/* ** 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.cpp ///////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Electronic Arts Pacific. // // Confidential Information // Copyright (C) 2002 - All Rights Reserved // //----------------------------------------------------------------------------- // // created: Aug 2002 // // Filename: CashBountyPower.cpp // // author: Steven Johnson // // purpose: //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // SYSTEM INCLUDES //////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // USER INCLUDES ////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Player.h" #include "Common/Xfer.h" #include "GameLogic/Module/CashBountyPower.h" #include "GameLogic/Object.h" //----------------------------------------------------------------------------- // DEFINES //////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // PRIVATE FUNCTIONS ////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- CashBountyPowerModuleData::CashBountyPowerModuleData() { #ifdef NOT_IN_USE m_upgrades.clear(); #endif m_defaultBounty = 0.0; } #ifdef NOT_IN_USE //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- static void parseBountyUpgradePair( INI* ini, void * /*instance*/, void *store, const void* /*userData*/ ) { CashBountyPowerModuleData::Upgrades up; INI::parseScience(ini, NULL, &up.m_science, NULL); INI::parsePercentToReal(ini, NULL, &up.m_bounty, NULL); std::vector* s = (std::vector*)store; s->push_back(up); } #endif //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- /* static */ void CashBountyPowerModuleData::buildFieldParse(MultiIniFieldParse& p) { SpecialPowerModuleData::buildFieldParse( p ); static const FieldParse dataFieldParse[] = { #ifdef NOT_IN_USE { "UpgradeBounty", parseBountyUpgradePair, NULL, offsetof( CashBountyPowerModuleData, m_upgrades ) }, #endif { "Bounty", INI::parsePercentToReal, NULL, offsetof( CashBountyPowerModuleData, m_defaultBounty ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } // end buildFieldParse /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- CashBountyPower::CashBountyPower( Thing *thing, const ModuleData* moduleData ) : SpecialPowerModule( thing, moduleData ) { } // end CashBountyPower //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- CashBountyPower::~CashBountyPower() { } // end ~CashBountyPower //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void CashBountyPower::onObjectCreated() { Player* controller = getObject()->getControllingPlayer(); if (controller && controller->hasScience(getRequiredScience())) { Real bounty = findBounty(); if (bounty > controller->getCashBounty()) controller->setCashBounty(bounty); } } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- Real CashBountyPower::findBounty() const { const CashBountyPowerModuleData* d = getCashBountyPowerModuleData(); #ifdef NOT_IN_USE const Player* controller = getObject()->getControllingPlayer(); if (controller != NULL) { for (std::vector::const_iterator it = d->m_upgrades.begin(); it != d->m_upgrades.end(); ++it) { if (controller->hasScience(it->m_science)) return it->m_bounty; } } #endif return d->m_defaultBounty; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void CashBountyPower::onSpecialPowerCreation() { SpecialPowerModule::onSpecialPowerCreation(); Player* controller = getObject()->getControllingPlayer(); if (controller) { Real bounty = findBounty(); if (bounty > controller->getCashBounty()) controller->setCashBounty(bounty); } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void CashBountyPower::crc( Xfer *xfer ) { // extend base class SpecialPowerModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void CashBountyPower::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class SpecialPowerModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void CashBountyPower::loadPostProcess( void ) { // extend base class SpecialPowerModule::loadPostProcess(); } // end loadPostProcess