/* ** 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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: MissionStats.h //////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Westwood Studios Pacific. // // Confidential Information // Copyright (C) 2001 - All Rights Reserved // //----------------------------------------------------------------------------- // // Project: RTS3 // // File name: MissionStats.h // // Created: Steven Johnson, October 2001 // // Desc: @todo // //----------------------------------------------------------------------------- #pragma once #ifndef _MISSIONSTATS_H_ #define _MISSIONSTATS_H_ #include "Lib/BaseType.h" #include "Common/GameCommon.h" #include "Common/Snapshot.h" // ---------------------------------------------------------------------------------------------- /** Class that accumulates stats during a mission. Some of this will be for scoring purposes, and some will probably be used by AI to determine future moves. @todo: not sure what need to be here. Alas. For now, I have just put in the fields from RA2 that are indicated as being used for scoring in multiplayer games, so this will certainly increase. */ class MissionStats : public Snapshot { public: MissionStats(); /// reset all stats to "nothing". void init(); protected: // snapshot methods virtual void crc( Xfer *xfer ); virtual void xfer( Xfer *xfer ); virtual void loadPostProcess( void ); private: Int m_unitsKilled[MAX_PLAYER_COUNT]; ///< how many units for each Player were killed by us? Int m_unitsLost; ///< how many of our units were destroyed? Int m_buildingsKilled[MAX_PLAYER_COUNT]; ///< how many buildings for each Player were killed by us? Int m_buildingsLost; ///< how many of our buildings were destroyed? //Int m_whoLastHurtMe; ///< last Player to destroy one of my units }; #endif // _MISSIONSTATS_H_