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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: ExperienceTracker.h //////////////////////////////////////////////////////////////////////
// Author: Graham Smallwood, February 2002
// Desc: Keeps track of experience points so Veterance levels can be gained
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef EXPERIENCE_TRACKER_H
#define EXPERIENCE_TRACKER_H
#include "Common/GameCommon.h"
#include "Common/GameType.h"
#include "Common/GameMemory.h"
#include "Common/Snapshot.h"
class Object;
class ExperienceTracker : public MemoryPoolObject, public Snapshot
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(ExperienceTracker, "ExperienceTrackerPool" )
public:
ExperienceTracker(Object *parent);
VeterancyLevel getVeterancyLevel() const { return m_currentLevel; } ///< What level am I?
Int getExperienceValue( const Object* killer ) const; ///< How much do give for being killed
Int getCurrentExperience( void ) const { return m_currentExperience; }; ///< How much experience do I have at the moment?
Bool isTrainable() const; ///< Can I gain experience?
Bool isAcceptingExperiencePoints() const; ///< Either I am trainable, or I have a Sink set up
void setVeterancyLevel( VeterancyLevel newLevel ); ///< Set Level to this
void setMinVeterancyLevel( VeterancyLevel newLevel ); ///< Set Level to AT LEAST this... if we are already >= this level, do nothing.
void addExperiencePoints( Int experienceGain, Bool canScaleForBonus = TRUE ); ///< Gain this many exp.
Bool gainExpForLevel(Int levelsToGain, Bool canScaleForBonus = TRUE ); ///< Gain enough exp to gain a level. return false if can't gain a level.
Bool canGainExpForLevel(Int levelsToGain) const; ///< return same value as gainExpForLevel, but don't change anything
void setExperienceAndLevel(Int experienceIn);
void setExperienceSink( ObjectID sink ); ///< My experience actually goes to this person (loose couple)
Real getExperienceScalar() const { return m_experienceScalar; }
void setExperienceScalar( Real scalar ) { m_experienceScalar = scalar; }
// --------------- inherited from Snapshot interface --------------
void crc( Xfer *xfer );
void xfer( Xfer *xfer );
void loadPostProcess( void );
private:
Object* m_parent; ///< Object I am owned by
VeterancyLevel m_currentLevel; ///< Level of experience
Int m_currentExperience; ///< Number of experience points
ObjectID m_experienceSink; ///< ID of object I have pledged my experience point gains to
Real m_experienceScalar; ///< Scales any experience gained by this multiplier.
};
#endif