/*
** 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 .
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: AutoDepositUpdate.h /////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Electronic Arts Pacific.
//
// Confidential Information
// Copyright (C) 2002 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// created: Aug 2002
//
// Filename: AutoDepositUpdate.h
//
// author: Chris Huybregts
//
// purpose: Auto Deposit Update Module
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __AUTO_DEPOSIT_UPDATE_H_
#define __AUTO_DEPOSIT_UPDATE_H_
//-----------------------------------------------------------------------------
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// USER INCLUDES //////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
#include "GameLogic/Module/UpdateModule.h"
//-----------------------------------------------------------------------------
// FORWARD REFERENCES /////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
class Player;
class Thing;
void parseUpgradePair( INI *ini, void *instance, void *store, const void *userData );
struct upgradePair
{
std::string type;
Int amount;
};
//-----------------------------------------------------------------------------
// TYPE DEFINES ///////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
class AutoDepositUpdateModuleData : public UpdateModuleData
{
public:
UnsignedInt m_depositFrame;
Int m_depositAmount;
Int m_initialCaptureBonus;
Bool m_isActualMoney;
std::list m_upgradeBoost;
AutoDepositUpdateModuleData()
{
m_depositFrame = 0;
m_depositAmount = 0;
m_initialCaptureBonus = 0;
m_isActualMoney = TRUE;
m_upgradeBoost.clear();
}
static void buildFieldParse(MultiIniFieldParse& p)
{
UpdateModuleData::buildFieldParse(p);
static const FieldParse dataFieldParse[] =
{
{ "DepositTiming", INI::parseDurationUnsignedInt, NULL, offsetof( AutoDepositUpdateModuleData, m_depositFrame ) },
{ "DepositAmount", INI::parseInt, NULL, offsetof( AutoDepositUpdateModuleData, m_depositAmount ) },
{ "InitialCaptureBonus", INI::parseInt, NULL, offsetof( AutoDepositUpdateModuleData, m_initialCaptureBonus ) },
{ "ActualMoney", INI::parseBool, NULL, offsetof( AutoDepositUpdateModuleData, m_isActualMoney ) },
{ "UpgradedBoost", parseUpgradePair, NULL, offsetof( AutoDepositUpdateModuleData, m_upgradeBoost ) },
{ 0, 0, 0, 0 }
};
p.add(dataFieldParse);
}
};
//-------------------------------------------------------------------------------------------------
class AutoDepositUpdate : public UpdateModule
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AutoDepositUpdate, "AutoDepositUpdate" )
MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( AutoDepositUpdate, AutoDepositUpdateModuleData )
public:
AutoDepositUpdate( Thing *thing, const ModuleData* moduleData );
// virtual destructor prototype provided by memory pool declaration
void awardInitialCaptureBonus( Player *player ); // Test and award the initial capture bonus
virtual UpdateSleepTime update( void );
protected:
Int getUpgradedSupplyBoost() const;
UnsignedInt m_depositOnFrame;
Bool m_awardInitialCaptureBonus;
Bool m_initialized;
};
//-----------------------------------------------------------------------------
// INLINING ///////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// EXTERNALS //////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
#endif // __AUTO_DEPOSIT_UPDATE_H_