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- /*
- ** Command & Conquer Red Alert(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $Header: /CounterStrike/MISSION.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 : 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;
- int Status;
- /*---------------------------------------------------------------------
- ** Constructors, Destructors, and overloaded operators.
- */
- MissionClass(RTTIType rtti, int id);
- MissionClass(NoInitClass const & x) : ObjectClass(x), Timer(x) {};
- virtual ~MissionClass(void) {};
- /*---------------------------------------------------------------------
- ** Member function prototypes.
- */
- #ifdef CHEAT_KEYS
- void Debug_Dump(MonoClass *mono) const;
- #endif
- void Shorten_Mission_Timer(void) {Timer = 0;}
- 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 bool Is_Recruitable_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);
- private:
- /*
- ** This the thread processing timer. When this value counts down to zero, then
- ** more script processing may occur.
- */
- CDTimerClass<FrameTimerClass> Timer;
- };
- /****************************************************************************
- ** This is the mission control (pun) that controls how each mission behaves
- ** when it comes to interacting with the game world. Example; some
- ** missions allow the object to scatter from threats, while others require
- ** the object to remain in place. This kind of characteristics are specfied
- ** by this class.
- */
- class MissionControlClass
- {
- public:
- MissionControlClass(void);
- bool Read_INI(CCINIClass & ini);
- int Normal_Delay(void) const {return(TICKS_PER_MINUTE * Rate);}
- int AA_Delay(void) const {return(TICKS_PER_MINUTE * AARate);}
- /*
- ** This is the mission identifier that this mission represents.
- */
- MissionType Mission;
- char const * Name(void) const;
- /*
- ** If the object should not be considered a threat when it
- ** comes to target scanning, then this will be true.
- */
- unsigned IsNoThreat:1;
- /*
- ** If objects in this mission should avoid targeting the enemy and
- ** also avoid responding to the enemy, then this will be true.
- */
- unsigned IsZombie:1;
- /*
- ** An ojbect that can be recruited into a team must be on a mission
- ** of this type.
- */
- unsigned IsRecruitable:1;
- /*
- ** If the object can behave normally except that it cannot
- ** move to another location, then this flag will be true.
- */
- unsigned IsParalyzed:1;
- /*
- ** If an object on this mission is damaged, it is allowed to
- ** retaliate?
- */
- unsigned IsRetaliate:1;
- /*
- ** Is the object allowed to scatter from immediate threats?
- */
- unsigned IsScatter:1;
- /*
- ** This specifies the time to delay between calls to the mission handler for those cases
- ** where the delay could be indefinate. The exception would be when timing is critical.
- ** Typical use of this would be to regulate the delay between mundane mission processing
- ** in order to achieve less game overhead.
- */
- fixed Rate;
- /*
- ** Anti-Aircraft buildings (and units) in guard or guard area mode will use this override
- ** delay interval instead of the normal "Rate" value.
- */
- fixed AARate;
- };
- #endif
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