ExperienceTracker.cpp 9.2 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: ExperienceTracker.cpp //////////////////////////////////////////////////////////////////////
  24. // Author: Graham Smallwood, February 2002
  25. // Desc: Keeps track of experience points so Veterance levels can be gained
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
  28. #include "Common/Xfer.h"
  29. #include "Common/ThingTemplate.h"
  30. #include "GameLogic/ExperienceTracker.h"
  31. #include "GameLogic/GameLogic.h"
  32. #include "GameLogic/Object.h"
  33. #ifdef _INTERNAL
  34. // for occasional debugging...
  35. //#pragma optimize("", off)
  36. //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
  37. #endif
  38. //-------------------------------------------------------------------------------------------------
  39. ExperienceTracker::ExperienceTracker(Object *parent) :
  40. m_parent(parent),
  41. m_currentLevel(LEVEL_REGULAR),
  42. m_experienceSink(INVALID_ID),
  43. m_experienceScalar( 1.0f ),
  44. m_currentExperience(0) // Added By Sadullah Nader
  45. {
  46. }
  47. //-------------------------------------------------------------------------------------------------
  48. ExperienceTracker::~ExperienceTracker()
  49. {
  50. }
  51. //-------------------------------------------------------------------------------------------------
  52. Int ExperienceTracker::getExperienceValue( const Object* killer ) const
  53. {
  54. // No experience for killing an ally, cheater.
  55. if( killer->getRelationship( m_parent ) == ALLIES )
  56. return 0;
  57. return m_parent->getTemplate()->getExperienceValue(m_currentLevel);
  58. }
  59. //-------------------------------------------------------------------------------------------------
  60. Bool ExperienceTracker::isTrainable() const
  61. {
  62. return m_parent->getTemplate()->isTrainable();
  63. }
  64. //-------------------------------------------------------------------------------------------------
  65. Bool ExperienceTracker::isAcceptingExperiencePoints() const
  66. {
  67. return isTrainable() || (m_experienceSink != INVALID_ID);
  68. }
  69. //-------------------------------------------------------------------------------------------------
  70. void ExperienceTracker::setExperienceSink( ObjectID sink )
  71. {
  72. m_experienceSink = sink;
  73. }
  74. //-------------------------------------------------------------------------------------------------
  75. // Set Level to AT LEAST this... if we are already >= this level, do nothing.
  76. void ExperienceTracker::setMinVeterancyLevel( VeterancyLevel newLevel )
  77. {
  78. // This does not check for IsTrainable, because this function is for explicit setting,
  79. // so the setter is assumed to know what they are doing. The game function
  80. // of addExperiencePoints cares about Trainability.
  81. if (m_currentLevel < newLevel)
  82. {
  83. VeterancyLevel oldLevel = m_currentLevel;
  84. m_currentLevel = newLevel;
  85. m_currentExperience = m_parent->getTemplate()->getExperienceRequired(m_currentLevel); //Minimum for this level
  86. if (m_parent)
  87. m_parent->onVeterancyLevelChanged( oldLevel, newLevel );
  88. }
  89. }
  90. //-------------------------------------------------------------------------------------------------
  91. void ExperienceTracker::setVeterancyLevel( VeterancyLevel newLevel, Bool provideFeedback )
  92. {
  93. // This does not check for IsTrainable, because this function is for explicit setting,
  94. // so the setter is assumed to know what they are doing. The game function
  95. // of addExperiencePoints cares about Trainability, if flagged thus.
  96. if (m_currentLevel != newLevel)
  97. {
  98. VeterancyLevel oldLevel = m_currentLevel;
  99. m_currentLevel = newLevel;
  100. m_currentExperience = m_parent->getTemplate()->getExperienceRequired(m_currentLevel); //Minimum for this level
  101. if (m_parent)
  102. m_parent->onVeterancyLevelChanged( oldLevel, newLevel, provideFeedback );
  103. }
  104. }
  105. //-------------------------------------------------------------------------------------------------
  106. Bool ExperienceTracker::gainExpForLevel(Int levelsToGain, Bool canScaleForBonus)
  107. {
  108. Int newLevel = (Int)m_currentLevel + levelsToGain;
  109. if (newLevel > LEVEL_LAST)
  110. newLevel = LEVEL_LAST;
  111. // gain what levels we can, even if we can't use 'em all
  112. if (newLevel > m_currentLevel)
  113. {
  114. Int experienceNeeded = m_parent->getTemplate()->getExperienceRequired(newLevel) - m_currentExperience;
  115. addExperiencePoints( experienceNeeded, canScaleForBonus );
  116. return true;
  117. }
  118. return false;
  119. }
  120. //-------------------------------------------------------------------------------------------------
  121. Bool ExperienceTracker::canGainExpForLevel(Int levelsToGain) const
  122. {
  123. Int newLevel = (Int)m_currentLevel + levelsToGain;
  124. // return true if we can gain levels, even if we can't gain ALL the levels requested
  125. if (newLevel > LEVEL_LAST)
  126. newLevel = LEVEL_LAST;
  127. return (newLevel > m_currentLevel);
  128. }
  129. //-------------------------------------------------------------------------------------------------
  130. void ExperienceTracker::addExperiencePoints( Int experienceGain, Bool canScaleForBonus)
  131. {
  132. if( m_experienceSink != INVALID_ID )
  133. {
  134. // I have been set up to give my experience to someone else
  135. Object *sinkPointer = TheGameLogic->findObjectByID( m_experienceSink );
  136. if( sinkPointer )
  137. {
  138. // Not a fatal failure if not valid, he died when I was in the air.
