UpgradeDie.cpp 4.7 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(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: UpgradeDie.cpp ///////////////////////////////////////////////////////////////////////////
  24. // Author: Kris Morness, August 2002
  25. // Desc: When object dies, the parent object is freed of the specified object upgrade field.
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  28. #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
  29. #include "Common/ThingTemplate.h"
  30. #include "Common/Upgrade.h"
  31. #include "Common/Xfer.h"
  32. #include "GameClient/Drawable.h"
  33. #include "GameLogic/GameLogic.h"
  34. #include "GameLogic/Module/UpgradeDie.h"
  35. #include "GameLogic/Object.h"
  36. //-------------------------------------------------------------------------------------------------
  37. //-------------------------------------------------------------------------------------------------
  38. UpgradeDie::UpgradeDie( Thing *thing, const ModuleData* moduleData ) : DieModule( thing, moduleData )
  39. {
  40. }
  41. //-------------------------------------------------------------------------------------------------
  42. //-------------------------------------------------------------------------------------------------
  43. UpgradeDie::~UpgradeDie( void )
  44. {
  45. }
  46. //-------------------------------------------------------------------------------------------------
  47. /** The die callback. */
  48. //-------------------------------------------------------------------------------------------------
  49. void UpgradeDie::onDie( const DamageInfo *damageInfo )
  50. {
  51. if (!isDieApplicable(damageInfo))
  52. return;
  53. //Look for the object that created me.
  54. Object *producer = TheGameLogic->findObjectByID( getObject()->getProducerID() );
  55. if( producer )
  56. {
  57. //Okay, we found our parent... now look for the upgrade.
  58. const UpgradeTemplate *upgrade = TheUpgradeCenter->findUpgrade( getUpgradeDieModuleData()->m_upgradeName );
  59. if( upgrade )
  60. {
  61. //We found the upgrade, now see if the parent object has it set...
  62. if( producer->hasUpgrade( upgrade ) )
  63. {
  64. //Cool, now remove it.
  65. producer->removeUpgrade( upgrade );
  66. }
  67. else
  68. {
  69. DEBUG_ASSERTCRASH( 0, ("Object %s just died, but is trying to free upgrade %s in it's producer %s%s",
  70. getObject()->getTemplate()->getName().str(),
  71. getUpgradeDieModuleData()->m_upgradeName.str(),
  72. producer->getTemplate()->getName().str(),
  73. ", which the producer doesn't have. This is used in cases where the producer builds an upgrade that can die... like ranger building scout drones.") );
  74. }
  75. }
  76. }
  77. }
  78. // ------------------------------------------------------------------------------------------------
  79. /** CRC */
  80. // ------------------------------------------------------------------------------------------------
  81. void UpgradeDie::crc( Xfer *xfer )
  82. {
  83. // extend base class
  84. DieModule::crc( xfer );
  85. } // end crc
  86. // ------------------------------------------------------------------------------------------------
  87. /** Xfer method
  88. * Version Info:
  89. * 1: Initial version */
  90. // ------------------------------------------------------------------------------------------------
  91. void UpgradeDie::xfer( Xfer *xfer )
  92. {
  93. // version
  94. XferVersion currentVersion = 1;
  95. XferVersion version = currentVersion;
  96. xfer->xferVersion( &version, currentVersion );
  97. // extend base class
  98. DieModule::xfer( xfer );
  99. } // end xfer
  100. // ------------------------------------------------------------------------------------------------
  101. /** Load post process */
  102. // ------------------------------------------------------------------------------------------------
  103. void UpgradeDie::loadPostProcess( void )
  104. {
  105. // extend base class
  106. DieModule::loadPostProcess();
  107. } // end loadPostProcess