CashBountyPower.h 5.2 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: CashBountyPower.h /////////////////////////////////////////////////
  24. //-----------------------------------------------------------------------------
  25. //
  26. // Electronic Arts Pacific.
  27. //
  28. // Confidential Information
  29. // Copyright (C) 2002 - All Rights Reserved
  30. //
  31. //-----------------------------------------------------------------------------
  32. //
  33. // created: Aug 2002
  34. //
  35. // Filename: CashBountyPower.h
  36. //
  37. //
  38. // purpose:
  39. //
  40. //-----------------------------------------------------------------------------
  41. ///////////////////////////////////////////////////////////////////////////////
  42. #pragma once
  43. #ifndef __CashBountyPower_H_
  44. #define __CashBountyPower_H_
  45. //-----------------------------------------------------------------------------
  46. // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
  47. //-----------------------------------------------------------------------------
  48. //-----------------------------------------------------------------------------
  49. // USER INCLUDES //////////////////////////////////////////////////////////////
  50. //-----------------------------------------------------------------------------
  51. #include "GameLogic/Module/SpecialPowerModule.h"
  52. #include "Common/Science.h"
  53. //-----------------------------------------------------------------------------
  54. // FORWARD REFERENCES /////////////////////////////////////////////////////////
  55. //-----------------------------------------------------------------------------
  56. class Thing;
  57. class Player;
  58. //-----------------------------------------------------------------------------
  59. // TYPE DEFINES ///////////////////////////////////////////////////////////////
  60. //-----------------------------------------------------------------------------
  61. //-----------------------------------------------------------------------------
  62. // INLINING ///////////////////////////////////////////////////////////////////
  63. //-----------------------------------------------------------------------------
  64. //-----------------------------------------------------------------------------
  65. // EXTERNALS //////////////////////////////////////////////////////////////////
  66. //-----------------------------------------------------------------------------
  67. // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
  68. //-------------------------------------------------------------------------------------------------
  69. //-------------------------------------------------------------------------------------------------
  70. class CashBountyPowerModuleData : public SpecialPowerModuleData
  71. {
  72. public:
  73. #ifdef NOT_IN_USE
  74. struct Upgrades
  75. {
  76. ScienceType m_science;
  77. Real m_bounty;
  78. Upgrades() : m_science(SCIENCE_INVALID), m_bounty(0)
  79. {
  80. }
  81. };
  82. std::vector<Upgrades> m_upgrades;
  83. #endif
  84. Real m_defaultBounty;
  85. CashBountyPowerModuleData( void );
  86. static void buildFieldParse(MultiIniFieldParse& p);
  87. };
  88. //-------------------------------------------------------------------------------------------------
  89. /** The OCL upgrade module */
  90. //-------------------------------------------------------------------------------------------------
  91. class CashBountyPower : public SpecialPowerModule
  92. {
  93. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( CashBountyPower, "CashBountyPower" )
  94. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( CashBountyPower, CashBountyPowerModuleData );
  95. public:
  96. CashBountyPower( Thing *thing, const ModuleData* moduleData );
  97. // virtual destructor prototype defined by MemoryPoolObject
  98. virtual void onObjectCreated();
  99. //virtual void onBuildComplete(); ///< This is called when you are a finished game object
  100. virtual void onSpecialPowerCreation(); ///< This is called when you are a finished game object
  101. virtual void doSpecialPower( UnsignedInt commandOptions ) { return; }
  102. protected:
  103. Real findBounty() const;
  104. };
  105. #endif // __CashBountyPower_H_