/*
** 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