VeterancyGainCreate.cpp 5.4 KB

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  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: VeterancyGainCreate.cpp //////////////////////////////////////////////////////////////////////////
  24. // Author: Graham Smallwood, August 2002
  25. // Desc: On creation, will set Object's veterancy level if required Science is present.
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  28. #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
  29. #define DEFINE_VETERANCY_NAMES // for TheVeterancyNames[]
  30. #include "Common/Player.h"
  31. #include "Common/Xfer.h"
  32. #include "GameLogic/ExperienceTracker.h"
  33. #include "GameLogic/Object.h"
  34. #include "GameLogic/Module/VeterancyGainCreate.h"
  35. //-------------------------------------------------------------------------------------------------
  36. //-------------------------------------------------------------------------------------------------
  37. VeterancyGainCreateModuleData::VeterancyGainCreateModuleData()
  38. {
  39. m_startingLevel = LEVEL_REGULAR;
  40. m_scienceRequired = SCIENCE_INVALID;
  41. }
  42. //-------------------------------------------------------------------------------------------------
  43. //-------------------------------------------------------------------------------------------------
  44. void VeterancyGainCreateModuleData::buildFieldParse(MultiIniFieldParse& p)
  45. {
  46. CreateModuleData::buildFieldParse(p);
  47. static const FieldParse dataFieldParse[] =
  48. {
  49. { "StartingLevel", INI::parseIndexList, TheVeterancyNames, offsetof( VeterancyGainCreateModuleData, m_startingLevel ) },
  50. { "ScienceRequired", INI::parseScience, NULL, offsetof( VeterancyGainCreateModuleData, m_scienceRequired ) },
  51. { 0, 0, 0, 0 }
  52. };
  53. p.add(dataFieldParse);
  54. }
  55. //-------------------------------------------------------------------------------------------------
  56. //-------------------------------------------------------------------------------------------------
  57. VeterancyGainCreate::VeterancyGainCreate( Thing *thing, const ModuleData* moduleData ) : CreateModule( thing, moduleData )
  58. {
  59. }
  60. //-------------------------------------------------------------------------------------------------
  61. //-------------------------------------------------------------------------------------------------
  62. VeterancyGainCreate::~VeterancyGainCreate( void )
  63. {
  64. }
  65. //-------------------------------------------------------------------------------------------------
  66. /** The create callback. */
  67. //-------------------------------------------------------------------------------------------------
  68. void VeterancyGainCreate::onCreate( void )
  69. {
  70. // When produced normally, this Object will ask the Player if the correct Science is known for it
  71. // to set its level to the given level
  72. const VeterancyGainCreateModuleData *md = getVeterancyGainCreateModuleData();
  73. Player *myPlayer = getObject()->getControllingPlayer();
  74. if( myPlayer && (md->m_scienceRequired == SCIENCE_INVALID ||
  75. myPlayer->hasScience( md->m_scienceRequired )) )
  76. {
  77. ExperienceTracker* myExp = getObject()->getExperienceTracker();
  78. if( myExp && myExp->isTrainable() )
  79. {
  80. // srj sez: use "setMin" here so that we never lose levels
  81. myExp->setMinVeterancyLevel( md->m_startingLevel );// sVL can override isTrainable, but this module should not.
  82. }
  83. }
  84. }
  85. // ------------------------------------------------------------------------------------------------
  86. /** CRC */
  87. // ------------------------------------------------------------------------------------------------
  88. void VeterancyGainCreate::crc( Xfer *xfer )
  89. {
  90. // extend base class
  91. CreateModule::crc( xfer );
  92. } // end crc
  93. // ------------------------------------------------------------------------------------------------
  94. /** Xfer method
  95. * Version Info:
  96. * 1: Initial version */
  97. // ------------------------------------------------------------------------------------------------
  98. void VeterancyGainCreate::xfer( Xfer *xfer )
  99. {
  100. // version
  101. XferVersion currentVersion = 1;
  102. XferVersion version = currentVersion;
  103. xfer->xferVersion( &version, currentVersion );
  104. // extend base class
  105. CreateModule::xfer( xfer );
  106. } // end xfer
  107. // ------------------------------------------------------------------------------------------------
  108. /** Load post process */
  109. // ------------------------------------------------------------------------------------------------
  110. void VeterancyGainCreate::loadPostProcess( void )
  111. {
  112. // extend base class
  113. CreateModule::loadPostProcess();
  114. } // end loadPostProcess