CnC_Remastered_Collection/TIBERIANDAWN/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

134 lines
5.2 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: F:\projects\c&c\vcs\code\mission.h_v 2.16 16 Oct 1995 16:45:46 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;
char Status;
/*---------------------------------------------------------------------
** Constructors, Destructors, and overloaded operators.
*/
MissionClass(void);
virtual ~MissionClass(void) {};
/*---------------------------------------------------------------------
** Member function prototypes.
*/
#ifdef CHEAT_KEYS
void Debug_Dump(MonoClass *mono) const;
#endif
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 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);
/*
** File I/O.
*/
virtual void Code_Pointers(void);
virtual void Decode_Pointers(void);
private:
/*
** This the thread processing timer. When this value counts down to zero, then
** more script processing may occur.
*/
TCountDownTimerClass Timer;
/*
** These are the order names as ASCII strings.
*/
static char const * Missions[MISSION_COUNT];
};
#endif