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- //
- // 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
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