/*
** 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: CashBountyPower.h /////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Electronic Arts Pacific.
//
// Confidential Information
// Copyright (C) 2002 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// created: Aug 2002
//
// Filename: CashBountyPower.h
//
//
// purpose:
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __CashBountyPower_H_
#define __CashBountyPower_H_
//-----------------------------------------------------------------------------
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// USER INCLUDES //////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
#include "GameLogic/Module/SpecialPowerModule.h"
#include "Common/Science.h"
//-----------------------------------------------------------------------------
// FORWARD REFERENCES /////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
class Thing;
class Player;
//-----------------------------------------------------------------------------
// TYPE DEFINES ///////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// INLINING ///////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// EXTERNALS //////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
// FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
class CashBountyPowerModuleData : public SpecialPowerModuleData
{
public:
#ifdef NOT_IN_USE
struct Upgrades
{
ScienceType m_science;
Real m_bounty;
Upgrades() : m_science(SCIENCE_INVALID), m_bounty(0)
{
}
};
std::vector m_upgrades;
#endif
Real m_defaultBounty;
CashBountyPowerModuleData( void );
static void buildFieldParse(MultiIniFieldParse& p);
};
//-------------------------------------------------------------------------------------------------
/** The OCL upgrade module */
//-------------------------------------------------------------------------------------------------
class CashBountyPower : public SpecialPowerModule
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( CashBountyPower, "CashBountyPower" )
MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( CashBountyPower, CashBountyPowerModuleData );
public:
CashBountyPower( Thing *thing, const ModuleData* moduleData );
// virtual destructor prototype defined by MemoryPoolObject
virtual void onObjectCreated();
//virtual void onBuildComplete(); ///< This is called when you are a finished game object
virtual void onSpecialPowerCreation(); ///< This is called when you are a finished game object
virtual void doSpecialPower( UnsignedInt commandOptions ) { return; }
protected:
Real findBounty() const;
};
#endif // __CashBountyPower_H_