CnC_Remastered_Collection

Command and Conquer: Red Alert
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MISSION.H (7387B)


      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/MISSION.H 1     3/03/97 10:25a 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 : MISSION.H                                                    *
     24  *                                                                                             *
     25  *                   Programmer : Joe L. Bostic                                                *
     26  *                                                                                             *
     27  *                   Start Date : April 23, 1994                                               *
     28  *                                                                                             *
     29  *                  Last Update : April 23, 1994   [JLB]                                       *
     30  *                                                                                             *
     31  *---------------------------------------------------------------------------------------------*
     32  * Functions:                                                                                  *
     33  * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
     34 
     35 #ifndef MISSION_H
     36 #define MISSION_H
     37 
     38 #include "object.h"
     39 #include	"monoc.h"
     40 
     41 /****************************************************************************
     42 **	This handles order assignment and tracking. The order is used to guide
     43 **	overall AI processing.
     44 */
     45 class MissionClass : public ObjectClass
     46 {
     47 	public:
     48 
     49 		/*
     50 		**	This the tactical strategy to use. It is used by the unit script. This
     51 		**	is a general guide for unit AI processing.
     52 		*/
     53 		MissionType Mission;
     54 		MissionType SuspendedMission;
     55 
     56 		/*
     57 		**	The order queue is used for orders that should take effect when the vehicle
     58 		**	has reached the center point of a cell. The queued order number is +1 when stored here
     59 		**	so that 0 will indicated there is no queued order.
     60 		*/
     61 		MissionType MissionQueue;
     62 
     63 		int Status;
     64 
     65 		/*---------------------------------------------------------------------
     66 		**	Constructors, Destructors, and overloaded operators.
     67 		*/
     68 		MissionClass(RTTIType rtti, int id);
     69 		MissionClass(NoInitClass const & x) : ObjectClass(x), Timer(x) {};
     70 		virtual ~MissionClass(void) {};
     71 
     72 		/*---------------------------------------------------------------------
     73 		**	Member function prototypes.
     74 		*/
     75 		#ifdef CHEAT_KEYS
     76 		void  Debug_Dump(MonoClass *mono) const;
     77 		#endif
     78 
     79 		void Shorten_Mission_Timer(void) {Timer = 0;}
     80 		virtual MissionType Get_Mission(void) const;
     81 		virtual void  Assign_Mission(MissionType mission);
     82 		virtual bool Commence(void);
     83 		virtual void AI(void);
     84 
     85 		/*
     86 		**	Support functions.
     87 		*/
     88 		virtual int Mission_Sleep(void);
     89 		virtual int Mission_Ambush(void);
     90 		virtual int Mission_Attack(void);
     91 		virtual int Mission_Capture(void);
     92 		virtual int Mission_Guard(void);
     93 		virtual int Mission_Guard_Area(void);
     94 		virtual int Mission_Harvest(void);
     95 		virtual int Mission_Hunt(void);
     96 //		virtual int Mission_Timed_Hunt(void);
     97 		virtual int Mission_Move(void);
     98 		virtual int Mission_Retreat(void);
     99 		virtual int Mission_Return(void);
    100 		virtual int Mission_Stop(void);
    101 		virtual int Mission_Unload(void);
    102 		virtual int Mission_Enter(void);
    103 		virtual int Mission_Construction(void);
    104 		virtual int Mission_Deconstruction(void);
    105 		virtual int Mission_Repair(void);
    106 		virtual int Mission_Missile(void);
    107 		virtual void  Set_Mission(MissionType mission);
    108 		static bool Is_Recruitable_Mission(MissionType mission);
    109 
    110 		static char const *  Mission_Name(MissionType order);
    111 		static MissionType  Mission_From_Name(char const *name);
    112 		virtual void  Override_Mission(MissionType mission, TARGET, TARGET);
    113 		virtual bool Restore_Mission(void);
    114 
    115 	private:
    116 
    117 		/*
    118 		**	This the thread processing timer. When this value counts down to zero, then
    119 		**	more script processing may occur.
    120 		*/
    121 		CDTimerClass<FrameTimerClass> Timer;
    122 };
    123 
    124 
    125 /****************************************************************************
    126 **	This is the mission control (pun) that controls how each mission behaves
    127 **	when it comes to interacting with the game world. Example; some
    128 **	missions allow the object to scatter from threats, while others require
    129 **	the object to remain in place. This kind of characteristics are specfied
    130 **	by this class.
    131 */
    132 class MissionControlClass
    133 {
    134 	public:
    135 		MissionControlClass(void);
    136 
    137 		bool Read_INI(CCINIClass & ini);
    138 		int Normal_Delay(void) const {return(TICKS_PER_MINUTE * Rate);}
    139 		int AA_Delay(void) const {return(TICKS_PER_MINUTE * AARate);}
    140 
    141 		/*
    142 		**	This is the mission identifier that this mission represents.
    143 		*/
    144 		MissionType Mission;
    145 
    146 		char const * Name(void) const;
    147 
    148 		/*
    149 		**	If the object should not be considered a threat when it
    150 		**	comes to target scanning, then this will be true.
    151 		*/
    152 		unsigned IsNoThreat:1;
    153 
    154 		/*
    155 		**	If objects in this mission should avoid targeting the enemy and
    156 		**	also avoid responding to the enemy, then this will be true.
    157 		*/
    158 		unsigned IsZombie:1;
    159 
    160 		/*
    161 		**	An ojbect that can be recruited into a team must be on a mission
    162 		**	of this type.
    163 		*/
    164 		unsigned IsRecruitable:1;
    165 
    166 		/*
    167 		**	If the object can behave normally except that it cannot
    168 		**	move to another location, then this flag will be true.
    169 		*/
    170 		unsigned IsParalyzed:1;
    171 
    172 		/*
    173 		**	If an object on this mission is damaged, it is allowed to
    174 		**	retaliate?
    175 		*/
    176 		unsigned IsRetaliate:1;
    177 
    178 		/*
    179 		**	Is the object allowed to scatter from immediate threats?
    180 		*/
    181 		unsigned IsScatter:1;
    182 
    183 		/*
    184 		**	This specifies the time to delay between calls to the mission handler for those cases
    185 		**	where the delay could be indefinate. The exception would be when timing is critical.
    186 		**	Typical use of this would be to regulate the delay between mundane mission processing
    187 		**	in order to achieve less game overhead.
    188 		*/
    189 		fixed Rate;
    190 
    191 		/*
    192 		**	Anti-Aircraft buildings (and units) in guard or guard area mode will use this override
    193 		**	delay interval instead of the normal "Rate" value.
    194 		*/
    195 		fixed AARate;
    196 };
    197 
    198 
    199 #endif