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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// ClientRandomValue.h
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// Random number generation system
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// Author: Michael S. Booth, January 1998
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// Split out into separate Logic/Client/Audio headers by MDC Sept 2002
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#pragma once
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#ifndef _CLIENT_RANDOM_VALUE_H_
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#define _CLIENT_RANDOM_VALUE_H_
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#include "Lib/BaseType.h"
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// do NOT use these functions directly, rather use the macros below
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extern Int GetGameClientRandomValue( int lo, int hi, char *file, int line );
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extern Real GetGameClientRandomValueReal( Real lo, Real hi, char *file, int line );
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// use these macros to access the random value functions
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#define GameClientRandomValue( lo, hi ) GetGameClientRandomValue( lo, hi, __FILE__, __LINE__ )
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#define GameClientRandomValueReal( lo, hi ) GetGameClientRandomValueReal( lo, hi, __FILE__, __LINE__ )
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//--------------------------------------------------------------------------------------------------------------
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class CColorAlphaDialog;
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class DebugWindowDialog;
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/**
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* A GameClientRandomVariable represents a distribution of random values
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* from which discrete values can be retrieved.
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*/
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class GameClientRandomVariable
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{
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public:
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// NOTE: This class cannot have a constructor or destructor due to its use within unions
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/**
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* CONSTANT represents a single, constant, value.
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* UNIFORM represents a uniform distribution of random values.
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* GAUSSIAN represents a normally distributed set of random values.
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* TRIANGULAR represents a distribution of random values in the shape
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* of a triangle, with the peak probability midway between low and high.
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* LOW_BIAS represents a distribution of random values with
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* maximum probability at low, and zero probability at high.
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* HIGH_BIAS represents a distribution of random values with
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* zero probability at low, and maximum probability at high.
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*/
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enum DistributionType
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{
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CONSTANT, UNIFORM, GAUSSIAN, TRIANGULAR, LOW_BIAS, HIGH_BIAS
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};
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static const char *DistributionTypeNames[];
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/// define the range of random values, and the distribution of values
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void setRange( Real low, Real high, DistributionType type = UNIFORM );
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Real getValue( void ) const; ///< return a value from the random distribution
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inline Real getMinimumValue( void ) const { return m_low; }
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inline Real getMaximumValue( void ) const { return m_high; }
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inline DistributionType getDistributionType( void ) const { return m_type; }
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protected:
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DistributionType m_type; ///< the kind of random distribution
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Real m_low, m_high; ///< the range of random values
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// These two friends are for particle editing.
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friend CColorAlphaDialog;
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friend DebugWindowDialog;
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};
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//--------------------------------------------------------------------------------------------------------------
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#endif // _CLIENT_RANDOM_VALUE_H_
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