/* ** 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.cpp /////////////////////////////////////////////////////////////////////// // 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 /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "GameLogic/Module/SalvageCrateCollide.h" #include "Common/AudioEventRTS.h" #include "Common/MiscAudio.h" #include "Common/Kindof.h" #include "Common/RandomValue.h" #include "Common/Player.h" #include "Common/ThingTemplate.h" #include "Common/Xfer.h" #include "GameClient/GameText.h" #include "GameClient/InGameUI.h" #include "GameLogic/ExperienceTracker.h" #include "GameLogic/Object.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- SalvageCrateCollide::SalvageCrateCollide( Thing *thing, const ModuleData* moduleData ) : CrateCollide( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- SalvageCrateCollide::~SalvageCrateCollide( void ) { } //------------------------------------------------------------------------------------------------- Bool SalvageCrateCollide::isValidToExecute( const Object *other ) const { if( ! CrateCollide::isValidToExecute( other ) ) return FALSE; // Only salvage units can pick up a Salvage crate if( ! other->getTemplate()->isKindOf( KINDOF_SALVAGER ) ) return FALSE; return TRUE; } //------------------------------------------------------------------------------------------------- Bool SalvageCrateCollide::executeCrateBehavior( Object *other ) { if( eligibleForArmorSet(other) )// No percent chance on this one, if you can get it, you get it. { doArmorSet(other); //Play the salvage installation crate pickup sound. AudioEventRTS soundToPlay = TheAudio->getMiscAudio()->m_crateSalvage; soundToPlay.setObjectID( other->getID() ); TheAudio->addAudioEvent( &soundToPlay ); } else if( eligibleForWeaponSet( other ) && testWeaponChance() ) { doWeaponSet( other ); //Play the salvage installation crate pickup sound. AudioEventRTS soundToPlay = TheAudio->getMiscAudio()->m_crateSalvage; soundToPlay.setObjectID( other->getID() ); TheAudio->addAudioEvent( &soundToPlay ); //Play the unit voice acknowledgement for upgrading weapons. //Already handled by the "move order" //const AudioEventRTS *soundToPlayPtr = other->getTemplate()->getPerUnitSound( "VoiceSalvage" ); //soundToPlay = *soundToPlayPtr; //soundToPlay.setObjectID( other->getID() ); //TheAudio->addAudioEvent( &soundToPlay ); } else if( eligibleForLevel( other ) && testLevelChance() ) { doLevelGain( other ); //Sound will play in //soundToPlay = TheAudio->getMiscAudio()->m_unitPromoted; } else // just assume the testMoneyChance { doMoney( other ); AudioEventRTS soundToPlay = TheAudio->getMiscAudio()->m_crateMoney; soundToPlay.setObjectID( other->getID() ); TheAudio->addAudioEvent(&soundToPlay); } other->getControllingPlayer()->getAcademyStats()->recordSalvageCollected(); return TRUE; } // ------------------------------------------------------------------------------------------------ Bool SalvageCrateCollide::eligibleForWeaponSet( Object *other ) { if( other == NULL ) return FALSE; // A kindof marks eligibility, and you must not be fully upgraded if( !other->isKindOf(KINDOF_WEAPON_SALVAGER) ) return FALSE; if( other->testWeaponSetFlag(WEAPONSET_CRATEUPGRADE_TWO) ) return FALSE; return TRUE; } // ------------------------------------------------------------------------------------------------ Bool SalvageCrateCollide::eligibleForArmorSet( Object *other ) { if( other == NULL ) return FALSE; // A kindof marks eligibility, and you must not be fully upgraded if( !other->isKindOf(KINDOF_ARMOR_SALVAGER) ) return FALSE; if( other->testArmorSetFlag(ARMORSET_CRATE_UPGRADE_TWO) ) return FALSE; return TRUE; } // ------------------------------------------------------------------------------------------------ Bool SalvageCrateCollide::eligibleForLevel( Object *other ) { if( other == NULL ) return FALSE; // Sorry, you are max level if( other->getExperienceTracker()->getVeterancyLevel() == LEVEL_HEROIC ) return FALSE; // Sorry, you can't gain levels if( !other->getExperienceTracker()->isTrainable() ) return FALSE; return TRUE; } // ------------------------------------------------------------------------------------------------ Bool SalvageCrateCollide::testWeaponChance() { const SalvageCrateCollideModuleData *md = getSalvageCrateCollideModuleData(); if( md->m_weaponChance == 1.0f ) return TRUE; // don't waste a random number for a 100% Real randomNumber = GameLogicRandomValueReal( 0, 1 ); if( randomNumber < md->m_weaponChance ) return TRUE; return FALSE; } // ------------------------------------------------------------------------------------------------ Bool SalvageCrateCollide::testLevelChance() { const SalvageCrateCollideModuleData *md = getSalvageCrateCollideModuleData(); if( md->m_levelChance == 1.0f ) return TRUE; // don't waste a random number for a 100% Real randomNumber = GameLogicRandomValueReal( 0, 1 ); if( randomNumber < md->m_levelChance ) return TRUE; return FALSE; } // ------------------------------------------------------------------------------------------------ void SalvageCrateCollide::doWeaponSet( Object *other ) { if( other->testWeaponSetFlag( WEAPONSET_CRATEUPGRADE_ONE ) ) { other->clearWeaponSetFlag( WEAPONSET_CRATEUPGRADE_ONE ); other->setWeaponSetFlag( WEAPONSET_CRATEUPGRADE_TWO ); } else { other->setWeaponSetFlag( WEAPONSET_CRATEUPGRADE_ONE ); } } // ------------------------------------------------------------------------------------------------ void SalvageCrateCollide::doArmorSet( Object *other ) { if( other->testArmorSetFlag( ARMORSET_CRATE_UPGRADE_ONE ) ) { other->clearArmorSetFlag( ARMORSET_CRATE_UPGRADE_ONE ); other->setArmorSetFlag( ARMORSET_CRATE_UPGRADE_TWO ); other->clearAndSetModelConditionState(MODELCONDITION_ARMORSET_CRATEUPGRADE_ONE, MODELCONDITION_ARMORSET_CRATEUPGRADE_TWO); } else { other->setArmorSetFlag( ARMORSET_CRATE_UPGRADE_ONE ); other->setModelConditionState(MODELCONDITION_ARMORSET_CRATEUPGRADE_ONE); } } // ------------------------------------------------------------------------------------------------ void SalvageCrateCollide::doLevelGain( Object *other ) { other->getExperienceTracker()->gainExpForLevel( 1 ); } // ------------------------------------------------------------------------------------------------ void SalvageCrateCollide::doMoney( Object *other ) { const SalvageCrateCollideModuleData *md = getSalvageCrateCollideModuleData(); Int money; if( md->m_minimumMoney != md->m_maximumMoney )// Random value doesn't like to get a constant range money = GameLogicRandomValue( md->m_minimumMoney, md->m_maximumMoney ); else money = md->m_minimumMoney; if( money > 0 ) { other->getControllingPlayer()->getMoney()->deposit( money ); other->getControllingPlayer()->getScoreKeeper()->addMoneyEarned( money ); //Display cash income floating over the crate. Position is me, everything else is them. UnicodeString moneyString; moneyString.format( TheGameText->fetch( "GUI:AddCash" ), money ); Coord3D pos; pos.set( getObject()->getPosition() ); pos.z += 10.0f; //add a little z to make it show up above the unit. Color color = other->getControllingPlayer()->getPlayerColor() | GameMakeColor( 0, 0, 0, 230 ); TheInGameUI->addFloatingText( moneyString, &pos, color ); } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void SalvageCrateCollide::crc( Xfer *xfer ) { // extend base class CrateCollide::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void SalvageCrateCollide::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class CrateCollide::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void SalvageCrateCollide::loadPostProcess( void ) { // extend base class CrateCollide::loadPostProcess(); } // end loadPostProcess