/* ** Command & Conquer Generals(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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: CashHackSpecialPower.cpp ///////////////////////////////////////////////////////////// // Author: Amit Kumar, July 2002 // Desc: The Cash Hack will steal money from an enemy player /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Player.h" #include "Common/Team.h" #include "Common/Xfer.h" #include "GameClient/GameText.h" #include "GameLogic/Object.h" #include "GameLogic/PartitionManager.h" #include "GameLogic/Module/CashHackSpecialPower.h" #include "GameClient/InGameUI.h" // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ CashHackSpecialPowerModuleData::CashHackSpecialPowerModuleData( void ) { m_upgrades.clear(); m_defaultAmountToSteal = 0; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- static void parseCashHackUpgradePair( INI* ini, void * /*instance*/, void *store, const void* /*userData*/ ) { CashHackSpecialPowerModuleData::Upgrades up; INI::parseScience(ini, NULL, &up.m_science, NULL); INI::parseInt(ini, NULL, &up.m_amountToSteal, NULL); std::vector* s = (std::vector*)store; s->push_back(up); } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ /*static*/ void CashHackSpecialPowerModuleData::buildFieldParse(MultiIniFieldParse& p) { SpecialPowerModuleData::buildFieldParse( p ); static const FieldParse dataFieldParse[] = { { "UpgradeMoneyAmount", parseCashHackUpgradePair, NULL, offsetof( CashHackSpecialPowerModuleData, m_upgrades ) }, { "MoneyAmount", INI::parseInt, NULL, offsetof( CashHackSpecialPowerModuleData, m_defaultAmountToSteal ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } // end buildFieldParse /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ CashHackSpecialPower::CashHackSpecialPower( Thing *thing, const ModuleData *moduleData ) : SpecialPowerModule( thing, moduleData ) { } // end CashHackSpecialPower // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ CashHackSpecialPower::~CashHackSpecialPower( void ) { } // end ~CashHackSpecialPower // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void CashHackSpecialPower::doSpecialPowerAtLocation( const Coord3D *loc, UnsignedInt commandOptions ) { if (getObject()->isDisabled()) return; // only allowed at objects return; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- Int CashHackSpecialPower::findAmountToSteal() const { const CashHackSpecialPowerModuleData* d = getCashHackSpecialPowerModuleData(); const Player* controller = getObject()->getControllingPlayer(); if (controller != NULL) { for (std::vector::const_iterator it = d->m_upgrades.begin(); it != d->m_upgrades.end(); ++it) { if (controller->hasScience(it->m_science)) return it->m_amountToSteal; } } return d->m_defaultAmountToSteal; } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void CashHackSpecialPower::doSpecialPowerAtObject( Object *victim, UnsignedInt commandOptions ) { if (getObject()->isDisabled()) return; // sanity if (!victim) return; // call the base class action cause we are *EXTENDING* functionality SpecialPowerModule::doSpecialPowerAtObject( victim, commandOptions ); // get our module data Object *self = getObject(); //Steal a thousand cash from the other team! Money *targetMoney = victim->getControllingPlayer()->getMoney(); Money *selfMoney = self->getControllingPlayer()->getMoney(); if( targetMoney && selfMoney ) { UnsignedInt cash = targetMoney->countMoney(); UnsignedInt desiredAmount = findAmountToSteal(); //Check to see if they have 1000 cash, otherwise, take the remainder! cash = min( desiredAmount, cash ); if( cash > 0 ) { //Steal the cash targetMoney->withdraw( cash ); selfMoney->deposit( cash ); self->getControllingPlayer()->getScoreKeeper()->addMoneyEarned( cash ); //Display cash income floating over the blacklotus UnicodeString moneyString; moneyString.format( TheGameText->fetch( "GUI:AddCash" ), cash ); Coord3D pos; pos.zero(); pos.add( self->getPosition() ); pos.z += 20.0f; //add a little z to make it show up above the unit. TheInGameUI->addFloatingText( moneyString, &pos, GameMakeColor( 0, 255, 0, 255 ) ); //Display cash lost floating over the target moneyString.format( TheGameText->fetch( "GUI:LoseCash" ), cash ); pos.zero(); pos.add( victim->getPosition() ); pos.z += 30.0f; //add a little z to make it show up above the unit. TheInGameUI->addFloatingText( moneyString, &pos, GameMakeColor( 255, 0, 0, 255 ) ); } } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void CashHackSpecialPower::crc( Xfer *xfer ) { // extend base class SpecialPowerModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void CashHackSpecialPower::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class SpecialPowerModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void CashHackSpecialPower::loadPostProcess( void ) { // extend base class SpecialPowerModule::loadPostProcess(); } // end loadPostProcess