/* ** 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: SalvageCrateCollide.h ///////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, March 2002 // Desc: The Savlage system can give a Weaponset bonus, a level, or money. Salvagers create them // by killing marked units, and only WeaponSalvagers can get the WeaponSet bonus /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef SALVAGE_CRATE_COLLIDE_H_ #define SALVAGE_CRATE_COLLIDE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/Module.h" #include "Common/STLTypedefs.h" #include "GameLogic/Module/CrateCollide.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Thing; //------------------------------------------------------------------------------------------------- class SalvageCrateCollideModuleData : public CrateCollideModuleData { public: Real m_weaponChance; ///< Chance to get a weapon upgrade, if possible Real m_levelChance; ///< Chance to get a level, if weaponChance fails Real m_moneyChance; ///< Chance to get money, if weaponChance fails Int m_minimumMoney; ///< How much, if we get money Int m_maximumMoney; ///< How much, if we get money SalvageCrateCollideModuleData() { m_weaponChance = 1.0f; m_levelChance = .25f; m_moneyChance = .75f; m_minimumMoney = 25; m_maximumMoney = 75; } static void buildFieldParse(MultiIniFieldParse& p) { CrateCollideModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "WeaponChance", INI::parsePercentToReal, NULL, offsetof( SalvageCrateCollideModuleData, m_weaponChance ) }, { "LevelChance", INI::parsePercentToReal, NULL, offsetof( SalvageCrateCollideModuleData, m_levelChance ) }, { "MoneyChance", INI::parsePercentToReal, NULL, offsetof( SalvageCrateCollideModuleData, m_moneyChance ) }, { "MinMoney", INI::parseInt, NULL, offsetof( SalvageCrateCollideModuleData, m_minimumMoney ) }, { "MaxMoney", INI::parseInt, NULL, offsetof( SalvageCrateCollideModuleData, m_maximumMoney ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } }; //------------------------------------------------------------------------------------------------- class SalvageCrateCollide : public CrateCollide { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SalvageCrateCollide, "SalvageCrateCollide" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SalvageCrateCollide, SalvageCrateCollideModuleData ); public: SalvageCrateCollide( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual Bool isSalvageCrateCollide() const { return true; } protected: /// This allows specific vetoes to certain types of crates and their data virtual Bool isValidToExecute( const Object *other ) const; /// This is the game logic execution function that all real CrateCollides will implement virtual Bool executeCrateBehavior( Object *other ); private: Bool eligibleForWeaponSet( Object *other ); Bool eligibleForArmorSet( Object *other ); Bool eligibleForLevel( Object *other ); Bool testWeaponChance(); Bool testLevelChance(); void doWeaponSet( Object *other ); void doArmorSet( Object *other ); void doLevelGain( Object *other ); void doMoney( Object *other ); }; #endif