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- /*
- ** Command & Conquer Generals Zero Hour(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.cpp //////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, February 2002
- // Desc: Keeps track of experience points so Veterance levels can be gained
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/Xfer.h"
- #include "Common/ThingTemplate.h"
- #include "GameLogic/ExperienceTracker.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-------------------------------------------------------------------------------------------------
- ExperienceTracker::ExperienceTracker(Object *parent) :
- m_parent(parent),
- m_currentLevel(LEVEL_REGULAR),
- m_experienceSink(INVALID_ID),
- m_experienceScalar( 1.0f ),
- m_currentExperience(0) // Added By Sadullah Nader
- {
- }
- //-------------------------------------------------------------------------------------------------
- ExperienceTracker::~ExperienceTracker()
- {
- }
- //-------------------------------------------------------------------------------------------------
- Int ExperienceTracker::getExperienceValue( const Object* killer ) const
- {
- // No experience for killing an ally, cheater.
- if( killer->getRelationship( m_parent ) == ALLIES )
- return 0;
- return m_parent->getTemplate()->getExperienceValue(m_currentLevel);
- }
- //-------------------------------------------------------------------------------------------------
- Bool ExperienceTracker::isTrainable() const
- {
- return m_parent->getTemplate()->isTrainable();
- }
- //-------------------------------------------------------------------------------------------------
- Bool ExperienceTracker::isAcceptingExperiencePoints() const
- {
- return isTrainable() || (m_experienceSink != INVALID_ID);
- }
- //-------------------------------------------------------------------------------------------------
- void ExperienceTracker::setExperienceSink( ObjectID sink )
- {
- m_experienceSink = sink;
- }
- //-------------------------------------------------------------------------------------------------
- // Set Level to AT LEAST this... if we are already >= this level, do nothing.
- void ExperienceTracker::setMinVeterancyLevel( VeterancyLevel newLevel )
- {
- // This does not check for IsTrainable, because this function is for explicit setting,
- // so the setter is assumed to know what they are doing. The game function
- // of addExperiencePoints cares about Trainability.
- if (m_currentLevel < newLevel)
- {
- VeterancyLevel oldLevel = m_currentLevel;
- m_currentLevel = newLevel;
- m_currentExperience = m_parent->getTemplate()->getExperienceRequired(m_currentLevel); //Minimum for this level
- if (m_parent)
- m_parent->onVeterancyLevelChanged( oldLevel, newLevel );
- }
- }
- //-------------------------------------------------------------------------------------------------
- void ExperienceTracker::setVeterancyLevel( VeterancyLevel newLevel, Bool provideFeedback )
- {
- // This does not check for IsTrainable, because this function is for explicit setting,
- // so the setter is assumed to know what they are doing. The game function
- // of addExperiencePoints cares about Trainability, if flagged thus.
- if (m_currentLevel != newLevel)
- {
- VeterancyLevel oldLevel = m_currentLevel;
- m_currentLevel = newLevel;
- m_currentExperience = m_parent->getTemplate()->getExperienceRequired(m_currentLevel); //Minimum for this level
- if (m_parent)
- m_parent->onVeterancyLevelChanged( oldLevel, newLevel, provideFeedback );
- }
- }
- //-------------------------------------------------------------------------------------------------
- Bool ExperienceTracker::gainExpForLevel(Int levelsToGain, Bool canScaleForBonus)
- {
- Int newLevel = (Int)m_currentLevel + levelsToGain;
- if (newLevel > LEVEL_LAST)
- newLevel = LEVEL_LAST;
- // gain what levels we can, even if we can't use 'em all
- if (newLevel > m_currentLevel)
- {
- Int experienceNeeded = m_parent->getTemplate()->getExperienceRequired(newLevel) - m_currentExperience;
- addExperiencePoints( experienceNeeded, canScaleForBonus );
- return true;
- }
- return false;
- }
- //-------------------------------------------------------------------------------------------------
- Bool ExperienceTracker::canGainExpForLevel(Int levelsToGain) const
- {
- Int newLevel = (Int)m_currentLevel + levelsToGain;
- // return true if we can gain levels, even if we can't gain ALL the levels requested
- if (newLevel > LEVEL_LAST)
- newLevel = LEVEL_LAST;
- return (newLevel > m_currentLevel);
- }
- //-------------------------------------------------------------------------------------------------
- void ExperienceTracker::addExperiencePoints( Int experienceGain, Bool canScaleForBonus)
- {
- if( m_experienceSink != INVALID_ID )
- {
- // I have been set up to give my experience to someone else
- Object *sinkPointer = TheGameLogic->findObjectByID( m_experienceSink );
- if( sinkPointer )
- {
- // Not a fatal failure if not valid, he died when I was in the air.
