TEAMTYPE.H (7675B)
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: F:\projects\c&c\vcs\code\teamtype.h_v 2.18 16 Oct 1995 16:45:40 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 : TEAMTYPE.H * 24 * * 25 * Programmer : Bill Randolph * 26 * * 27 * Start Date : December 7, 1994 * 28 * * 29 * Last Update : December 7, 1994 [BR] * 30 * * 31 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 32 33 #ifndef TEAMTYPE_H 34 #define TEAMTYPE_H 35 36 /* 37 ********************************** Defines ********************************** 38 */ 39 //#define TEAMTYPE_MAX 20 // max # of different team types 40 41 /* 42 ** TeamMissionType: the various missions that a team can have. 43 */ 44 typedef enum TeamMissionType : char { 45 TMISSION_NONE=-1, 46 TMISSION_ATTACKBASE, // Attack nearest enemy base. 47 TMISSION_ATTACKUNITS, // Attack all enemy units. 48 TMISSION_ATTACKCIVILIANS, // Attack all civilians 49 TMISSION_RAMPAGE, // attack & destroy anything that's not mine 50 TMISSION_DEFENDBASE, // Protect my base. 51 // TMISSION_HARVEST, // stake out a Tiberium claim, defend & harvest it 52 TMISSION_MOVE, // moves to waypoint specified. 53 TMISSION_MOVECELL, // moves to cell # specified. 54 TMISSION_RETREAT, // order given by superior team, for coordinating 55 TMISSION_GUARD, // works like an infantry's guard mission 56 TMISSION_LOOP, // loop back to start of mission list 57 TMISSION_ATTACKTARCOM, // attack tarcom 58 TMISSION_UNLOAD, // Unload at current location. 59 TMISSION_COUNT, 60 TMISSION_FIRST=0 61 } TeamMissionType; 62 63 /* 64 ** Forward declarations. 65 */ 66 class TechnoTypeClass; 67 68 69 /* 70 ** This structure contains one team mission value & its argument. 71 */ 72 typedef struct TeamMissionTag 73 { 74 TeamMissionType Mission; 75 int Argument; 76 } TeamMissionStruct; 77 78 /* 79 ** TeamTypeClass declaration 80 */ 81 class TeamTypeClass : public AbstractTypeClass 82 { 83 public: 84 enum TeamTypeClassEnums { 85 MAX_TEAM_CLASSCOUNT=5, 86 MAX_TEAM_MISSIONS=20 87 }; 88 89 /* 90 ** Constructor/Destructor 91 */ 92 TeamTypeClass(void); 93 virtual ~TeamTypeClass(void) {}; 94 95 /* 96 ** Initialization: clears all team types in preparation for new scenario 97 */ 98 static void Init(void); 99 100 /* 101 ** File I/O routines 102 */ 103 static void Read_INI(char *buffer); 104 void Fill_In(char *name, char *entry); 105 static void Write_INI(char *buffer, bool refresh); 106 static void Read_Old_INI(char *buffer); 107 static char * INI_Name(void) {return "TeamTypes";}; 108 bool Load(FileClass & file); 109 bool Save(FileClass & file); 110 void Code_Pointers(void); 111 void Decode_Pointers(void); 112 113 /* 114 ** As_Pointer gets a pointer to the trigger object give its name 115 */ 116 static TeamTypeClass *As_Pointer(char *name); 117 118 /* 119 ** Processing routines 120 */ 121 void Remove(void); 122 TeamClass * Create_One_Of(void) const; 123 void Destroy_All_Of(void) const; 124 125 /* 126 ** Utility routines 127 */ 128 static char const * Name_From_Mission(TeamMissionType order); 129 static TeamMissionType Mission_From_Name(char const *name); 130 static TeamTypeClass const * Suggested_New_Team(HouseClass * house, long utypes, long itypes, bool alerted); 131 132 TARGET As_Target(void) const; 133 134 /* 135 ** Overloaded operators 136 */ 137 void * operator new(size_t ); 138 void operator delete(void *ptr); 139 140 /* 141 ** Dee-buggin' support. 142 */ 143 int Validate(void) const; 144 145 /* 146 ** If this teamtype object is active, then this flag will be true. 147 ** TeamType objects that are not active are either not yet created or have 148 ** been deleted after fulfilling their action. 149 */ 150 unsigned IsActive:1; 151 152 /* 153 ** If RoundAbout, the team avoids high-threat areas 154 */ 155 unsigned IsRoundAbout:1; 156 157 /* 158 ** If Learning, the team learns from mistakes 159 */ 160 unsigned IsLearning:1; 161 162 /* 163 ** If Suicide, the team won't stop until it achieves its mission or it's 164 ** dead 165 */ 166 unsigned IsSuicide:1; 167 168 /* 169 ** Is this team type allowed to be created automatically by the computer 170 ** when the appropriate trigger indicates? 171 */ 172 unsigned IsAutocreate:1; 173 174 /* 175 ** Mercenaries will change sides if they start to lose. 176 */ 177 unsigned IsMercenary:1; 178 179 /* 180 ** This flag tells the computer that it should build members to fill 181 ** a team of this type regardless of whether there actually is a team 182 ** of this type active. 183 */ 184 unsigned IsPrebuilt:1; 185 186 /* 187 ** If this team should allow recruitment of new members, then this flag 188 ** will be true. A false value results in a team that fights until it 189 ** is dead. This is similar to IsSuicide, but they will defend themselves. 190 */ 191 unsigned IsReinforcable:1; 192 193 /* 194 ** A transient team type was created exclusively to bring on reinforcements 195 ** as a result of some special event. As soon as there are no teams 196 ** existing of this type, then this team type should be deleted. 197 */ 198 unsigned IsTransient:1; 199 200 /* 201 ** Priority given the team for recruiting purposes; higher priority means 202 ** it can steal members from other teams (scale: 0 - 15) 203 */ 204 int RecruitPriority; 205 206 /* 207 ** Initial # of this type of team 208 */ 209 unsigned char InitNum; 210 211 /* 212 ** Max # of this type of team allowed at one time 213 */ 214 unsigned char MaxAllowed; 215 216 /* 217 ** Fear level of this team 218 */ 219 unsigned char Fear; 220 221 /* 222 ** House the team belongs to 223 */ 224 HousesType House; 225 226 /* 227 ** The mission list for this team 228 */ 229 int MissionCount; 230 TeamMissionStruct MissionList[MAX_TEAM_MISSIONS]; 231 232 /* 233 ** Number of different classes in the team 234 */ 235 unsigned char ClassCount; 236 237 /* 238 ** Array of object types comprising the team 239 */ 240 TechnoTypeClass const * Class[MAX_TEAM_CLASSCOUNT]; 241 242 /* 243 ** Desired # of each type of object comprising the team 244 */ 245 unsigned char DesiredNum[MAX_TEAM_CLASSCOUNT]; 246 247 /* 248 ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load 249 */ 250 unsigned char SaveLoadPadding[32]; 251 252 private: 253 static char const * TMissions[TMISSION_COUNT]; 254 255 /* 256 ** This contains the value of the Virtual Function Table Pointer 257 */ 258 static void * VTable; 259 }; 260 261 #endif