// // Copyright 2020 Electronic Arts Inc. // // TiberianDawn.DLL and RedAlert.dll and corresponding source code 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. // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed // in the hope that it will be useful, but with permitted additional restrictions // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT // distributed with this program. You should have received a copy of the // GNU General Public License along with permitted additional restrictions // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection /* $Header: /CounterStrike/RULES.H 1 3/03/97 10:25a Joe_bostic $ */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : Command & Conquer * * * * File Name : RULES.H * * * * Programmer : Joe L. Bostic * * * * Start Date : 05/12/96 * * * * Last Update : May 12, 1996 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef RULES_H #define RULES_H class DifficultyClass { public: DifficultyClass(void); float FirepowerBias; float GroundspeedBias; float AirspeedBias; float ArmorBias; float ROFBias; float CostBias; float BuildSpeedBias; float RepairDelay; float BuildDelay; unsigned IsBuildSlowdown:1; unsigned IsWallDestroyer:1; unsigned IsContentScan:1; }; class RulesClass { public: RulesClass(void); /* ** The computer is limited in the size of the base it can build. It is limited to the ** size of the largest human opponent base plus this surplus count. */ int BaseSizeAdd; /* ** If the power surplus is less than this amount, then the computer will ** build power plants. */ int PowerSurplus; /* ** This specifies the average number of minutes between each computer attack. */ int AttackInterval; /* ** This specifies the average minutes delay before the computer will begin ** its first attack upon the player. The duration is also modified by the ** difficulty level. */ int AttackDelay; /* ** If the power ratio falls below this percentage, then a power emergency is ** in effect. At such times, the computer might decide to sell off some ** power hungry buildings in order to alleviate the situation. */ unsigned short PowerEmergencyFraction; /* ** This specifies the percentage of the base (by building quantity) that should ** be composed of helipads. */ unsigned short HelipadRatio; /* ** Limit the number of helipads to this amount. */ int HelipadLimit; /* ** This specifies the percentage of the base (by building quantity) that should ** be composed of Tesla Coils. */ unsigned short TeslaRatio; /* ** Limit tesla coil production to this maximum. */ int TeslaLimit; /* ** This specifies the percentage of the base (by building quantity) that should ** be composed of anti-aircraft defense. */ unsigned short AARatio; /* ** Limit anti-aircraft building quantity to this amount. */ int AALimit; /* ** This specifies the percentage of the base (by building quantity) that should ** be composed of defensive structures. */ unsigned short DefenseRatio; /* ** This is the limit to the number of defensive building that can be built. */ int DefenseLimit; /* ** This specifies the percentage of the base (by building quantity) that should ** be composed of war factories. */ unsigned short WarRatio; /* ** War factories are limited to this quantity for the computer controlled player. */ int WarLimit; /* ** This specifies the percentage of the base (by building quantity) that should ** be composed of infantry producing structures. */ unsigned short BarracksRatio; /* ** No more than this many barracks can be built. */ int BarracksLimit; /* ** Refinery building is limited to this many refineries. */ int RefineryLimit; /* ** This specifies the percentage of the base (by building quantity) that should ** be composed of refineries. */ unsigned short RefineryRatio; /* ** This specifies the percentage of the base (by building quantity) that should ** be composed of airstrips. */ unsigned short AirstripRatio; /* ** Limit the number of airstrips to this amount. */ int AirstripLimit; /* ** This is the maximum number of IQ settings available. The human player is ** presumed to be at IQ level zero. */ int MaxIQ; /* ** The IQ level at which super weapons will be automatically fired by the computer. */ int IQSuperWeapons; /* ** The IQ level at which production is automatically controlled by the computer. */ int IQProduction; /* ** The IQ level at which newly produced units start out in guard area mode instead ** of normal guard mode. */ int IQGuardArea; /* ** The IQ level at which the computer will be able to decide what gets repaired ** or sold. */ int IQRepairSell; /* ** At this IQ level or higher, a unit is allowed to automatically try to crush ** an atagonist if possible. */ int IQCrush; /* ** The unit/infantry will try to scatter if an incoming threat ** is detected. */ int IQScatter; /* ** Tech level at which the computer will scan the contents of a transport ** in order to pick the best target to fire upon. */ int IQContentScan; /* ** Aircraft replacement production occurs at this IQ level or higher. */ int IQAircraft; /* ** Checks for and replaces lost harvesters. */ int IQHarvester; /* ** Is allowed to sell a structure being damaged. */ int IQSellBack; /* ** The computer will build infantry if their cash reserve is greater than this amount. */ int InfantryReserve; /* ** This factor is multiplied by the number of buildings in the computer's base and infantry ** are always built until it matches that number. */ int InfantryBaseMult; /* ** Is the computer paranoid? If so, then it will band together with other computer ** paranoid players when the situation looks rough. */ bool IsComputerParanoid; /* ** Are superweapons allowed? */ bool AllowSuperWeapons; /* ** This array controls the difficulty affects on the game. There is one ** difficulty class object for each difficulty level. */ DifficultyClass Diff[DIFF_COUNT]; }; #endif