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- /*
- ** Command & Conquer Generals(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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: VeterancyGainCreate.cpp //////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, August 2002
- // Desc: On creation, will set Object's veterancy level if required Science is present.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #define DEFINE_VETERANCY_NAMES // for TheVeterancyNames[]
- #include "Common/Player.h"
- #include "Common/Xfer.h"
- #include "GameLogic/ExperienceTracker.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Module/VeterancyGainCreate.h"
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- VeterancyGainCreateModuleData::VeterancyGainCreateModuleData()
- {
- m_startingLevel = LEVEL_REGULAR;
- m_scienceRequired = SCIENCE_INVALID;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void VeterancyGainCreateModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- CreateModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "StartingLevel", INI::parseIndexList, TheVeterancyNames, offsetof( VeterancyGainCreateModuleData, m_startingLevel ) },
- { "ScienceRequired", INI::parseScience, NULL, offsetof( VeterancyGainCreateModuleData, m_scienceRequired ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- VeterancyGainCreate::VeterancyGainCreate( Thing *thing, const ModuleData* moduleData ) : CreateModule( thing, moduleData )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- VeterancyGainCreate::~VeterancyGainCreate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- /** The create callback. */
- //-------------------------------------------------------------------------------------------------
- void VeterancyGainCreate::onCreate( void )
- {
- // When produced normally, this Object will ask the Player if the correct Science is known for it
- // to set its level to the given level
- const VeterancyGainCreateModuleData *md = getVeterancyGainCreateModuleData();
- Player *myPlayer = getObject()->getControllingPlayer();
- if( myPlayer && (md->m_scienceRequired == SCIENCE_INVALID ||
- myPlayer->hasScience( md->m_scienceRequired )) )
- {
- ExperienceTracker* myExp = getObject()->getExperienceTracker();
- if( myExp && myExp->isTrainable() )
- {
- // srj sez: use "setMin" here so that we never lose levels
- myExp->setMinVeterancyLevel( md->m_startingLevel );// sVL can override isTrainable, but this module should not.
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void VeterancyGainCreate::crc( Xfer *xfer )
- {
- // extend base class
- CreateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void VeterancyGainCreate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- CreateModule::xfer( xfer );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void VeterancyGainCreate::loadPostProcess( void )
- {
- // extend base class
- CreateModule::loadPostProcess();
- } // end loadPostProcess
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