/* Copyright (C) 2001-2004 Stephane Magnenat & Luc-Olivier de Charrière for any question or comment contact us at or 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, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef __TEAM_STAT_H #define __TEAM_STAT_H #include "UnitConsts.h" #include "IntBuildingType.h" #include "Ressource.h" #include class Map; struct TeamStat { TeamStat(); void reset(); int totalUnit; int numberUnitPerType[NB_UNIT_TYPE]; int totalFree; int isFree[NB_UNIT_TYPE]; int totalNeeded; int totalNeededPerLevel[4]; int totalBuilding; // Note that this is the total number of *finished* buildings, building sites are ignored int numberBuildingPerType[IntBuildingType::NB_BUILDING]; int numberBuildingPerTypePerLevel[IntBuildingType::NB_BUILDING][6]; int needFoodCritical; // Number of units that are hungry but there aren't able to eat int needFoodNoInns; int needFood; int needHeal; int needNothing; int upgradeState[NB_ABILITY][4]; int totalFood; int totalFoodCapacity; int totalUnitFoodable; int totalUnitFooded; int totalHP; int totalAttackPower; int totalDefensePower; int happiness[HAPPYNESS_COUNT+1]; }; struct TeamSmoothedStat { TeamSmoothedStat(); void reset(); int totalFree; int isFree[NB_UNIT_TYPE]; int totalNeeded; int totalNeededPerLevel[4]; }; struct EndOfGameStat { EndOfGameStat(int units, int buildings, int prestige, int hp, int attack, int defense); enum Type { TYPE_UNITS = 0, TYPE_BUILDINGS = 1, TYPE_PRESTIGE = 2, TYPE_HP = 3, TYPE_ATTACK = 4, TYPE_DEFENSE = 5, TYPE_NB_STATS = 6 }; // units, buildings, prestige int value[TYPE_NB_STATS]; }; class Team; class TeamStats { public: TeamStats(); virtual ~TeamStats(void); void step(Team *team, bool reloaded = false); void drawText(int pos); void drawStat(int pos); int getFreeUnits(int type); int getTotalUnits(int type); int getWorkersNeeded(); int getWorkersBalance(); int getWorkersLevel(int level); int getStarvingUnits(); private: enum { STATS_SMOOTH_SIZE=32, STATS_SIZE=128 }; int statsIndex; TeamStat stats[STATS_SIZE]; bool haveSetMapSize; int smoothedIndex; TeamSmoothedStat smoothedStats[STATS_SMOOTH_SIZE]; friend class EndGameStat; friend class EndGameScreen; //! Thoses stats are used when player has ended the game friend class Team; friend class Game; std::vector endOfGameStats; bool load(GAGCore::InputStream *stream, Sint32 versionMinor); void save(GAGCore::OutputStream *stream); public: TeamStat *getLatestStat(void) { return &(stats[statsIndex]); } }; #endif