Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Include/Common/Handicap.h
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GeneralsMD/Code/GameEngine/Include/Common/Handicap.h
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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: Handicap.h ////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// Westwood Studios Pacific.
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//
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// Confidential Information
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// Copyright (C) 2001 - All Rights Reserved
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//
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//-----------------------------------------------------------------------------
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//
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// Project: RTS3
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//
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// File name: Handicap.h
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//
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// Created: Steven Johnson, October 2001
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//
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// Desc: @todo
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//
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//-----------------------------------------------------------------------------
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#pragma once
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#ifndef _HANDICAP_H_
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#define _HANDICAP_H_
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#include "Lib/BaseType.h"
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// ----------------------------------------------------------------------------------------------
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class Object;
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class Dict;
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class ThingTemplate;
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// ----------------------------------------------------------------------------------------------
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/**
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Handicap encapsulates the sets of modifiers to abilities used to balance
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the game and give different abilities to different Players.
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Conceptually, it's a large set of coefficients (typically, but not necessarily,
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in the range of 0.0...1.0).
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Usage example (conceptual):
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Real armorCoef = this->m_handicap->getHandicap(ARMOR, this);
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Real actualArmor = this->getArmorValue() * armorCoef;
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*/
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class Handicap
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{
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public:
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// NOTE: if you ever add/remove/change the enums in HandicapType,
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// you must also modify initFromDict()!
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enum HandicapType
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{
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BUILDCOST,
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BUILDTIME,
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HANDICAP_TYPE_COUNT
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};
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Handicap();
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/// reset all handicaps to a default value.
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void init();
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/**
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initialize from the fields in the Dict. Note that this does NOT call init()
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internally, so only those fields that are present in the dict will be set.
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if you want to ensure all fields are something reasonable, you should call init()
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prior to calling this.
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*/
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void readFromDict(const Dict* d);
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/**
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return the multiplier for the given Handicap type on the given Object.
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The Object's type (unit, building, etc.) will generally be examined
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to determine what value to return.
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*/
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Real getHandicap(HandicapType t, const ThingTemplate *tmpl) const;
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protected:
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private:
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// NOTE: if you ever add/remove/change the enums in ThingType,
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// you must also modify initFromDict()!
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enum ThingType
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{
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GENERIC, // if a thing is nothing else, it's generic.
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BUILDINGS,
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THING_TYPE_COUNT
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};
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Real m_handicaps[HANDICAP_TYPE_COUNT][THING_TYPE_COUNT];
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static ThingType getBestThingType(const ThingTemplate *tmpl);
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};
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#endif // _HANDICAP_H_
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