// // 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/MISSION.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 : MISSION.H * * * * Programmer : Joe L. Bostic * * * * Start Date : April 23, 1994 * * * * Last Update : April 23, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef MISSION_H #define MISSION_H #include "object.h" #include "monoc.h" /**************************************************************************** ** This handles order assignment and tracking. The order is used to guide ** overall AI processing. */ class MissionClass : public ObjectClass { public: /* ** This the tactical strategy to use. It is used by the unit script. This ** is a general guide for unit AI processing. */ MissionType Mission; MissionType SuspendedMission; /* ** The order queue is used for orders that should take effect when the vehicle ** has reached the center point of a cell. The queued order number is +1 when stored here ** so that 0 will indicated there is no queued order. */ MissionType MissionQueue; int Status; /*--------------------------------------------------------------------- ** Constructors, Destructors, and overloaded operators. */ MissionClass(RTTIType rtti, int id); MissionClass(NoInitClass const & x) : ObjectClass(x), Timer(x) {}; virtual ~MissionClass(void) {}; /*--------------------------------------------------------------------- ** Member function prototypes. */ #ifdef CHEAT_KEYS void Debug_Dump(MonoClass *mono) const; #endif void Shorten_Mission_Timer(void) {Timer = 0;} virtual MissionType Get_Mission(void) const; virtual void Assign_Mission(MissionType mission); virtual bool Commence(void); virtual void AI(void); /* ** Support functions. */ virtual int Mission_Sleep(void); virtual int Mission_Ambush(void); virtual int Mission_Attack(void); virtual int Mission_Capture(void); virtual int Mission_Guard(void); virtual int Mission_Guard_Area(void); virtual int Mission_Harvest(void); virtual int Mission_Hunt(void); // virtual int Mission_Timed_Hunt(void); virtual int Mission_Move(void); virtual int Mission_Retreat(void); virtual int Mission_Return(void); virtual int Mission_Stop(void); virtual int Mission_Unload(void); virtual int Mission_Enter(void); virtual int Mission_Construction(void); virtual int Mission_Deconstruction(void); virtual int Mission_Repair(void); virtual int Mission_Missile(void); virtual void Set_Mission(MissionType mission); static bool Is_Recruitable_Mission(MissionType mission); static char const * Mission_Name(MissionType order); static MissionType Mission_From_Name(char const *name); virtual void Override_Mission(MissionType mission, TARGET, TARGET); virtual bool Restore_Mission(void); private: /* ** This the thread processing timer. When this value counts down to zero, then ** more script processing may occur. */ CDTimerClass Timer; }; /**************************************************************************** ** This is the mission control (pun) that controls how each mission behaves ** when it comes to interacting with the game world. Example; some ** missions allow the object to scatter from threats, while others require ** the object to remain in place. This kind of characteristics are specfied ** by this class. */ class MissionControlClass { public: MissionControlClass(void); bool Read_INI(CCINIClass & ini); int Normal_Delay(void) const {return(TICKS_PER_MINUTE * Rate);} int AA_Delay(void) const {return(TICKS_PER_MINUTE * AARate);} /* ** This is the mission identifier that this mission represents. */ MissionType Mission; char const * Name(void) const; /* ** If the object should not be considered a threat when it ** comes to target scanning, then this will be true. */ unsigned IsNoThreat:1; /* ** If objects in this mission should avoid targeting the enemy and ** also avoid responding to the enemy, then this will be true. */ unsigned IsZombie:1; /* ** An ojbect that can be recruited into a team must be on a mission ** of this type. */ unsigned IsRecruitable:1; /* ** If the object can behave normally except that it cannot ** move to another location, then this flag will be true. */ unsigned IsParalyzed:1; /* ** If an object on this mission is damaged, it is allowed to ** retaliate? */ unsigned IsRetaliate:1; /* ** Is the object allowed to scatter from immediate threats? */ unsigned IsScatter:1; /* ** This specifies the time to delay between calls to the mission handler for those cases ** where the delay could be indefinate. The exception would be when timing is critical. ** Typical use of this would be to regulate the delay between mundane mission processing ** in order to achieve less game overhead. */ fixed Rate; /* ** Anti-Aircraft buildings (and units) in guard or guard area mode will use this override ** delay interval instead of the normal "Rate" value. */ fixed AARate; }; #endif