  139. sinkPointer->getExperienceTracker()->addExperiencePoints( experienceGain * m_experienceScalar, canScaleForBonus );
  140. return;
  141. }
  142. }
  143. if( !isTrainable() )
  144. return; //safety
  145. VeterancyLevel oldLevel = m_currentLevel;
  146. Int amountToGain = experienceGain;
  147. if ( canScaleForBonus )
  148. amountToGain *= m_experienceScalar;
  149. m_currentExperience += amountToGain;
  150. Int levelIndex = 0;
  151. while( ( (levelIndex + 1) < LEVEL_COUNT)
  152. && m_currentExperience >= m_parent->getTemplate()->getExperienceRequired(levelIndex + 1)
  153. )
  154. {
  155. // If there is a higher level to qualify for, and I qualify for it, advance the index
  156. levelIndex++;
  157. }
  158. m_currentLevel = (VeterancyLevel)levelIndex;
  159. if( oldLevel != m_currentLevel )
  160. {
  161. // Edge trigger special level gain effects.
  162. m_parent->onVeterancyLevelChanged( oldLevel, m_currentLevel );
  163. }
  164. }
  165. //-------------------------------------------------------------------------------------------------
  166. void ExperienceTracker::setExperienceAndLevel( Int experienceIn, Bool provideFeedback )
  167. {
  168. if( m_experienceSink != INVALID_ID )
  169. {
  170. // I have been set up to give my experience to someone else
  171. Object *sinkPointer = TheGameLogic->findObjectByID( m_experienceSink );
  172. if( sinkPointer )
  173. {
  174. // Not a fatal failure if not valid, he died when I was in the air.
  175. sinkPointer->getExperienceTracker()->setExperienceAndLevel( experienceIn, provideFeedback );
  176. return;
  177. }
  178. }
  179. if( !isTrainable() )
  180. return; //safety
  181. VeterancyLevel oldLevel = m_currentLevel;
  182. m_currentExperience = experienceIn;
  183. Int levelIndex = 0;
  184. while( ( (levelIndex + 1) < LEVEL_COUNT)
  185. && m_currentExperience >= m_parent->getTemplate()->getExperienceRequired(levelIndex + 1)
  186. )
  187. {
  188. // If there is a level to qualify for, and I qualify for it, advance the index
  189. levelIndex++;
  190. }
  191. m_currentLevel = (VeterancyLevel)levelIndex;
  192. if( oldLevel != m_currentLevel )
  193. {
  194. // Edge trigger special level gain effects.
  195. m_parent->onVeterancyLevelChanged( oldLevel, m_currentLevel, provideFeedback ); //<<== paradox! this may be a level lost!
  196. }
  197. }
  198. //-----------------------------------------------------------------------------
  199. void ExperienceTracker::crc( Xfer *xfer )
  200. {
  201. xfer->xferInt( &m_currentExperience );
  202. xfer->xferUser( &m_currentLevel, sizeof( VeterancyLevel ) );
  203. } // end crc
  204. //-----------------------------------------------------------------------------
  205. /** Xfer method
  206. * Version Info:
  207. * 1: Initial version
  208. */
  209. // ----------------------------------------------------------------------------
  210. void ExperienceTracker::xfer( Xfer *xfer )
  211. {
  212. // version
  213. XferVersion currentVersion = 1;
  214. XferVersion version = currentVersion;
  215. xfer->xferVersion( &version, currentVersion );
  216. // no need to save the m_parent pointer, it is connected on allocation time
  217. // m_parent
  218. // current level
  219. xfer->xferUser( &m_currentLevel, sizeof( VeterancyLevel ) );
  220. // current experience
  221. xfer->xferInt( &m_currentExperience );
  222. // experience sink
  223. xfer->xferObjectID( &m_experienceSink );
  224. // experience scalar
  225. xfer->xferReal( &m_experienceScalar );
  226. } // end xfer
  227. //-----------------------------------------------------------------------------
  228. void ExperienceTracker::loadPostProcess( void )
  229. {
  230. } // end loadPostProcess