, { "StatusToClear", ObjectStatusMaskType::parseFromINI, NULL, offsetof( StatusBitsUpgradeModuleData, m_statusToClear ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- StatusBitsUpgrade::StatusBitsUpgrade( Thing *thing, const ModuleData* moduleData ) : UpgradeModule( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- StatusBitsUpgrade::~StatusBitsUpgrade( void ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void StatusBitsUpgrade::upgradeImplementation( ) { Object *obj = getObject(); obj->setStatus( getStatusBitsUpgradeModuleData()->m_statusToSet ); obj->clearStatus( getStatusBitsUpgradeModuleData()->m_statusToClear ); } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void StatusBitsUpgrade::crc( Xfer *xfer ) { // extend base class UpgradeModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void StatusBitsUpgrade::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 StatusBitsUpgrade::loadPostProcess( void ) { // extend base class UpgradeModule::loadPostProcess(); } // end loadPostProcess