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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: 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
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