EVENT.H (10384B)
1 // 2 // Copyright 2020 Electronic Arts Inc. 3 // 4 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free 5 // software: you can redistribute it and/or modify it under the terms of 6 // the GNU General Public License as published by the Free Software Foundation, 7 // either version 3 of the License, or (at your option) any later version. 8 9 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 10 // in the hope that it will be useful, but with permitted additional restrictions 11 // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 12 // distributed with this program. You should have received a copy of the 13 // GNU General Public License along with permitted additional restrictions 14 // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection 15 16 /* $Header: /CounterStrike/EVENT.H 1 3/03/97 10:24a Joe_bostic $ */ 17 /*********************************************************************************************** 18 *** 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 *** 19 *********************************************************************************************** 20 * * 21 * Project Name : Command & Conquer * 22 * * 23 * File Name : EVENT.H * 24 * * 25 * Programmer : Joe L. Bostic * 26 * * 27 * Start Date : 12/09/94 * 28 * * 29 * Last Update : December 9, 1994 [JLB] * 30 * * 31 *---------------------------------------------------------------------------------------------* 32 * Functions: * 33 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 34 35 #ifndef EVENT_H 36 #define EVENT_H 37 38 /* 39 ** This event class is used to contain all external game events (things that the player can 40 ** do at any time) so that these events can be transported between linked computers. This 41 ** encapsulation is required in order to ensure that each event affects all computers at the 42 ** same time (same game frame). 43 ** NOTE: If you add or remove an event type, you must also update the globals 44 ** EventLength[] and EventNames[]. 45 */ 46 class EventClass 47 { 48 public: 49 50 /* 51 ** All external events are identified by these labels. 52 */ 53 typedef enum EventType : unsigned char { 54 EMPTY, 55 56 ALLY, // Make allie of specified house. 57 MEGAMISSION, // Full change of mission with target and destination. 58 MEGAMISSION_F, // Full change of mission with target and destination, and formation overrides. 59 IDLE, // Request to enter idle mode. 60 SCATTER, // Request to scatter from current location. 61 DESTRUCT, // Self destruct request (surrender action). 62 DEPLOY, // MCV is to deploy at current location. 63 PLACE, // Place building at location specified. 64 OPTIONS, // Bring up options screen. 65 GAMESPEED, // Set game speed 66 PRODUCE, // Start or Resume production. 67 SUSPEND, // Suspend production. 68 ABANDON, // Abandon production. 69 PRIMARY, // Primary factory selected. 70 SPECIAL_PLACE, // Special target location selected 71 EXIT, // Exit game. 72 ANIMATION, // Flash ground as movement feedback. 73 REPAIR, // Repair specified object. 74 SELL, // Sell specified object. 75 SELLCELL, // Sell wall at specified cell. 76 SPECIAL, // Special options control. 77 78 // Private events. 79 FRAMESYNC, // Game-connection packet; includes Scenario CRC & sender's frame # 80 // Used to initiate game connection phase & to reconnect; 81 // When one of these is received, the receiver knows there are 82 // no associated commands in this packet. 83 MESSAGE, // Message to another player (The message is the 40 bytes 84 // after the event class). 85 RESPONSE_TIME, // use a new propagation delay value 86 FRAMEINFO, // Game-heartbeat packet; includes Game CRC & command count 87 // All packets sent for a frame are prefixed with one of these 88 SAVEGAME, // allows multiplayer games to save 89 ARCHIVE, // Updates archive target on specified object. 90 ADDPLAYER, // Add a new player 91 92 TIMING, // new timing values for all systems to use 93 PROCESS_TIME, // a system's average processing time, in ticks per frame 94 95 #ifdef FIXIT_VERSION_3 // Stalemate games. 96 PROPOSE_DRAW, // Players proposes that 2-player game be called a stalemate. 97 RETRACT_DRAW, // Player retracts proposed draw offer. 98 #endif 99 100 LAST_EVENT, // one past the last event 101 } EventType; 102 103 EventType Type; // Type of queue command object. 104 105 /* 106 ** 'Frame' is the frame that the command should execute on. 107 ** 27 bits gives over 25 days of playing time without wrapping, 108 ** at 30 frames per second, so it should be plenty! 109 */ 110 unsigned Frame : 26; 111 112 /* 113 ** House index of the player originating this event 114 */ 115 unsigned ID : 5; 116 117 /* 118 ** This bit tells us if we've already executed this event. 