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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: TempWeaponBonusHelper.h ////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, June 2003
- // Desc: Object helper - Clears Temporary weapon bonus effects
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h"
- #include "Common/Xfer.h"
- #include "GameLogic/Module/TempWeaponBonusHelper.h"
- #include "GameClient/Drawable.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Weapon.h"
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- TempWeaponBonusHelper::TempWeaponBonusHelper( Thing *thing, const ModuleData *modData ) : ObjectHelper( thing, modData )
- {
- m_currentBonus = WEAPONBONUSCONDITION_INVALID;
- m_frameToRemove = 0;
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- TempWeaponBonusHelper::~TempWeaponBonusHelper( void )
- {
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- UpdateSleepTime TempWeaponBonusHelper::update()
- {
- DEBUG_ASSERTCRASH(m_frameToRemove <= TheGameLogic->getFrame(), ("TempWeaponBonusHelper woke up too soon.") );
- clearTempWeaponBonus(); // We are sleep driven, so seeing an update means our timer is ready implicitly
- return UPDATE_SLEEP_FOREVER;
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void TempWeaponBonusHelper::clearTempWeaponBonus()
- {
- if( m_currentBonus != WEAPONBONUSCONDITION_INVALID )
- {
- getObject()->clearWeaponBonusCondition(m_currentBonus);
- m_currentBonus = WEAPONBONUSCONDITION_INVALID;
- m_frameToRemove = 0;
- if( getObject()->getDrawable() )
- {
- getObject()->getDrawable()->clearTintStatus(TINT_STATUS_FRENZY);
- // if (getObject()->isKindOf(KINDOF_INFANTRY))
- // getObject()->getDrawable()->setSecondMaterialPassOpacity( 0.0f );
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void TempWeaponBonusHelper::doTempWeaponBonus( WeaponBonusConditionType status, UnsignedInt duration )
- {
- // Clear any different status we may have. Re-getting the same status will just reset the timer
- if( m_currentBonus != status )
- clearTempWeaponBonus();
- getObject()->setWeaponBonusCondition(status);
- m_currentBonus = status;
- m_frameToRemove = TheGameLogic->getFrame() + duration;
- if( getObject()->getDrawable() )
- {
- getObject()->getDrawable()->setTintStatus(TINT_STATUS_FRENZY);
- // if (getObject()->isKindOf(KINDOF_INFANTRY))
- // getObject()->getDrawable()->setSecondMaterialPassOpacity( 1.0f );
- }
- setWakeFrame( getObject(), UPDATE_SLEEP(duration) );
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void TempWeaponBonusHelper::crc( Xfer *xfer )
- {
- // object helper crc
- ObjectHelper::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info;
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void TempWeaponBonusHelper::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // object helper base class
- ObjectHelper::xfer( xfer );
- xfer->xferUser( &m_currentBonus, sizeof(WeaponBonusConditionType) );// an enum
- xfer->xferUnsignedInt( &m_frameToRemove );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void TempWeaponBonusHelper::loadPostProcess( void )
- {
- // object helper base class
- ObjectHelper::loadPostProcess();
- } // end loadPostProcess
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