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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: SalvageCrateCollide.h /////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, March 2002
- // Desc: The Savlage system can give a Weaponset bonus, a level, or money. Salvagers create them
- // by killing marked units, and only WeaponSalvagers can get the WeaponSet bonus
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef SALVAGE_CRATE_COLLIDE_H_
- #define SALVAGE_CRATE_COLLIDE_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common/Module.h"
- #include "Common/STLTypedefs.h"
- #include "GameLogic/Module/CrateCollide.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- class Thing;
- //-------------------------------------------------------------------------------------------------
- class SalvageCrateCollideModuleData : public CrateCollideModuleData
- {
- public:
- Real m_weaponChance; ///< Chance to get a weapon upgrade, if possible
- Real m_levelChance; ///< Chance to get a level, if weaponChance fails
- Real m_moneyChance; ///< Chance to get money, if weaponChance fails
- Int m_minimumMoney; ///< How much, if we get money
- Int m_maximumMoney; ///< How much, if we get money
- SalvageCrateCollideModuleData()
- {
- m_weaponChance = 1.0f;
- m_levelChance = .25f;
- m_moneyChance = .75f;
- m_minimumMoney = 25;
- m_maximumMoney = 75;
- }
- static void buildFieldParse(MultiIniFieldParse& p)
- {
- CrateCollideModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "WeaponChance", INI::parsePercentToReal, NULL, offsetof( SalvageCrateCollideModuleData, m_weaponChance ) },
- { "LevelChance", INI::parsePercentToReal, NULL, offsetof( SalvageCrateCollideModuleData, m_levelChance ) },
- { "MoneyChance", INI::parsePercentToReal, NULL, offsetof( SalvageCrateCollideModuleData, m_moneyChance ) },
- { "MinMoney", INI::parseInt, NULL, offsetof( SalvageCrateCollideModuleData, m_minimumMoney ) },
- { "MaxMoney", INI::parseInt, NULL, offsetof( SalvageCrateCollideModuleData, m_maximumMoney ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- };
- //-------------------------------------------------------------------------------------------------
- class SalvageCrateCollide : public CrateCollide
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SalvageCrateCollide, "SalvageCrateCollide" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SalvageCrateCollide, SalvageCrateCollideModuleData );
- public:
- SalvageCrateCollide( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- virtual Bool isSalvageCrateCollide() const { return true; }
- protected:
- /// This allows specific vetoes to certain types of crates and their data
- virtual Bool isValidToExecute( const Object *other ) const;
- /// This is the game logic execution function that all real CrateCollides will implement
- virtual Bool executeCrateBehavior( Object *other );
- private:
- Bool eligibleForWeaponSet( Object *other );
- Bool eligibleForArmorSet( Object *other );
- Bool eligibleForLevel( Object *other );
- Bool testWeaponChance();
- Bool testLevelChance();
- void doWeaponSet( Object *other );
- void doArmorSet( Object *other );
- void doLevelGain( Object *other );
- void doMoney( Object *other );
- };
- #endif
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