CnC_Remastered_Collection/REDALERT/MISSION.H
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

200 lines
7.2 KiB
C++

//
// 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<FrameTimerClass> 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