91 lines
3.2 KiB
C++

/*
** 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: 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_