CnC_Remastered_Collection/REDALERT/TRIGTYPE.H

150 lines
5.6 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/TRIGTYPE.H 1 3/03/97 10:26a 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 : TRIGTYPE.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 06/05/96 *
* *
* Last Update : June 5, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef TRIGTYPE_H
#define TRIGTYPE_H
#include "tevent.h"
#include "taction.h"
class TriggerClass;
/*
** There can be multiple trigger events and trigger actions. This enumeration is used to
** indicate if there are multiple events/actions and what their relationship is.
*/
typedef enum MultiStyleType : unsigned char {
MULTI_ONLY, // "Only" main trigger action/event?
MULTI_AND, // "And" secondary trigger action/event?
MULTI_OR, // "Or" secondary event?
MULTI_LINKED // Cause and effect pairs are linked?
} MultiStyleType;
class TriggerTypeClass : public AbstractTypeClass
{
public:
unsigned IsActive:1;
typedef enum PersistantType : unsigned char {
VOLATILE = 0,
SEMIPERSISTANT = 1,
PERSISTANT = 2
} PersistantType;
/*
** This flag controls whether the trigger destroys itself after it goes
** off.
** 0 = trigger destroys itself immediately after going off, and removes
** itself from all objects it's attached to
** 1 = trigger is "Semi-Persistent"; it maintains a count of all objects
** it's attached to, and only actually "springs" after its been
** triggered from all the objects; then, it removes itself.
** 2 = trigger is Fully Persistent; it just won't go away.
*/
PersistantType IsPersistant;
/*
** For house-specific events, this is the house for that event.
*/
HousesType House;
/*
** Each trigger must have an event which activates it. This is the event that is
** used to activate this trigger.
*/
TEventClass Event1;
TEventClass Event2;
MultiStyleType EventControl;
/*
** This is the action to perform when the trigger event occurs.
*/
TActionClass Action1;
TActionClass Action2;
MultiStyleType ActionControl;
TriggerTypeClass(void);
TriggerTypeClass(NoInitClass const & x) : AbstractTypeClass(x), Event1(x), Event2(x), Action1(x), Action2(x) {};
virtual ~TriggerTypeClass(void);
static void * operator new(size_t );
static void * operator new(size_t, void * ptr) {return(ptr);};
static void operator delete(void *ptr);
/*
** Initialization: clears all trigger types in preparation for new scenario
*/
static void Init(void);
/*
** File I/O routines
*/
static void Read_INI(CCINIClass & ini);
static void Write_INI(CCINIClass & ini);
void Fill_In(char * name, char * entry);
void Build_INI_Entry(char * buf) const;
static char * INI_Name(void) {return "Trigs";};
bool Load(Straw & file);
bool Save(Pipe & file) const;
void Code_Pointers(void);
void Decode_Pointers(void);
/*
** Processing routines
*/
TriggerClass * Create_One_Of(void) const;
void Destroy_All_Of(void) const;
/*
** Utility routines
*/
void Detach(TARGET target, bool all=true);
AttachType Attaches_To(void) const;
TARGET As_Target(void) const;
static TriggerTypeClass * From_Name(char const * name);
bool Edit(void);
#if defined(CHEAT_KEYS) || defined(SCENARIO_EDITOR)
char const * Description(void) const;
operator const char * (void) const {return(Description());};
#endif
void Draw_It(int index, int x, int y, int width, int height, bool selected, TextPrintType flags) const;
};
#endif