/*
** Command & Conquer Renegade(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 .
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/comcentergameobj.cpp $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 7/16/01 12:10p $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "comcentergameobj.h"
#include "basecontroller.h"
#include "wwhack.h"
#include "simpledefinitionfactory.h"
#include "persistfactory.h"
#include "definitionmgr.h"
#include "combatchunkid.h"
#include "debug.h"
#include "wwprofile.h"
#include "basecontroller.h"
#include "combat.h"
////////////////////////////////////////////////////////////////
// Hacks
////////////////////////////////////////////////////////////////
DECLARE_FORCE_LINK (ComCenter)
////////////////////////////////////////////////////////////////
// Editable and persist factories
////////////////////////////////////////////////////////////////
SimplePersistFactoryClass _ComCenterGameObjDefPersistFactory;
SimplePersistFactoryClass _ComCenterGameObjPersistFactory;
DECLARE_DEFINITION_FACTORY (ComCenterGameObjDef, CLASSID_GAME_OBJECT_DEF_COMCENTER, "Com Center") _ComCenterGameObjDefDefFactory;
////////////////////////////////////////////////////////////////
// Save/Load constants
////////////////////////////////////////////////////////////////
enum
{
CHUNKID_DEF_PARENT = 0x02211153,
CHUNKID_DEF_VARIABLES,
MICROCHUNKID_DEF_UNUSED = 1,
};
enum
{
CHUNKID_PARENT = 0x02211154,
CHUNKID_VARIABLES,
MICROCHUNKID_UNUSED = 1,
};
////////////////////////////////////////////////////////////////
//
// ComCenterGameObjDef
//
////////////////////////////////////////////////////////////////
ComCenterGameObjDef::ComCenterGameObjDef (void)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// ~ComCenterGameObjDef
//
////////////////////////////////////////////////////////////////
ComCenterGameObjDef::~ComCenterGameObjDef (void)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Class_ID
//
////////////////////////////////////////////////////////////////
uint32
ComCenterGameObjDef::Get_Class_ID (void) const
{
return CLASSID_GAME_OBJECT_DEF_COMCENTER;
}
////////////////////////////////////////////////////////////////
//
// Create
//
////////////////////////////////////////////////////////////////
PersistClass *
ComCenterGameObjDef::Create (void) const
{
ComCenterGameObj *building = new ComCenterGameObj;
building->Init (*this);
return building;
}
////////////////////////////////////////////////////////////////
//
// Create
//
////////////////////////////////////////////////////////////////
bool
ComCenterGameObjDef::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_DEF_PARENT);
BuildingGameObjDef::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_DEF_VARIABLES);
csave.End_Chunk ();
return true;
}
////////////////////////////////////////////////////////////////
//
// Load
//
////////////////////////////////////////////////////////////////
bool
ComCenterGameObjDef::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ())
{
switch (cload.Cur_Chunk_ID ())
{
case CHUNKID_DEF_PARENT:
BuildingGameObjDef::Load (cload);
break;
case CHUNKID_DEF_VARIABLES:
Load_Variables (cload);
break;
default:
Debug_Say (("Unrecognized Com Center Def chunkID\n"));
break;
}
cload.Close_Chunk ();
}
return true;
}
////////////////////////////////////////////////////////////////
//
// Load_Variables
//
////////////////////////////////////////////////////////////////
void
ComCenterGameObjDef::Load_Variables (ChunkLoadClass &cload)
{
while (cload.Open_Micro_Chunk ()) {
/*switch (cload.Cur_Micro_Chunk_ID ())
{
default:
Debug_Say (("Unrecognized Com Center Def Variable chunkID\n"));
break;
}*/
cload.Close_Micro_Chunk();
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Factory
//
////////////////////////////////////////////////////////////////
const PersistFactoryClass &
ComCenterGameObjDef::Get_Factory (void) const
{
return _ComCenterGameObjDefPersistFactory;
}
////////////////////////////////////////////////////////////////
//
// ComCenterGameObj
//
////////////////////////////////////////////////////////////////
ComCenterGameObj::ComCenterGameObj (void)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// ~ComCenterGameObj
//
////////////////////////////////////////////////////////////////
ComCenterGameObj::~ComCenterGameObj (void)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Factory
//
////////////////////////////////////////////////////////////////
const PersistFactoryClass &
ComCenterGameObj::Get_Factory (void) const
{
return _ComCenterGameObjPersistFactory;
}
////////////////////////////////////////////////////////////////
//
// Init
//
////////////////////////////////////////////////////////////////
void ComCenterGameObj::Init( void )
{
Init( Get_Definition() );
}
////////////////////////////////////////////////////////////////
//
// Init
//
////////////////////////////////////////////////////////////////
void
ComCenterGameObj::Init (const ComCenterGameObjDef &definition)
{
BuildingGameObj::Init (definition);
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Definition
//
////////////////////////////////////////////////////////////////
const ComCenterGameObjDef &
ComCenterGameObj::Get_Definition (void) const
{
return (const ComCenterGameObjDef &)BaseGameObj::Get_Definition ();
}
////////////////////////////////////////////////////////////////
//
// Save
//
////////////////////////////////////////////////////////////////
bool
ComCenterGameObj::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_PARENT);
BuildingGameObj::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
csave.End_Chunk ();
return true;
}
////////////////////////////////////////////////////////////////
//
// Load
//
////////////////////////////////////////////////////////////////
bool
ComCenterGameObj::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_PARENT:
BuildingGameObj::Load (cload);
break;
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
default:
Debug_Say (("Unrecognized Com Center chunkID\n"));
break;
}
cload.Close_Chunk();
}
return true;
}
////////////////////////////////////////////////////////////////
//
// Load_Variables
//
////////////////////////////////////////////////////////////////
void
ComCenterGameObj::Load_Variables (ChunkLoadClass &cload)
{
while (cload.Open_Micro_Chunk ()) {
/*switch (cload.Cur_Micro_Chunk_ID ())
{
default:
Debug_Say (("Unrecognized Com Center Variable chunkID\n"));
break;
}*/
cload.Close_Micro_Chunk();
}
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Destroyed
//
////////////////////////////////////////////////////////////////
void
ComCenterGameObj::On_Destroyed (void)
{
BuildingGameObj::On_Destroyed ();
//
// Switch off the radar for each player on this team
//
if (BaseController != NULL && CombatManager::I_Am_Server ()) {
BaseController->Check_Radar ();
}
return ;
}