/* ** 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: AutoDepositUpdate.cpp ///////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Electronic Arts Pacific. // // Confidential Information // Copyright (C) 2002 - All Rights Reserved // //----------------------------------------------------------------------------- // // created: Aug 2002 // // Filename: AutoDepositUpdate.cpp // // author: Chris Huybregts // // purpose: The meat of the auto deposit update module // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // SYSTEM INCLUDES //////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // USER INCLUDES ////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/BuildAssistant.h" #include "Common/Thing.h" #include "Common/ThingTemplate.h" #include "Common/INI.h" #include "Common/RandomValue.h" #include "Common/Player.h" #include "Common/Xfer.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Module/AutoDepositUpdate.h" #include "GameLogic/Module/AIUpdate.h" #include "GameLogic/Object.h" #include "GameClient/InGameUI.h" #include "GameClient/Color.h" #include "GameClient/GameText.h" //----------------------------------------------------------------------------- // DEFINES //////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- AutoDepositUpdate::AutoDepositUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData ) { m_depositOnFrame = TheGameLogic->getFrame() + getAutoDepositUpdateModuleData()->m_depositFrame; m_awardInitialCaptureBonus = FALSE; m_initialized = FALSE; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- AutoDepositUpdate::~AutoDepositUpdate( void ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void AutoDepositUpdate::awardInitialCaptureBonus( Player *player ) { m_depositOnFrame = TheGameLogic->getFrame() + getAutoDepositUpdateModuleData()->m_depositFrame; if(!player || !m_awardInitialCaptureBonus || getAutoDepositUpdateModuleData()->m_initialCaptureBonus <= 0) return; player->getMoney()->deposit( getAutoDepositUpdateModuleData()->m_initialCaptureBonus ); player->getScoreKeeper()->addMoneyEarned( getAutoDepositUpdateModuleData()->m_initialCaptureBonus ); //Display cash income floating over the blacklotus if(getAutoDepositUpdateModuleData()->m_initialCaptureBonus > 0) { UnicodeString moneyString; moneyString.format( TheGameText->fetch( "GUI:AddCash" ), getAutoDepositUpdateModuleData()->m_initialCaptureBonus ); Coord3D pos; pos.set( getObject()->getPosition() ); pos.z += 10.0f; //add a little z to make it show up above the unit. Color color = player->getPlayerColor() | GameMakeColor( 0, 0, 0, 230 ); TheInGameUI->addFloatingText( moneyString, &pos, color ); } m_awardInitialCaptureBonus = FALSE; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- UpdateSleepTime AutoDepositUpdate::update( void ) { /// @todo srj use SLEEPY_UPDATE here if( TheGameLogic->getFrame() >= m_depositOnFrame) { if (!m_initialized) { // Note - we have to set these in update, because during load the team is set, // and we don't want to award initial bonus on load. jba :) m_awardInitialCaptureBonus = TRUE; m_initialized = TRUE; } m_depositOnFrame = TheGameLogic->getFrame() + getAutoDepositUpdateModuleData()->m_depositFrame; if(getObject()->isNeutralControlled() || getAutoDepositUpdateModuleData()->m_depositAmount <= 0 ) return UPDATE_SLEEP_NONE; // makes sure that buildings under construction do not get a bonus CCB if( getObject()->getConstructionPercent() != CONSTRUCTION_COMPLETE ) return UPDATE_SLEEP_NONE; getObject()->getControllingPlayer()->getMoney()->deposit( getAutoDepositUpdateModuleData()->m_depositAmount); getObject()->getControllingPlayer()->getScoreKeeper()->addMoneyEarned( getAutoDepositUpdateModuleData()->m_depositAmount); //Display cash income floating over the blacklotus if(getAutoDepositUpdateModuleData()->m_depositAmount > 0) { UnicodeString moneyString; moneyString.format( TheGameText->fetch( "GUI:AddCash" ), getAutoDepositUpdateModuleData()->m_depositAmount ); Coord3D pos; pos.set( getObject()->getPosition() ); pos.z += 10.0f; //add a little z to make it show up above the unit. Color color = getObject()->getControllingPlayer()->getPlayerColor() | GameMakeColor( 0, 0, 0, 230 ); TheInGameUI->addFloatingText( moneyString, &pos, color ); } } return UPDATE_SLEEP_NONE; } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void AutoDepositUpdate::crc( Xfer *xfer ) { // extend base class UpdateModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void AutoDepositUpdate::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 2; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class UpdateModule::xfer( xfer ); // deposit on frame xfer->xferUnsignedInt( &m_depositOnFrame ); // award initial capture bonus xfer->xferBool( &m_awardInitialCaptureBonus ); if (version>1) { xfer->xferBool(&m_initialized); } } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void AutoDepositUpdate::loadPostProcess( void ) { // extend base class UpdateModule::loadPostProcess(); } // end loadPostProcess