Mission1.h 23 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /******************************************************************************
  19. *
  20. * FILE
  21. * Mission1.h
  22. *
  23. * DESCRIPTION
  24. * Mission 1 definitions
  25. *
  26. * PROGRAMMER
  27. * Design Team
  28. *
  29. * VERSION INFO
  30. * $Author: Joe_g $
  31. * $Revision: 124 $
  32. * $Modtime: 1/14/02 10:14a $
  33. * $Archive: /Commando/Code/Scripts/Mission1.h $
  34. *
  35. ******************************************************************************/
  36. #ifndef _MISSION1_H_
  37. #define _MISSION1_H_
  38. // Defines and Includes
  39. #include "toolkit.h"
  40. // Predefined Constants
  41. #define M01_CHURCH_OBJECTIVE_JDG 100
  42. #define M01_HARVESTER_OBJECTIVE_JDG 101
  43. #define M01_GDI_BASE_COMMANDER_OBJECTIVE_JDG 102
  44. #define M01_HON_OBJECTIVE_JDG 103
  45. #define M01_FIRST_NOD_COMMANDER_OBJECTIVE_JDG 104
  46. #define M01_HON_SAM_OBJECTIVE_JDG 105
  47. #define M01_PRISONER_OBJECTIVE_JDG 106
  48. #define M01_UNLOCK_GATE_OBJECTIVE_JDG 107
  49. #define M01_COMM_SAM_OBJECTIVE_JDG 108
  50. #define M01_TURRETS_OBJECTIVE_JDG 109
  51. #define M01_BARN_OBJECTIVE_JDG 110
  52. //#define M01_SNIPER_OBJECTIVE_JDG 111
  53. #define M01_BARN_ROUNDUP_OBJECTIVE_JGD 112
  54. #define M01_OPEN_THE_GATE_JDG 113
  55. #define M01_GDI_BASE_POW_OBJECTIVE_JDG 114
  56. #define M01_MISSION_POG_CONTROLLER_JDG 105828
  57. #define M01_MISSION_CONTROLLER_JDG 100376
  58. #define M01_MISSION_POG_CONTROLLER_JDG 105828
  59. #define M01_AMBIENT_SOUND_CONTROLLER_JDG 100253
  60. #define M01_NOD_BUGGY_01_JDG 102471
  61. #define M01_NOD_BUGGY_02_JDG 102472
  62. #define M01_EVAC_PRIORITY_JDG 90
  63. #define M01_EASY_DIFFICULTY_HOMERANGE_JDG 5
  64. #define M01_MEDIUM_DIFFICULTY_HOMERANGE_JDG 20
  65. #define M01_HARD_DIFFICULTY_HOMERANGE_JDG 45
  66. #define M01_EASY_DIFFICULTY_AGGRESSION_JDG 0.25f
  67. #define M01_MEDIUM_DIFFICULTY_AGGRESSION_JDG 0.5f
  68. #define M01_HARD_DIFFICULTY_AGGRESSION_JDG 1
  69. #define M01_EASY_DIFFICULTY_TAKECOVER_JDG 1
  70. #define M01_MEDIUM_DIFFICULTY_TAKECOVER_JDG 0.5f
  71. #define M01_HARD_DIFFICULTY_TAKECOVER_JDG 0
  72. #define M01_GDI_CONYARD_JDG 157976
  73. #define M01_GDI_POWERPLANT_JDG 157977
  74. #define M01_GDIBASE_GT1_NOD_LEADER_JDG 103303
  75. #define M01_GDIBASE_GT1_NOD_HIDER_JDG 103302
  76. #define M01_GDIBASE_GT1_NOD_BEACHGUY_JDG 103304
  77. #define M01_GDIBASE_GT1_GDI01_JDG 103306
  78. #define M01_GDIBASE_GT1_GDI02_JDG 103325
  79. #define M01_GDIBASE_GT1_MONITOR_JDG 103326
  80. #define M01_GDIBASE_POWSCENE02_MONITOR_JDG 103331
  81. #define M01_GDIBASE_POWSCENE02_NODGUY01_JDG 103329
  82. #define M01_GDIBASE_POWSCENE02_NODGUY02_JDG 103330
  83. #define M01_GDIBASE_POWSCENE02_POWGUY01_JDG 116386
  84. #define M01_GDIBASE_POWSCENE02_POWGUY02_JDG 116385
  85. #define M01_GDIBASE_ARTILLERY_CONTROLLER_ID 102294
  86. #define M01_GDIBASE_EVAC_MONITOR_JDG 103419
  87. #define M01_BARNAREA_EVAC_MONITOR_JDG 103420
  88. #define M01_CHURCHAREA_EVAC_MONITOR_JDG 103421
  89. #define M01_GDIBASE_SPAWNER_CONTROLLER_JDG 102335
  90. #define M01_GDIBASE_SPAWNER_A_JDG 102332