119 */ 120 unsigned IsExecuted: 1; 121 122 /* 123 ** This union contains the specific data that the event requires. 124 */ 125 union { 126 struct { 127 SpecialClass Data; // The special option flags. 128 } Options; 129 struct { 130 CELL Cell; // The cell to sell wall at. 131 } SellCell; 132 struct { 133 xTargetClass Whom; // The object to apply the event to. 134 } Target; 135 struct { 136 AnimType What; // The animation to create. 137 HousesType Owner; // The owner of the animation (when it matters). 138 COORDINATE Where; // The location to place the animation. 139 int Visible; // Who this animation is visible to. 140 } Anim; 141 struct { 142 int Value; // general-purpose data 143 } General; 144 struct { 145 xTargetClass Whom; // Whom to apply mission to. 146 MissionType Mission; // What mission to apply. 147 xTargetClass Target; // Target to assign. 148 xTargetClass Destination;// Destination to assign. 149 } MegaMission; 150 struct { 151 xTargetClass Whom; // Whom to apply mission to. 152 MissionType Mission; // What mission to apply. 153 xTargetClass Target; // Target to assign. 154 xTargetClass Destination;// Destination to assign. 155 SpeedType Speed; // Formation override speed. 156 MPHType MaxSpeed; // Formation override maximum speed. 157 } MegaMission_F; 158 struct { 159 xTargetClass Whom; // Whom to apply mission to. 160 MissionType Mission; // What mission to apply. 161 } Mission; 162 struct { 163 xTargetClass Whom; // Whom to apply movement change to. 164 xTargetClass Where; // Where to set NavCom to. 165 } NavCom; 166 struct { 167 xTargetClass Whom; // Whom to apply attack change to. 168 xTargetClass Target; // What to set TarCom to. 169 } TarCom; 170 struct { 171 RTTIType Type; 172 int ID; 173 } Specific; 174 struct { 175 RTTIType Type; 176 CELL Cell; 177 } Place; 178 struct { 179 int ID; 180 CELL Cell; 181 } Special; 182 183 /* 184 ** This structure is used for FRAMEINFO, FRAMESYNC, and RESPONSE_TIME 185 ** events; exactly one of these will be sent each frame, whether there's 186 ** data that frame or not. 187 ** CRC: the game CRC when this packet was generated; used to detect sync errors 188 ** CommandCount: # of commands the sender has sent; used to detect missed packets 189 ** Delay: sender's propagation delay value for this frame 190 */ 191 struct { 192 unsigned long CRC; 193 unsigned short CommandCount; // # commands sent so far 194 unsigned char Delay; // propagation delay used this frame 195 // (Frame - Delay = sender's current frame #) 196 } FrameInfo; 197 /* 198 ** This structure is used for the special variable-length event. This event 199 ** can be anything the application wants it to be. Its purpose is to allow 200 ** relatively large amounts of data to be associated with the event, without 201 ** bloating the size of this union (and thus all other event types). 202 */ 203 struct { 204 void * Pointer; 205 unsigned long Size; 206 } Variable; 207 208 // 209 // This structure sets new timing values for all systems in a multiplayer 210 // game. This structure replaces the RESPONSE_TIME event for 211 // the COMM_MULTI_E_COMP protocol. 212 // 213 struct { 214 unsigned short DesiredFrameRate; 215 unsigned short MaxAhead; 216 } Timing; 217 218 // 219 // This structure is transmitted by all systems, and is used to compute 220 // the "desired" frame rate for the game. 221 // 222 struct { 223 unsigned short AverageTicks; 224 } ProcessTime; 225 226 } Data; 227 228 //-------------- Constructors --------------------- 229 EventClass(void) {Type = EMPTY;}; 230 EventClass(SpecialClass data); 231 EventClass(EventType type, TargetClass target); 232 EventClass(EventType type); 233 EventClass(EventType type, int val); 234 EventClass(EventType type, CELL cell); 235 EventClass(EventType type, TargetClass src, TargetClass dest); 236 EventClass(TargetClass src, MissionType mission, TargetClass target=TARGET_NONE, TargetClass destination=TARGET_NONE); 237 238 EventClass(TargetClass src, MissionType mission, TargetClass target, TargetClass destination, SpeedType speed, MPHType maxspeed); 239 240 EventClass(EventType type, RTTIType object, int id); 241 EventClass(EventType type, RTTIType object, CELL cell); 242 EventClass(EventType type, int id, CELL cell); 243 EventClass(AnimType anim, HousesType owner, COORDINATE coord, int visible = -1); 244 EventClass(void *ptr, unsigned long size); 245 EventClass(EventType type, void *ptr, unsigned long size); 246 247 // Process the event. 248 void Execute(void); 249 250 int operator == (EventClass & q) { 251 return memcmp(this, &q, sizeof(q)) == 0; 252 }; 253 254 static unsigned char EventLength[LAST_EVENT]; 255 static char * EventNames[LAST_EVENT]; 256 }; 257 258 #endif