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