  91. #define M01_GDIBASE_SPAWNER_B_JDG 102333
  92. #define M01_GDIBASE_SPAWNER_C_JDG 102334
  93. #define M01_BARNAREA_NOD_COMMANDER_JDG 102360
  94. #define M01_BARNAREA_NOD_COMMANDER_02_JDG 102476
  95. #define M01_TAILGUNAREA_NOD_COMMANDER_JDG 102358
  96. #define M01_CHURCHAREA_NOD_COMMANDER_JDG 102357
  97. #define M01_TAILGUNRUN_SPAWNER_CONTROLLER_JDG 102346
  98. #define M01_TAILGUNRUN_SPAWNER_A_JDG 102343
  99. #define M01_TAILGUNRUN_SPAWNER_B_JDG 102344
  100. #define M01_TAILGUNRUN_SPAWNER_C_JDG 102345
  101. #define M01_CHURCHAREA_SPAWNER_CONTROLLER_JDG 102350
  102. #define M01_CHURCHAREA_SPAWNER_A_JDG 102347
  103. #define M01_CHURCHAREA_SPAWNER_B_JDG 102348
  104. #define M01_CHURCHAREA_SPAWNER_C_JDG 102349
  105. #define M01_HAND_OF_NOD_JDG 153909
  106. #define M01_HON_SAM_SITE_JDG 100031
  107. #define M01_HON_CAFETERIA_EATING_GUY_ID 101293
  108. #define M01_HON_CAFETERIA_WALKING_GUY_ID 101294
  109. #define M01_HON_CAFETERIA_JUDO_GUY_ID 101295
  110. #define M01_HON_DORMROOM_MINIGUNNER_ID 101296
  111. #define M01_HON_DORMROOM_ROCKET_GUY_ID 101297
  112. #define M01_HON_DORMROOM_CHEM_GUY_ID 101298
  113. #define M01_HON_DORMROOM_FLAME_GUY_ID 101299
  114. #define M01_HON_DORMROOM_CRAPPER_ID 101301
  115. #define M01_HON_INTERROGATION_ROOM_GUY_ID 101357
  116. #define M01_HON_REPAIR_ENGINEER_ID 101948
  117. #define M01_HON_FRONTDOOR_DESTROYED_SPAWNER_JDG 100712
  118. #define M01_HON_BACKDOOR_DESTROYED_SPAWNER_JDG 100713
  119. #define M01_HON_DOJO_CIV_01_JDG 102048
  120. #define M01_HON_DOJO_CIV_02_JDG 102049
  121. #define M01_HON_DOJO_CIV_03_JDG 102050
  122. #define M01_HON_DOJO_SENSEI_JDG 102051
  123. #define M01_REFINERY_JDG 153908
  124. #define M01_REFINERY_SAM_JDG 100032
  125. #define M01_REFINERY_MAIN_CONSOLE_TECH_ID 101302
  126. #define M01_REFINERY_SECONDARY_TECH_ID 101303
  127. #define M01_REFINERY_ENGINEER_ID 101304
  128. #define M01_REFINERY_DESTROYED_SPAWNER_JDG 100726
  129. #define M01_COMM_CENTER_JDG 153910
  130. #define M01_COMMCENTER_SAM_JDG 100034
  131. #define M01_COMM_CENTER_ENGINEER_ID 101949
  132. #define M01_COMMCENTER_DESTROYED_SPAWNER_JDG 100727
  133. #define M01_COMMCENTER_BASE_COMMANDER_JDG 101936
  134. #define M01_COMMCENTER_BASE_SCAPEGOAT_JDG 101938
  135. #define M01_COMMCENTER_CEILING_CAMERA_JDG 101937
  136. #define M01_COMMCENTER_UPSTAIRS_TECH_JDG 101168
  137. #define M01_COMMCENTER_WAROOM_TECH_01_JDG 101170
  138. #define M01_COMMCENTER_WAROOM_TECH_02_JDG 101171
  139. #define M01_COMMCENTER_COMPUTERROOM_TECH_JDG 101172
  140. #define M01_COMMCENTER_UPSTAIRS_GUARD_JDG 101946
  141. #define M01_COMMCENTER_LIGHTTANK_ZONE_JDG 102225
  142. #define M01_HARVESTER_ESCORT01_JDG 100251
  143. #define M01_HARVESTER_ESCORT02_JDG 100252
  144. #define M01_HARVESTER_JDG 100033
  145. #define M01_CHURCH_LOVESHACK_MINIGUNNER_ID 101305
  146. #define M01_CHURCH_LOVESHACK_NUN_ID 101310
  147. #define M01_CHURCH_EXTERIOR_MINIGUNNER_ID 101311
  148. #define M01_CHURCH_BALCONY_MINIGUNNER_ID 101312
  149. #define M01_CHURCH_GUARD_MINIGUNNER_ID 101313
  150. #define M01_CHURCH_INTERIOR_NUN_ID 101314
  151. #define M01_CHURCH_PRIEST_ID 101315
  152. #define M01_BRIDGE_DRIVEBY_MINIGUNNER_01_ID 101316