- sinkPointer->getExperienceTracker()->addExperiencePoints( experienceGain * m_experienceScalar, canScaleForBonus );
- return;
- }
- }
- if( !isTrainable() )
- return; //safety
- VeterancyLevel oldLevel = m_currentLevel;
- Int amountToGain = experienceGain;
- if ( canScaleForBonus )
- amountToGain *= m_experienceScalar;
- m_currentExperience += amountToGain;
- Int levelIndex = 0;
- while( ( (levelIndex + 1) < LEVEL_COUNT)
- && m_currentExperience >= m_parent->getTemplate()->getExperienceRequired(levelIndex + 1)
- )
- {
- // If there is a higher level to qualify for, and I qualify for it, advance the index
- levelIndex++;
- }
- m_currentLevel = (VeterancyLevel)levelIndex;
- if( oldLevel != m_currentLevel )
- {
- // Edge trigger special level gain effects.
- m_parent->onVeterancyLevelChanged( oldLevel, m_currentLevel );
- }
- }
- //-------------------------------------------------------------------------------------------------
- void ExperienceTracker::setExperienceAndLevel( Int experienceIn, Bool provideFeedback )
- {
- if( m_experienceSink != INVALID_ID )
- {
- // I have been set up to give my experience to someone else
- Object *sinkPointer = TheGameLogic->findObjectByID( m_experienceSink );
- if( sinkPointer )
- {
- // Not a fatal failure if not valid, he died when I was in the air.
- sinkPointer->getExperienceTracker()->setExperienceAndLevel( experienceIn, provideFeedback );
- return;
- }
- }
- if( !isTrainable() )
- return; //safety
- VeterancyLevel oldLevel = m_currentLevel;
- m_currentExperience = experienceIn;
- Int levelIndex = 0;
- while( ( (levelIndex + 1) < LEVEL_COUNT)
- && m_currentExperience >= m_parent->getTemplate()->getExperienceRequired(levelIndex + 1)
- )
- {
- // If there is a level to qualify for, and I qualify for it, advance the index
- levelIndex++;
- }
- m_currentLevel = (VeterancyLevel)levelIndex;
- if( oldLevel != m_currentLevel )
- {
- // Edge trigger special level gain effects.
- m_parent->onVeterancyLevelChanged( oldLevel, m_currentLevel, provideFeedback ); //<<== paradox! this may be a level lost!
- }
- }
- //-----------------------------------------------------------------------------
- void ExperienceTracker::crc( Xfer *xfer )
- {
- xfer->xferInt( &m_currentExperience );
- xfer->xferUser( &m_currentLevel, sizeof( VeterancyLevel ) );
- } // end crc
- //-----------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version
- */
- // ----------------------------------------------------------------------------
- void ExperienceTracker::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // no need to save the m_parent pointer, it is connected on allocation time
- // m_parent
- // current level
- xfer->xferUser( &m_currentLevel, sizeof( VeterancyLevel ) );
- // current experience
- xfer->xferInt( &m_currentExperience );
- // experience sink
- xfer->xferObjectID( &m_experienceSink );
- // experience scalar
- xfer->xferReal( &m_experienceScalar );
- } // end xfer
- //-----------------------------------------------------------------------------
- void ExperienceTracker::loadPostProcess( void )
- {
- } // end loadPostProcess
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