/* ** 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_