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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: PowerPlantUpgrade.h ///////////////////////////////////////////////////////////////////////////
- // Author: Amit Kumar, August 2002
- // Desc: Upgrading a power plant
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __POWERPLANTUPGRADE_H_
- #define __POWERPLANTUPGRADE_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/UpgradeModule.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- class Thing;
- class Player;
- //-------------------------------------------------------------------------------------------------
- /** The Power Plant upgrade module */
- //-------------------------------------------------------------------------------------------------
- class PowerPlantUpgrade : public UpgradeModule
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( PowerPlantUpgrade, "PowerPlantUpgrade" )
- MAKE_STANDARD_MODULE_MACRO( PowerPlantUpgrade );
- public:
- PowerPlantUpgrade( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype defined by MemoryPoolObject
- virtual void onDelete( void ); ///< we have some work to do when this module goes away
- virtual void onCapture( Player *oldOwner, Player *newOwner ); ///< object containing upgrade has changed teams
- protected:
- virtual void upgradeImplementation( void ); ///< Here's the actual work of Upgrading
- virtual Bool isSubObjectsUpgrade() { return false; }
- };
- #endif // __POWERPLANTUPGRADE_H_
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