/*
** 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: CashHackSpecialPower.cpp /////////////////////////////////////////////////////////////
// Author: Amit Kumar, July 2002
// Desc: The Cash Hack will steal money from an enemy player
///////////////////////////////////////////////////////////////////////////////////////////////////
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
#include "Common/Player.h"
#include "Common/Team.h"
#include "Common/Xfer.h"
#include "GameClient/GameText.h"
#include "GameLogic/Object.h"
#include "GameLogic/PartitionManager.h"
#include "GameLogic/Module/CashHackSpecialPower.h"
#include "GameClient/InGameUI.h"
// ------------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
CashHackSpecialPowerModuleData::CashHackSpecialPowerModuleData( void )
{
m_upgrades.clear();
m_defaultAmountToSteal = 0;
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
static void parseCashHackUpgradePair( INI* ini, void * /*instance*/, void *store, const void* /*userData*/ )
{
CashHackSpecialPowerModuleData::Upgrades up;
INI::parseScience(ini, NULL, &up.m_science, NULL);
INI::parseInt(ini, NULL, &up.m_amountToSteal, NULL);
std::vector* s = (std::vector*)store;
s->push_back(up);
}
// ------------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
/*static*/ void CashHackSpecialPowerModuleData::buildFieldParse(MultiIniFieldParse& p)
{
SpecialPowerModuleData::buildFieldParse( p );
static const FieldParse dataFieldParse[] =
{
{ "UpgradeMoneyAmount", parseCashHackUpgradePair, NULL, offsetof( CashHackSpecialPowerModuleData, m_upgrades ) },
{ "MoneyAmount", INI::parseInt, NULL, offsetof( CashHackSpecialPowerModuleData, m_defaultAmountToSteal ) },
{ 0, 0, 0, 0 }
};
p.add(dataFieldParse);
} // end buildFieldParse
///////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////
// ------------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
CashHackSpecialPower::CashHackSpecialPower( Thing *thing, const ModuleData *moduleData )
: SpecialPowerModule( thing, moduleData )
{
} // end CashHackSpecialPower
// ------------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
CashHackSpecialPower::~CashHackSpecialPower( void )
{
} // end ~CashHackSpecialPower
// ------------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
void CashHackSpecialPower::doSpecialPowerAtLocation( const Coord3D *loc, Real angle, UnsignedInt commandOptions )
{
if (getObject()->isDisabled())
return;
// only allowed at objects
return;
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
Int CashHackSpecialPower::findAmountToSteal() const
{
const CashHackSpecialPowerModuleData* d = getCashHackSpecialPowerModuleData();
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_amountToSteal;
}
}
return d->m_defaultAmountToSteal;
}
// ------------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
void CashHackSpecialPower::doSpecialPowerAtObject( Object *victim, UnsignedInt commandOptions )
{
if (getObject()->isDisabled())
return;
// sanity
if (!victim)
return;
// call the base class action cause we are *EXTENDING* functionality
SpecialPowerModule::doSpecialPowerAtObject( victim, commandOptions );
// get our module data
Object *self = getObject();
//Steal a thousand cash from the other team!
Money *targetMoney = victim->getControllingPlayer()->getMoney();
Money *selfMoney = self->getControllingPlayer()->getMoney();
if( targetMoney && selfMoney )
{
UnsignedInt cash = targetMoney->countMoney();
UnsignedInt desiredAmount = findAmountToSteal();
//Check to see if they have 1000 cash, otherwise, take the remainder!
cash = min( desiredAmount, cash );
if( cash > 0 )
{
//Steal the cash
targetMoney->withdraw( cash );
selfMoney->deposit( cash );
self->getControllingPlayer()->getScoreKeeper()->addMoneyEarned( cash );
//Display cash income floating over the blacklotus
UnicodeString moneyString;
moneyString.format( TheGameText->fetch( "GUI:AddCash" ), cash );
Coord3D pos;
pos.zero();
pos.add( self->getPosition() );
pos.z += 20.0f; //add a little z to make it show up above the unit.
TheInGameUI->addFloatingText( moneyString, &pos, GameMakeColor( 0, 255, 0, 255 ) );
//Display cash lost floating over the target
moneyString.format( TheGameText->fetch( "GUI:LoseCash" ), cash );
pos.zero();
pos.add( victim->getPosition() );
pos.z += 30.0f; //add a little z to make it show up above the unit.
TheInGameUI->addFloatingText( moneyString, &pos, GameMakeColor( 255, 0, 0, 255 ) );
}
}
}
// ------------------------------------------------------------------------------------------------
/** CRC */
// ------------------------------------------------------------------------------------------------
void CashHackSpecialPower::crc( Xfer *xfer )
{
// extend base class
SpecialPowerModule::crc( xfer );
} // end crc
// ------------------------------------------------------------------------------------------------
/** Xfer method
* Version Info:
* 1: Initial version */
// ------------------------------------------------------------------------------------------------
void CashHackSpecialPower::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 CashHackSpecialPower::loadPostProcess( void )
{
// extend base class
SpecialPowerModule::loadPostProcess();
} // end loadPostProcess