CnC_Remastered_Collection/REDALERT/TACTION.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

155 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/TACTION.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 : ACTION.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 11/28/95 *
* *
* Last Update : November 28, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef ACTION_H
#define ACTION_H
typedef enum TActionType : unsigned char {
TACTION_NONE,
TACTION_WIN, // player wins!
TACTION_LOSE, // player loses.
TACTION_BEGIN_PRODUCTION, // computer begins factory production.
TACTION_CREATE_TEAM, // computer creates a certain type of team
TACTION_DESTROY_TEAM,
TACTION_ALL_HUNT, // all enemy units go into hunt mode (teams destroyed).
TACTION_REINFORCEMENTS, // player gets reinforcements
// (house that gets them is determined by
// the Reinforcement instance)
TACTION_DZ, // Deploy drop zone smoke.
TACTION_FIRE_SALE, // Sell all buildings and go on rampage.
TACTION_PLAY_MOVIE, // Play movie (temporarily suspend game).
TACTION_TEXT_TRIGGER, // Triggers a text message display.
TACTION_DESTROY_TRIGGER, // Destroy specified trigger.
TACTION_AUTOCREATE, // Computer to autocreate teams.
TACTION_WINLOSE, // Win if captured, lose if destroyed.
TACTION_ALLOWWIN, // Allows winning if triggered.
TACTION_REVEAL_ALL, // Reveal the entire map.
TACTION_REVEAL_SOME, // Reveal map around cell #.
TACTION_REVEAL_ZONE, // Reveal all of specified zone.
TACTION_PLAY_SOUND, // Play sound effect.
TACTION_PLAY_MUSIC, // Play musical score.
TACTION_PLAY_SPEECH, // Play EVA speech.
TACTION_FORCE_TRIGGER, // Force trigger to activate.
TACTION_START_TIMER, // Start mission timer.
TACTION_STOP_TIMER, // Stop mission timer.
TACTION_ADD_TIMER, // Increase mission timer time.
TACTION_SUB_TIMER, // Decrease mission timer time.
TACTION_SET_TIMER, // Set and start the mission timer.
TACTION_SET_GLOBAL, // Set global variable.
TACTION_CLEAR_GLOBAL, // Clear global variable.
TACTION_BASE_BUILDING, // Automated base building.
TACTION_CREEP_SHADOW, // Shadow grows back one 'step'.
TACTION_DESTROY_OBJECT, // Destroys the building this trigger is attached to.
TACTION_1_SPECIAL, // Add a one-time special weapon ability to house.
TACTION_FULL_SPECIAL, // Add a repeating special weapon ability to house.
TACTION_PREFERRED_TARGET, // Designates preferred target for house.
TACTION_LAUNCH_NUKES, // Launch fake nuclear missiles from all silos
TACTION_COUNT,
TACTION_FIRST=0
} TActionType;
TActionType Action_From_Name(char const * name);
char const * Name_From_Action(TActionType action);
NeedType Action_Needs(TActionType action);
class TriggerTypeClass;
class TeamTypeClass;
/*
** This elaborates the information necessary to carry out
** a trigger's action.
*/
struct TActionClass {
TActionType Action; // Action to perform.
CCPtr<TeamTypeClass> Team; // Team type pointer for this action (if needed).
CCPtr<TriggerTypeClass> Trigger; // Trigger type pointer for this action (if needed).
union {
ThemeType Theme; // Musical theme.
VocType Sound; // Sound effect.
VoxType Speech; // Speech identifier.
HousesType House; // House to be affected.
SpecialWeaponType Special; // Special weapon ability.
QuarryType Quarry; // Preferred target for attack.
VQType Movie; // The movie to play.
bool Bool; // Boolean value.
long Value;
} Data;
TActionClass(void) : Action(TACTION_NONE) {
Data.Theme = THEME_NONE;
Data.Value = -1;
};
TActionClass(NoInitClass const & x) : Team(x), Trigger(x) {};
void Detach(TARGET target);
void Code_Pointers(void);
void Decode_Pointers(void);
void Read_INI(void);
void Build_INI_Entry(char * buffer) const;
bool operator() (HousesType house, ObjectClass * object, int id, CELL cell);
};
class ActionChoiceClass {
public:
ActionChoiceClass(TActionType event=TACTION_NONE) : Action(event) {}
operator TActionType (void) const {return(Action);}
bool operator == (ActionChoiceClass const & rvalue) const {return(Action == rvalue.Action);}
bool operator != (ActionChoiceClass const & rvalue) const {return(Action != rvalue.Action);}
bool operator > (ActionChoiceClass const & rvalue) const {return(stricmp(Description(), rvalue.Description()) > 0);}
bool operator < (ActionChoiceClass const & rvalue) const {return(stricmp(Description(), rvalue.Description()) < 0);}
bool operator <= (ActionChoiceClass const & rvalue) const {return(Action == rvalue.Action || stricmp(Description(), rvalue.Description()) < 0);}
bool operator >= (ActionChoiceClass const & rvalue) const {return(Action == rvalue.Action || stricmp(Description(), rvalue.Description()) > 0);}
char const * Description(void) const {return(Name_From_Action(Action));}
void Draw_It(int index, int x, int y, int width, int height, bool selected, TextPrintType flags) const;
TActionType Action;
};
extern ActionChoiceClass ActionChoices[TACTION_COUNT];
#endif