  153. #define M01_BRIDGE_DRIVEBY_MINIGUNNER_02_ID 101317
  154. #define M01_BRIDGE_DRIVEBY_MINIGUNNER_03_ID 101318
  155. #define M01_TURRETBEACH_TURRET_01_ID 101434
  156. #define M01_TURRETBEACH_TURRET_02_ID 101435
  157. #define M01_TURRETBEACH_GUNBOAT_ID 101477
  158. #define M01_TURRETBEACH_ENGINEER_ID 101654
  159. #define M01_TURRETBEACH_CONTROLLER_ID 113325
  160. #define M01_BARN_DOOR_GUARD_ID 101512
  161. #define M01_BARN_TALK_GUARD_01_ID 103318
  162. //#define M01_BARN_TALK_GUARD_02_ID 101441
  163. #define M01_BARN_PRISONER_01_ID 101442
  164. #define M01_BARN_PRISONER_02_ID 101444
  165. #define M01_BARN_PRISONER_03_ID 101443
  166. #define M01_BARN_OBJECTIVE_ZONE_ID 101540
  167. #define M01_BARNAREA_LIGHTTANK_ID 103012
  168. #define M01_TANK_TUNNEL_ZONE_ID 101679
  169. #define M01_TANK_TUNNEL_SQUISH_GUY_01_ID 101682
  170. #define M01_TANK_TUNNEL_SQUISH_GUY_02_ID 101683
  171. #define M01_TANK_TUNNEL_SQUISH_GUY_03_ID 101684
  172. #define M01_KILL_JUMPING_BUGGY_ZONE_JDG 100933
  173. #define M01_JUMPING_BUGGY_LOOKOUT_ZONE_JDG 100936
  174. #define M01_TIB_TUNNEL_HELICOPTER_ZONE_JDG 100955
  175. #define M01_TAILGUN_01_ID 108707
  176. #define M01_TAILGUN_02_ID 108708
  177. #define M01_TAILGUN_03_ID 108709
  178. #define M01_TAILGUNNER_01_ID 101470
  179. #define M01_TAILGUNNER_02_ID 101471
  180. #define M01_TAILGUNNER_03_ID 101472
  181. #define M01_TAILGUNAREA_NOD_LIGHTTANK_JDG 102435
  182. #define M01_DETENTION_GDI_GUY_01_JDG 101926
  183. #define M01_DETENTION_GDI_GUY_02_JDG 101927
  184. #define M01_DETENTION_GDI_GUY_03_JDG 101928
  185. #define M01_DETENTION_CIVILIAN_01_JDG 101929//BABUSHKA
  186. #define M01_DETENTION_CIVILIAN_02_JDG 101930//PIERRE
  187. #define M01_DETENTION_CIVILIAN_03_JDG 101931//FARMER JOHN
  188. #define M01_COMMCENTER_DETENTION_GATE_JDG 157984
  189. //Logical Sounds
  190. #define M01_HON_ESCORTS_FORM_UP_JDG 400000
  191. #define M01_DETENTION_GUY_HAS_SEEN_HAVOC_JDG 400003
  192. #define M01_DETENTION_GATE_IS_DOWN_JDG 400004
  193. #define M01_DETENTION_GATE_DOWN_SAM_DEAD_JDG 400005
  194. /*****************************************************************************************************
  195. Starting level 04 defines here
  196. ******************************************************************************************************/
  197. #define M04_TEST_APACHE_JDG 100397
  198. #define M04_SHIPS_CAPTAIN_JDG 100401
  199. #define M04_SHIPS_FIRST_MATE_JDG 100400
  200. #define M04_PRISON_WARDEN_JDG 100399
  201. #define M04_MEDLAB_TECHNICIAN_JDG 101202
  202. #define M04_CARGO_TALKGUY_01_JDG 101463
  203. #define M04_CARGO_TALKGUY_02_JDG 101464
  204. #define M04_CARGO_TALKGUY_03_JDG 101465
  205. #define M04_CARGO_BLACKHAND_01_JDG 101534
  206. #define M04_OBJECTIVE_CONTROLLER_JDG 100424
  207. #define M04_CARGOHOLD_CONTROLLER_JDG 100558
  208. //#define M04_ENGINEROOM_CONTROLLER_JDG 100750
  209. #define M04_AFT_DECK_CONTROLLER_JDG 100624
  210. #define M04_FORE_DECK_CONTROLLER_JDG 100790
  211. //#define M04_SNIPER_ENCOUNTER_CONTROLLER_JDG 100264
  212. #define M04_TIBERIUM_HOLD_CONTROLLER_JDG 100572
  213. #define M04_APACHE_CONTROLLER_JDG 200586
