91 lines
3.2 KiB
C++
91 lines
3.2 KiB
C++
/*
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** Command & Conquer Generals(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: MissionStats.h ////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// Westwood Studios Pacific.
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//
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// Confidential Information
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// Copyright (C) 2001 - All Rights Reserved
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//
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//-----------------------------------------------------------------------------
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//
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// Project: RTS3
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//
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// File name: MissionStats.h
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//
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// Created: Steven Johnson, October 2001
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//
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// Desc: @todo
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//
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//-----------------------------------------------------------------------------
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#pragma once
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#ifndef _MISSIONSTATS_H_
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#define _MISSIONSTATS_H_
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#include "Lib/BaseType.h"
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#include "Common/GameCommon.h"
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#include "Common/Snapshot.h"
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// ----------------------------------------------------------------------------------------------
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/**
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Class that accumulates stats during a mission. Some of this will be for scoring purposes,
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and some will probably be used by AI to determine future moves.
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@todo: not sure what need to be here. Alas. For now, I have just put in the fields from RA2
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that are indicated as being used for scoring in multiplayer games, so this will certainly
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increase.
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*/
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class MissionStats : public Snapshot
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{
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public:
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MissionStats();
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/// reset all stats to "nothing".
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void init();
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protected:
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// snapshot methods
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virtual void crc( Xfer *xfer );
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virtual void xfer( Xfer *xfer );
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virtual void loadPostProcess( void );
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private:
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Int m_unitsKilled[MAX_PLAYER_COUNT]; ///< how many units for each Player were killed by us?
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Int m_unitsLost; ///< how many of our units were destroyed?
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Int m_buildingsKilled[MAX_PLAYER_COUNT]; ///< how many buildings for each Player were killed by us?
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Int m_buildingsLost; ///< how many of our buildings were destroyed?
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//Int m_whoLastHurtMe; ///< last Player to destroy one of my units
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};
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#endif // _MISSIONSTATS_H_
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