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- /*
- ** Command & Conquer Generals(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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (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<CashBountyPowerModuleData::Upgrades>* s = (std::vector<CashBountyPowerModuleData::Upgrades>*)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<CashBountyPowerModuleData::Upgrades>::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
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