  214. #define M04_END_FIREFIGHT_CONTROLLER_JDG 100948
  215. #define M04_PRISON_PRISONER_01_JDG 100011
  216. #define M04_PRISON_PRISONER_02_JDG 101196
  217. #define M04_PRISON_PRISONER_03_JDG 100013
  218. #define M04_PRISON_DOOR_JDG 201089
  219. //#define M04_ENGINEROOM_ALARMBOX_JDG 101120
  220. #define M04_MISSILE_ROOM_TARGET_01_JDG 100421
  221. #define M04_MISSILE_ROOM_TARGET_02_JDG 100422
  222. #define M04_MISSILE_ROOM_TARGET_03_JDG 100423
  223. #define M04_MISSILE_ROOM_TARGET_04_JDG 100420
  224. #define M04_ENGINEROOM_TARGET_01_JDG 100419
  225. #define M04_ENGINEROOM_TARGET_02_JDG 100416
  226. #define M04_ENGINEROOM_TARGET_03_JDG 100418
  227. #define M04_ENGINEROOM_TARGET_04_JDG 100417
  228. #define M04_ROCKET_EMPLACEMENT_01_JDG 103461
  229. #define M04_ROCKET_EMPLACEMENT_02_JDG 103462
  230. #define M04_ENGINEROOM_PRISONGUARD_01_JDG 101988
  231. #define M04_ENGINEROOM_PRISONGUARD_02_JDG 101989
  232. #define M04_ENGINEROOM_CHIEF_ENGINEER_JDG 101762
  233. #define M04_ENGINEROOM_TECH_01_JDG 101691
  234. #define M04_ENGINEROOM_TECH_02_JDG 101692
  235. #define M04_ENGINEROOM_TECH_03_JDG 101690
  236. #define M04_ENGINEROOM_TECH_04_JDG 101693
  237. #define M04_ENGINEROOM_SPAWNER_01_JDG 101942
  238. #define M04_ENGINEROOM_SPAWNER_02_JDG 101943
  239. #define M04_ENGINEROOM_BUILDING_CONTROLLER_JDG 150001
  240. #define M04_ENGINEROOM_HUNTING_CONTROLLER_JDG 103390
  241. #define M04_TIBERIUM_HOLD_TECH01_JDG 102147
  242. #define M04_TIBERIUM_HOLD_TECH02_JDG 102148
  243. #define M04_TIBERIUM_CRYOCHAMBER_JDG 102243
  244. #define M04_TIBERIUM_SIMPLEMUTANT_JDG 102240
  245. #define M04_TIBERIUM_CHAMBERCONTROLLER_JDG 104113
  246. // Public Variables
  247. // Enumerations
  248. enum
  249. {
  250. M01_CAPT_DUNCAN_HAS_BEEN_FOUND_JDG,
  251. M01_GDI_BASE_POWS_RESCUED_JDG,
  252. M01_GDI_BASE_POWS_OVER_JDG,
  253. M01_START_GDIBASE_FRONT_CONVERSATION,
  254. //M01_ANNOUNCE_LIGHTHOUSE_SNIPER_JDG,
  255. //M01_SNIPERS_BEEN_KILLED_JDG,
  256. M01_DO_END_MISSION_CHECK_JDG,
  257. M01_END_MISSION_PASS_JDG,
  258. M01_ADD_OBJECTIVE_POG_JDG,
  259. M01_CHANGE_OBJECTIVE_POG_JDG,
  260. M01_REMOVE_OBJECTIVE_POG_JDG,
  261. M01_GOTO_YOUR_EVAC_SPOT_JDG,
  262. M01_GIVE_ME_A_ROPE_JDG,
  263. M01_TAKE_AWAY_ROPE_JDG,
  264. M01_ROPE_IS_SENDING_ID_JDG,
  265. M01_WAYPATH_IS_SENDING_ID_JDG,
  266. M01_CHOPPER_IS_SENDING_ID_JDG,
  267. M01_EVERYONES_ON_BOARD_JDG,
  268. M01_START_ACTING_JDG,
  269. M01_START_ATTACKING_01_JDG,
  270. M01_START_ATTACKING_02_JDG,
  271. M01_START_ATTACKING_03_JDG,
  272. M01_START_ATTACKING_04_JDG,
  273. M01_START_ATTACKING_05_JDG,
  274. M01_IVE_BEEN_KILLED_JDG,
  275. M01_HOLD_YOUR_POSITION_JDG,
  276. M01_GOTO_IDLE_JDG,
  277. M01_GOTO_INNATE_JDG,
  278. M01_DO_DAMAGE_CHECK_JDG,
  279. M01_MODIFY_YOUR_ACTION_JDG,
  280. M01_MODIFY_YOUR_ACTION_02_JDG,
  281. M01_MODIFY_YOUR_ACTION_03_JDG,
  282. M01_MODIFY_YOUR_ACTION_04_JDG,
  283. M01_MODIFY_YOUR_ACTION_05_JDG,
  284. M01_MODIFY_YOUR_ACTION_06_JDG,
  285. M01_MODIFY_YOUR_ACTION_07_JDG,
  286. M01_MODIFY_YOUR_ACTION_08_JDG,
  287. M01_MODIFY_YOUR_ACTION_09_JDG,
  288. M01_MODIFY_YOUR_ACTION_10_JDG,
  289. M01_MODIFY_YOUR_ACTION_11_JDG,
  290. M01_WALKING_WAYPATH_01_JDG,
