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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: ReplaceObjectUpgrade.cpp /////////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, July 2003
- // Desc: UpgradeModule that creates a new Object in our exact location and then deletes our object
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "GameLogic/Module/ReplaceObjectUpgrade.h"
- #include "Common/Player.h"
- #include "Common/ThingFactory.h"
- #include "Common/ThingTemplate.h"
- #include "GameLogic/AI.h"
- #include "GameLogic/AIPathfind.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Module/CreateModule.h"
- #include "GameLogic/Object.h"
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void ReplaceObjectUpgradeModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- UpgradeModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "ReplaceObject", INI::parseAsciiString, NULL, offsetof( ReplaceObjectUpgradeModuleData, m_replaceObjectName ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- ReplaceObjectUpgrade::ReplaceObjectUpgrade( Thing *thing, const ModuleData* moduleData ) : UpgradeModule( thing, moduleData )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- ReplaceObjectUpgrade::~ReplaceObjectUpgrade( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void ReplaceObjectUpgrade::upgradeImplementation( )
- {
- const ReplaceObjectUpgradeModuleData *data = getReplaceObjectUpgradeModuleData();
- Object *me = getObject();
- Matrix3D myMatrix = *me->getTransformMatrix();
- Team *myTeam = me->getTeam();// Team implies player. It is a subset.
- const ThingTemplate *replacementTemplate = TheThingFactory->findTemplate(data->m_replaceObjectName);
- if( replacementTemplate == NULL )
- {
- DEBUG_ASSERTCRASH(replacementTemplate != NULL, ("No such object '%s' in ReplaceObjectUpgrade.", data->m_replaceObjectName.str() ) );
- return;
- }
- // Remove us first since occupation of cells is apparently not a refcount, but a flag. If I don't remove, then the new
- // thing will be placed, and then on deletion I will remove "his" marks.
- TheAI->pathfinder()->removeObjectFromPathfindMap( me );
- TheGameLogic->destroyObject(me);
- Object *replacementObject = TheThingFactory->newObject(replacementTemplate, myTeam);
- replacementObject->setTransformMatrix(&myMatrix);
- TheAI->pathfinder()->addObjectToPathfindMap( replacementObject );
- // Now onCreates were called at the constructor. This magically created
- // thing needs to be considered as Built for Game specific stuff.
- for (BehaviorModule** m = replacementObject->getBehaviorModules(); *m; ++m)
- {
- CreateModuleInterface* create = (*m)->getCreate();
- if (!create)
- continue;
- create->onBuildComplete();
- }
- if( replacementObject->getControllingPlayer() )
- {
- replacementObject->getControllingPlayer()->onStructureConstructionComplete(me, replacementObject, FALSE);
- }
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void ReplaceObjectUpgrade::crc( Xfer *xfer )
- {
- // extend base class
- UpgradeModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void ReplaceObjectUpgrade::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 ReplaceObjectUpgrade::loadPostProcess( void )
- {
- // extend base class
- UpgradeModule::loadPostProcess();
- } // end loadPostProcess
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