378 lines
9.5 KiB
C++
378 lines
9.5 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/powerplantgameobj.cpp $*
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* *
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* $Author:: Denzil_l $*
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* *
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* $Modtime:: 11/21/01 9:31a $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "powerplantgameobj.h"
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#include "basecontroller.h"
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#include "wwhack.h"
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#include "simpledefinitionfactory.h"
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#include "persistfactory.h"
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#include "definitionmgr.h"
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#include "combatchunkid.h"
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#include "debug.h"
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#include "wwprofile.h"
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#include "basecontroller.h"
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////////////////////////////////////////////////////////////////
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// Hacks
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////////////////////////////////////////////////////////////////
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DECLARE_FORCE_LINK (PowerPlant)
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////////////////////////////////////////////////////////////////
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// Editable and persist factories
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////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass <PowerPlantGameObjDef, CHUNKID_GAME_OBJECT_DEF_POWERPLANT> _PowerPlantGameObjDefPersistFactory;
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SimplePersistFactoryClass <PowerPlantGameObj, CHUNKID_GAME_OBJECT_POWERPLANT> _PowerPlantGameObjPersistFactory;
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DECLARE_DEFINITION_FACTORY (PowerPlantGameObjDef, CLASSID_GAME_OBJECT_DEF_POWERPLANT, "Powerplant") _PowerPlantGameObjDefDefFactory;
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////////////////////////////////////////////////////////////////
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// Save/Load constants
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////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_DEF_PARENT = 0x02211153,
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CHUNKID_DEF_VARIABLES,
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MICROCHUNKID_DEF_UNUSED = 1,
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};
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enum
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{
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CHUNKID_PARENT = 0x02211154,
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CHUNKID_VARIABLES,
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MICROCHUNKID_UNUSED = 1,
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};
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////////////////////////////////////////////////////////////////
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//
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// PowerPlantGameObjDef
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//
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////////////////////////////////////////////////////////////////
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PowerPlantGameObjDef::PowerPlantGameObjDef (void)
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{
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// ~PowerPlantGameObjDef
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//
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////////////////////////////////////////////////////////////////
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PowerPlantGameObjDef::~PowerPlantGameObjDef (void)
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{
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Class_ID
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//
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////////////////////////////////////////////////////////////////
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uint32
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PowerPlantGameObjDef::Get_Class_ID (void) const
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{
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return CLASSID_GAME_OBJECT_DEF_POWERPLANT;
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}
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////////////////////////////////////////////////////////////////
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//
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// Create
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//
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////////////////////////////////////////////////////////////////
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PersistClass *
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PowerPlantGameObjDef::Create (void) const
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{
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PowerPlantGameObj *building = new PowerPlantGameObj;
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building->Init (*this);
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return building;
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}
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////////////////////////////////////////////////////////////////
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//
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// Create
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//
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////////////////////////////////////////////////////////////////
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bool
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PowerPlantGameObjDef::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_DEF_PARENT);
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BuildingGameObjDef::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_DEF_VARIABLES);
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csave.End_Chunk ();
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load
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//
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////////////////////////////////////////////////////////////////
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bool
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PowerPlantGameObjDef::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ())
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{
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switch (cload.Cur_Chunk_ID ())
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{
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case CHUNKID_DEF_PARENT:
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BuildingGameObjDef::Load (cload);
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break;
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case CHUNKID_DEF_VARIABLES:
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Load_Variables (cload);
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break;
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default:
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Debug_Say (("Unrecognized Powerplant Def chunkID\n"));
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break;
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}
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cload.Close_Chunk ();
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}
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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////////////////////////////////////////////////////////////////
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void
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PowerPlantGameObjDef::Load_Variables (ChunkLoadClass &cload)
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{
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while (cload.Open_Micro_Chunk ()) {
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/*switch (cload.Cur_Micro_Chunk_ID ())
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{
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default:
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Debug_Say (("Unrecognized Powerplant Def Variable chunkID\n"));
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break;
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}*/
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cload.Close_Micro_Chunk();
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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PowerPlantGameObjDef::Get_Factory (void) const
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{
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return _PowerPlantGameObjDefPersistFactory;
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}
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////////////////////////////////////////////////////////////////
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//
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// PowerPlantGameObj
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//
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////////////////////////////////////////////////////////////////
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PowerPlantGameObj::PowerPlantGameObj (void)
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{
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// ~PowerPlantGameObj
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//
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////////////////////////////////////////////////////////////////
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PowerPlantGameObj::~PowerPlantGameObj (void)
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{
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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PowerPlantGameObj::Get_Factory (void) const
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{
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return _PowerPlantGameObjPersistFactory;
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}
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////////////////////////////////////////////////////////////////
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//
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// Init
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//
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////////////////////////////////////////////////////////////////
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void PowerPlantGameObj::Init( void )
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{
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Init( Get_Definition() );
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}
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////////////////////////////////////////////////////////////////
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//
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// Init
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//
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////////////////////////////////////////////////////////////////
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void
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PowerPlantGameObj::Init (const PowerPlantGameObjDef &definition)
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{
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BuildingGameObj::Init (definition);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Definition
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//
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////////////////////////////////////////////////////////////////
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const PowerPlantGameObjDef &
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PowerPlantGameObj::Get_Definition (void) const
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{
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return (const PowerPlantGameObjDef &)BaseGameObj::Get_Definition ();
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}
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////////////////////////////////////////////////////////////////
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//
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// Save
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//
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////////////////////////////////////////////////////////////////
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bool
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PowerPlantGameObj::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_PARENT);
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BuildingGameObj::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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csave.End_Chunk ();
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load
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//
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////////////////////////////////////////////////////////////////
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bool
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PowerPlantGameObj::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_PARENT:
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BuildingGameObj::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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default:
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Debug_Say (("Unrecognized Powerplant chunkID\n"));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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////////////////////////////////////////////////////////////////
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void
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PowerPlantGameObj::Load_Variables (ChunkLoadClass &cload)
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{
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while (cload.Open_Micro_Chunk ()) {
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/*switch (cload.Cur_Micro_Chunk_ID ())
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{
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default:
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Debug_Say (("Unrecognized Powerplant Variable chunkID\n"));
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break;
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}*/
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cload.Close_Micro_Chunk();
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_Destroyed
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//
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////////////////////////////////////////////////////////////////
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void
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PowerPlantGameObj::On_Destroyed (void)
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{
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BuildingGameObj::On_Destroyed ();
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//
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// Tell the base that it better check the power state
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// of the base.
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//
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if (BaseController != NULL) {
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BaseController->Check_Base_Power ();
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}
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return ;
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}
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