  291. M01_WALKING_WAYPATH_02_JDG,
  292. M01_WALKING_WAYPATH_03_JDG,
  293. M01_WALKING_WAYPATH_04_JDG,
  294. M01_WALKING_WAYPATH_05_JDG,
  295. M01_WALKING_WAYPATH_06_JDG,
  296. M01_WALKING_WAYPATH_07_JDG,
  297. M01_GOING_TO_HAVOC_JDG,
  298. M01_DOING_ANIMATION_01_JDG,
  299. M01_DOING_ANIMATION_02_JDG,
  300. M01_DOING_ANIMATION_03_JDG,
  301. M01_DOING_ANIMATION_04_JDG,
  302. M01_DOING_ANIMATION_05_JDG,
  303. M01_DOING_ANIMATION_06_JDG,
  304. M01_DOING_ANIMATION_07_JDG,
  305. M01_DOING_ANIMATION_08_JDG,
  306. M01_DOING_ANIMATION_09_JDG,
  307. M01_DOING_ANIMATION_10_JDG,
  308. M01_DOING_ANIMATION_11_JDG,
  309. M01_TECH_IS_AT_WORKSPOT_01_JDG,
  310. M01_TECH_IS_AT_WORKSPOT_02_JDG,
  311. M01_TECH_IS_AT_WORKSPOT_03_JDG,
  312. M01_TECH_IS_FACING_WORKSPOT_JDG,
  313. M01_TECH_IS_DOING_WORK_ANIMATION_JDG,
  314. M01_DOING_ENTER_ANIMATION_JDG,
  315. M01_FACING_SPECIFIED_DIRECTION_01_JDG,
  316. M01_FACING_SPECIFIED_DIRECTION_02_JDG,
  317. M01_HUNT_THE_PLAYER_JDG,
  318. M01_CALL_IN_REINFORCEMENTS_JDG,
  319. M01_PICK_A_NEW_LOCATION_JDG,
  320. //E3 radar markers
  321. // M01_E3_WARP_MARKER_01_JDG,
  322. // M01_E3_WARP_MARKER_02_JDG,
  323. // M01_E3_WARP_MARKER_03_JDG,
  324. //spawners
  325. M01_SPAWNER_SPAWN_PLEASE_JDG,
  326. M01_SPAWNER_IS_DEAD_JDG,
  327. M01_QUIT_SPAWNING_PLEASE_JDG,
  328. M01_SEND_GUARD_TOWER_CHINOOK_JDG,
  329. M01_SEND_BARN_CHINOOK_JDG,
  330. M01_SEND_TAILGUN_CHINOOK_JDG,
  331. M01_SEND_CHURCH_CHINOOK_JDG,
  332. M01_SEND_BARN_CIVILIANS_RESCUE_CHINOOK_JDG,
  333. M01_RESPAWN_SHED01_POWERUP_JDG,
  334. M01_RESPAWN_ARMORY_POWERUP_JDG,
  335. M01_RESPAWN_TIBCAVE_POWERUP_JDG,
  336. M01_HAVOC_GOTO_START_SPOT_JDG,
  337. M01_ATTACH_HAVOCS_SCRIPT_JDG,
  338. M01_CHECK_HAVOCS_HEALTH_JDG,
  339. M01_RESET_HAVOCS_HEALTH_WARNING_JDG,
  340. M01_ADD_CHURCH_OBJECTIVE_JDG,
  341. //M01_ADD_HON_SAM_OBJECTIVE_JDG,
  342. M01_ADD_HARVESTER_OBJECTIVE_JDG,
  343. M01_ADD_REFINERY_OBJECTIVE_JDG,
  344. M01_ADD_REFINERY_SAM_OBJECTIVE_JDG,
  345. M01_ADD_PRISONER_OBJECTIVE_JDG,
  346. M01_ADD_UNLOCK_GATE_OBJECTIVE_JDG,
  347. M01_ADD_COMM_SAM_OBJECTIVE_JDG,
  348. M01_ADD_BARN_OBJECTIVE_JDG,
  349. M01_ADD_HON_OBJECTIVE_JDG,
  350. M01_ADD_TURRETS_OBJECTIVE_JDG,
  351. M01_ADD_BARN_COMMANDER_OBJECTIVE_JDG,
  352. M01_CLEAR_CHURCH_OBJECTIVE_PASS_JDG,
  353. M01_CLEAR_CHURCH_OBJECTIVE_FAIL_JDG,
  354. M01_CLEAR_HARVESTER_OBJECTIVE_PASS_JDG,
  355. M01_CLEAR_REFINERY_OBJECTIVE_PASS_JDG,
  356. M01_CLEAR_HON_OBJECTIVE_PASS_JDG,
  357. M01_CLEAR_UNLOCK_GATE_OBJECTIVE_JDG,
  358. M01_CLEAR_PRISONERS_PASS_JDG,
  359. M01_CLEAR_FIRST_NOD_COMMANDER_PASS_JDG,
  360. M01_ANNOUNCE_HARVESTER_OBJECTIVE_JDG,
  361. M01_ANNOUNCE_HON_OBJECTIVE_JDG,
  362. M01_ANNOUNCE_HON_SAM_OBJECTIVE_JDG,
  363. M01_ANNOUNCE_PRISONER_OBJECTIVE_JDG,
  364. M01_ANNOUNCE_UNLOCK_GATE_OBJECTIVE_JDG,
  365. M01_ANNOUNCE_COMMCENTER_SAM_OBJECTIVE_JDG,
  366. M01_ANNOUNCE_BARN_OBJECTIVE_JDG,
  367. M01_ANNOUNCE_REFINERY_SAM_OBJECTIVE_JDG,
  368. M01_ANNOUNCE_TURRETS_OBJECTIVE_JDG,
  369. M01_START_BARN_OBJECTIVE_JDG,
  370. M01_END_TURRETS_OBJECTIVE_PASS_JDG,
  371. M01_END_TURRETS_OBJECTIVE_FAIL_JDG,
  372. M01_END_BARN_OBJECTIVE_JDG,
