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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: StatusBitsUpgrade.cpp /////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Electronic Arts Pacific.
- //
- // Confidential Information
- // Copyright (C) 2002 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // created: May 2002
- //
- // Filename: StatusBitsUpgrade.cpp
- //
- // author: Steven Johnson
- //
- // purpose:
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // USER INCLUDES //////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #define DEFINE_OBJECT_STATUS_NAMES
- #include "Common/Xfer.h"
- #include "GameClient/Drawable.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Module/StatusBitsUpgrade.h"
- //-----------------------------------------------------------------------------
- // DEFINES ////////////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void StatusBitsUpgradeModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- UpgradeModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "StatusToSet", ObjectStatusMaskType::parseFromINI, NULL, offsetof( StatusBitsUpgradeModuleData, m_statusToSet ) },
- { "StatusToClear", ObjectStatusMaskType::parseFromINI, NULL, offsetof( StatusBitsUpgradeModuleData, m_statusToClear ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- StatusBitsUpgrade::StatusBitsUpgrade( Thing *thing, const ModuleData* moduleData ) : UpgradeModule( thing, moduleData )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- StatusBitsUpgrade::~StatusBitsUpgrade( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void StatusBitsUpgrade::upgradeImplementation( )
- {
- Object *obj = getObject();
- obj->setStatus( getStatusBitsUpgradeModuleData()->m_statusToSet );
- obj->clearStatus( getStatusBitsUpgradeModuleData()->m_statusToClear );
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void StatusBitsUpgrade::crc( Xfer *xfer )
- {
- // extend base class
- UpgradeModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void StatusBitsUpgrade::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 StatusBitsUpgrade::loadPostProcess( void )
- {
- // extend base class
- UpgradeModule::loadPostProcess();
- } // end loadPostProcess
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