| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126 |
- /*
- ** 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: Handicap.cpp /////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: Handicap.cpp
- //
- // Created: Steven Johnson, October 2001
- //
- // Desc: @todo
- //
- //-----------------------------------------------------------------------------
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/Handicap.h"
- #include "Common/Player.h"
- #include "Common/Dict.h"
- #include "Common/ThingTemplate.h"
- //-----------------------------------------------------------------------------
- Handicap::Handicap()
- {
- init();
- }
- //-----------------------------------------------------------------------------
- void Handicap::init()
- {
- for (Int i = 0; i < HANDICAP_TYPE_COUNT; ++i)
- for (Int j = 0; j < THING_TYPE_COUNT; ++j)
- m_handicaps[i][j] = 1.0f;
- }
- //-----------------------------------------------------------------------------
- void Handicap::readFromDict(const Dict* d)
- {
- // this isn't very efficient, but is only called at load times,
- // so it probably doesn't really matter.
- const char* htNames[HANDICAP_TYPE_COUNT] =
- {
- "BUILDCOST",
- "BUILDTIME",
- // "FIREPOWER",
- // "ARMOR",
- // "GROUNDSPEED",
- // "AIRSPEED",
- // "INCOME"
- };
- const char* ttNames[THING_TYPE_COUNT] =
- {
- "GENERIC",
- "BUILDINGS",
- };
- // no, you should NOT call init() here.
- //init();
- AsciiString c;
- for (Int i = 0; i < HANDICAP_TYPE_COUNT; ++i)
- {
- for (Int j = 0; j < THING_TYPE_COUNT; ++j)
- {
- c.clear();
- c.set("HANDICAP_");
- c.concat(htNames[i]);
- c.concat("_");
- c.concat(ttNames[j]);
- NameKeyType k = TheNameKeyGenerator->nameToKey(c);
- Bool exists;
- Real r = d->getReal(k, &exists);
- if (exists)
- m_handicaps[i][j] = r;
- }
- }
- }
- //-----------------------------------------------------------------------------
- /*static*/ Handicap::ThingType Handicap::getBestThingType(const ThingTemplate *tmpl)
- {
- /// if this ends up being too slow, cache the information in the object
- if (tmpl->isKindOf(KINDOF_STRUCTURE))
- return BUILDINGS;
- return GENERIC;
- }
- //-----------------------------------------------------------------------------
- Real Handicap::getHandicap(HandicapType ht, const ThingTemplate *tmpl) const
- {
- ThingType tt = getBestThingType(tmpl);
- return m_handicaps[ht][tt];
- }
|