  373. M01_END_BARN_ROUNDUP_OBJECTIVE_JDG,
  374. M01_CHANGE_BARN_OBJECTIVE_JDG,
  375. M01_PASS_TURRETS_OBJECTIVE_JDG,
  376. M01_PASS_UNLOCK_GATE_OBJECTIVE_JDG,
  377. M01_PASS_COMM_SAM_OBJECTIVE_JDG,
  378. //M01_SEND_HON_AIRSTRIKE_JDG,
  379. //M01_SEND_COMM_AIRSTRIKE_JDG,
  380. M01_SEND_COMMCENTER_REINFORCEMENTS_JDG,
  381. M01_SPAWN_REFINERY_AIRSTRIKE_JDG,
  382. //M01_CHURCH_OBJECTIVE_JDG,
  383. M01_HON_HAS_BEEN_DESTROYED_JDG,
  384. M01_HON_SAMSITE_HAS_BEEN_DESTROYED_JDG,
  385. M01_COMM_CENTER_HAS_BEEN_DESTROYED_JDG,
  386. M01_COMMCENTER_SAMSITE_HAS_BEEN_DESTROYED_JDG,
  387. M01_REFINERY_HAS_BEEN_DESTROYED_JDG,
  388. M01_REFINERY_SAMSITE_HAS_BEEN_DESTROYED_JDG,
  389. M01_PLAYER_APPROACHING_BARN_AREA_JDG,
  390. M01_PLAYER_APPROACHING_GDI_BASE_AREA_JDG,
  391. M01_PLAYER_IS_INSIDE_GDI_CON_JDG,
  392. M01_PLAYER_IS_OUTSIDE_GDI_CON_JDG,
  393. M01_PLAYER_IS_INSIDE_GDI_POWERPLANT_JDG,
  394. M01_PLAYER_IS_OUTSIDE_GDI_POWERPLANT_JDG,
  395. M01_PLAYER_IS_APPROACHING_TAILGUN_ALLEY_JDG,
  396. M01_PLAYER_IS_INSIDE_HON_JDG,
  397. M01_PLAYER_IS_IN_HON_GRUNT_LEVEL_JDG,
  398. M01_PLAYER_IS_IN_HON_DOJO_JDG,
  399. M01_PLAYER_IS_OUTSIDE_HON_JDG,
  400. M01_PLAYER_IS_INSIDE_REFINERY_JDG,
  401. M01_PLAYER_IS_OUTSIDE_REFINERY_JDG,
  402. M01_PLAYER_IS_INSIDE_COMM_CENTER_JDG,
  403. M01_PLAYER_IS_OUTSIDE_COMM_CENTER_JDG,
  404. M01_PLAYER_IS_INSIDE_TUNNEL_JDG,
  405. M01_PLAYER_IS_OUTSIDE_TUNNEL_JDG,
  406. M01_PLAYER_IS_INSIDE_WATERFALL_JDG,
  407. M01_PLAYER_IS_OUTSIDE_WATERFALL_JDG,
  408. M01_PLAYER_IS_AT_SNIPER_SCENARIO_JDG,
  409. M01_PLAYER_IS_APPROACHING_CHURCH_JDG,
  410. M01_PLAYER_IS_LEAVING_CHURCH_01_JDG,
  411. M01_PLAYER_IS_LEAVING_CHURCH_02_JDG,
  412. M01_PLAYER_IS_LEAVING_HON_01_JDG,
  413. M01_PLAYER_IS_LEAVING_HON_02_JDG,
  414. M01_PLAYER_IS_CROSSING_THE_BRIDGE_JDG,
  415. M01_PLAYER_IS_CROSSING_THE_BRIDGE_VIA_CAVE_JDG,
  416. M01_PLAYER_ENTERING_LEFT_INTEROG_ROOM_JDG,
  417. M01_PLAYER_ENTERING_RIGHT_INTEROG_ROOM_JDG,
  418. M01_PLAYER_ENTERING_CENTER_INTEROG_ROOM_JDG,
  419. M01_TURN_ON_OUTSIDE_AMBIENTS_JDG,
  420. M01_TURN_OFF_OUTSIDE_AMBIENTS_JDG,
  421. //M01_CUE_THE_SNIPER_SCENARIO_JDG,
  422. M01_HON_CUE_WARROOM_LEVEL_ACTORS_JDG,
  423. M01_REFINERY_CUE_PRIMARY_ACTORS_JDG,
  424. M01_GUARD_TIBERIUM_FIELD_JDG,
  425. M01_GUARD_REFINERY_JDG,
  426. M01_ESCORT_HARVESTER_JDG,
  427. M01_YOUR_BUILDING_HAS_BEEN_DESTROYED_JDG,
  428. M01_ANNOUNCE_AIRSTRIKE_JDG,
  429. M01_ANNOUNCE_REINFORCEMENTS_JDG,
  430. M01_SEND_HON_REINFORCEMENTS_A_JDG,
  431. M01_SEND_HON_REINFORCEMENTS_B_JDG,
  432. M01_SEND_HON_REINFORCEMENTS_C_JDG,
  433. M01_SEND_CHURCH_REINFORCEMENTS_JDG,
  434. M01_HON_CHINOOK_GUY_HAS_BEEN_KILLED_JDG,
  435. M01_CHURCH_GUARD_IS_DEAD_JDG,
  436. M01_LOVESHACK_GUARD_IS_DEAD_JDG,
  437. M01_CUE_CHURCH_PICKUP_CHINOOK_JDG,
  438. M01_CHURCH_CHINOOK_HAS_LANDED_JDG,
  439. M01_CHURCH_CLERGY_HAS_BOARDED_JDG,
  440. M01_CARD_CARRIER_HAS_BEEN_KILLED_JDG,
  441. M01_GDI_GUY_HAS_BEEN_POKED_JDG,
  442. M01_PLEASE_START_ESCORTING_PLAYER_JDG,
  443. M01_PLEASE_STOP_ESCORTING_PLAYER_JDG,
  444. M01_PLAYERS_ESCORT_HAS_BEEN_KILLED_JDG,
  445. M01_PLAYER_HAS_PICKED_UP_CHEMSPRAYER_JDG,
  446. M01_PLAYER_HAS_PICKED_UP_MINIGUN_JDG,
  447. M01_PLAYER_HAS_PICKED_UP_FLAMETHROWER_JDG,
  448. M01_PLAYER_HAS_PICKED_UP_SHOTGUN_JDG,
  449. M01_PLAYER_HAS_PICKED_UP_ROCKETLAUNCHER_JDG,
  450. M01_PLAYER_HAS_PICKED_UP_SNIPERRIFLE_JDG,
  451. M01_PLAYER_IS_ATTACKING_ME_JDG,
  452. M01_DO_ESCORT_ANIMATION_JDG,
  453. M01_ESCORT_IS_ATTACKING_TARGET_JDG,
  454. M01_ESCORT_IS_HOLDING_POSITION_JDG,
  455. M01_DRIVEBYGUY_SAYS_SORRY_JDG,
  456. M01_LOOK_AT_SPEEDRACER_JDG,
  457. M01_SPAWN_TIB_CAVE_HELICOPTER_JDG,
  458. M01_KILL_THE_HON_JDG,
  459. M01_KILL_THE_COMM_JDG,
  460. M01_KILL_THE_GDI_POWER_PLANT_JDG,
  461. M01_PLAYER_HAS_POKED_COMM_CENTER_PCT_JDG,
  462. M01_PLAYER_HAS_POKED_PEN_GATE_JDG,
  463. M01_SCRAMBLE_THE_RADAR_JDG,
  464. M01_UNSCRAMBLE_THE_RADAR_JDG,
  465. M01_SPAWN_WHACK_A_MOLE_GUY_JDG,
  466. M01_CHANGE_WHACK_A_MOLE_GUY_JDG,
  467. M01_HON_SPAWNS_MINIGUNNER_JDG,
  468. M01_HON_SPAWNER_IN_POSITION_JDG,
  469. M01_HON_SPAWNER_IS_DEAD_JDG,
  470. M01_HON_SPAWNER_01_IS_DEAD_JDG,
  471. M01_HON_SPAWNER_02_IS_DEAD_JDG,
  472. M01_HON_SPAWNER_03_IS_DEAD_JDG,
  473. M01_CUE_INTERIOR_NUN_CONVERSATION_JDG,
  474. M01_CUE_LOVESHACK_NUN_CONVERSATION_JDG,
  475. M01_CUE_PRIEST_CONVERSATION_JDG,
  476. M01_CUE_KANE_AND_NUMBER2_CONVERSATION_JDG,
  477. M01_CUE_KANE_AND_NUMBER2_CONVERSATION_02_JDG,
  478. M01_CUE_KANE_AND_HAVOC_CONVERSATION_JDG,
  479. //M01_CUE_LOCKES_HON_MCT_CONVERSATION_JDG,
  480. M01_TURRET_HAS_BEEN_DESTROYED_JDG,
  481. //M01_TURRET_02_HAS_BEEN_DESTROYED_JDG,
  482. M01_FODDER_HOVERCRAFT_IS_HERE,
  483. M01_SPAWN_THE_MEDIUM_TANK_JDG,
  484. M01_BARN_APC_HAS_ARRIVED_JDG,
  485. M01_BUSY_TRY_AGAIN_JDG,
  486. M01_TURRET_BEACH_ENGINEER_IS_DEAD_JDG,
  487. M01_NEW_TURRET_BEACH_ENGINEER_IS_HERE_JDG,
  488. M01_CHECK_TURRETS_HEALTH_JDG,
  489. M01_CUE_BILLYS_CONVERSATION_JDG,
  490. M01_CUE_BABUSHKA_CONVERSATION_JDG,
  491. M01_BARN_GUARD_IS_DEAD_JDG,
  492. M01_MEDIUM_TANK_IS_HERE_JDG,
  493. M01_CIVILIAN_KILLED_JDG,
  494. M01_YOUR_OPERATOR_IS_DEAD_JDG,
  495. M01_START_FLYOVERS_JDG,
  496. M01_STOP_FLYOVERS_JDG,
  497. M01_KILL_THE_REFINERY_JDG = 4000,
  498. M01_GOING_TO_EVAC_SPOT_JDG,
  499. M01_GOING_TO_EVAC_SPOT02_JDG,
  500. };
  501. // Timer Enumerations
  502. typedef enum
  503. {
  504. M1TIMER_START = STIMER_MISSION1,
  505. } M1TIMER;
  506. //mission functions
  507. inline char *M01_Choose_Cheer_Animation ( )
  508. {
  509. char *animationList[4] =
  510. {
  511. "H_A_J01C",
  512. "H_A_J18C",
  513. "H_A_J24C",
  514. "H_A_J26C",
  515. };
  516. int random = Commands->Get_Random_Int(0, 4);
  517. return animationList[random];
  518. };
  519. inline char *M01_Choose_Duck_Animation ( )
  520. {
  521. char *animationList[5] =
  522. {
  523. "H_A_A0A0_L20",
  524. "H_A_A0A0_L21",
  525. "H_A_A0A0_L36",
  526. "H_A_A0A0_L52",
  527. "H_A_J21C",
  528. };
  529. int random = Commands->Get_Random_Int(0, 5);
  530. return animationList[random];
  531. };
  532. inline char *M01_Choose_Search_Animation ( )
  533. {
  534. char *animationList[4] =
  535. {
  536. "H_A_J01C",
  537. //"H_A_J18C",
  538. "H_A_J11C",
  539. "H_A_J23C",
  540. "H_A_J27C",
  541. };
  542. int random = Commands->Get_Random_Int(0, 4);
  543. return animationList[random];
  544. };
  545. inline char *M01_Choose_Idle_Animation ( )
  546. {
  547. char *animationList[14] =
  548. {
  549. "H_A_A0A0_L01",
  550. "H_A_A0A0_L02",
  551. "H_A_A0A0_L03",
  552. "H_A_A0A0_L04",
  553. "H_A_A0A0_L05",
  554. "H_A_A0A0_L13",
  555. "H_A_X33C",
  556. "H_A_J33C",
  557. "H_A_J24C",
  558. "H_A_J22C",
  559. "H_A_J17C",
  560. "H_A_J15C",
  561. "H_A_J14C",
  562. "H_A_J11C",
  563. };
  564. int random = Commands->Get_Random_Int(0, 14);
  565. return animationList[random];
  566. };
  567. /*inline char *M01_Choose_Cheer_Animation ( )
  568. {
  569. char *animationName;
  570. float animationNumber = Commands->Get_Random ( 0.5f, 4.5f);
  571. if ((animationNumber >= 0.5) && (animationNumber < 1.5))
  572. {
  573. animationName = "H_A_J01C";
  574. }
  575. else if ((animationNumber >= 1.5) && (animationNumber < 2.5))
  576. {
  577. animationName = "H_A_J18C";
  578. }
  579. else if ((animationNumber >= 2.5) && (animationNumber < 3.5))
  580. {
  581. animationName = "H_A_J24C";
  582. }
  583. else
  584. {
  585. animationName = "H_A_J26C";
  586. }
  587. return animationName;
  588. };*/
  589. /*inline char *M01_Choose_Search_Animation ( )
  590. {
  591. char *animationName;
  592. float animationNumber = Commands->Get_Random ( 0.5f, 5.5f);
  593. if ((animationNumber >= 0.5) && (animationNumber < 1.5))
  594. {
  595. animationName = "H_A_J01C";
  596. }
  597. else if ((animationNumber >= 1.5) && (animationNumber < 2.5))
  598. {
  599. animationName = "H_A_J11C";
  600. }
  601. else if ((animationNumber >= 2.5) && (animationNumber < 3.5))
  602. {
  603. animationName = "H_A_J18C";
  604. }
  605. else if ((animationNumber >= 3.5) && (animationNumber < 4.5))
  606. {
  607. animationName = "H_A_J23C";
  608. }
  609. else
  610. {
  611. animationName = "H_A_J27C";
  612. }
  613. return animationName;
  614. };*/
  615. /*inline char *M01_Choose_Idle_Animation ( )
  616. {
  617. char *animationName;
  618. float animationNumber = Commands->Get_Random ( 0.5f, 14.5f);
  619. if ((animationNumber >= 0.5) && (animationNumber < 1.5))
  620. {
  621. animationName = "H_A_A0A0_L01";
  622. }
  623. else if ((animationNumber >= 1.5) && (animationNumber < 2.5))
  624. {
  625. animationName = "H_A_A0A0_L02";
  626. }
  627. else if ((animationNumber >= 2.5) && (animationNumber < 3.5))
  628. {
  629. animationName = "H_A_A0A0_L03";
  630. }
  631. else if ((animationNumber >= 3.5) && (animationNumber < 4.5))
  632. {
  633. animationName = "H_A_A0A0_L04";
  634. }
  635. else if ((animationNumber >= 4.5) && (animationNumber < 5.5))
  636. {
  637. animationName = "H_A_A0A0_L05";
  638. }
  639. else if ((animationNumber >= 5.5) && (animationNumber < 6.5))
  640. {
  641. animationName = "H_A_A0A0_L13";
  642. }
  643. else if ((animationNumber >= 6.5) && (animationNumber < 7.5))
  644. {
  645. animationName = "H_A_X33C";
  646. }
  647. else if ((animationNumber >= 7.5) && (animationNumber < 8.5))
  648. {
  649. animationName = "H_A_J33C";
  650. }
  651. else if ((animationNumber >= 8.5) && (animationNumber < 9.5))
  652. {
  653. animationName = "H_A_J24C";
  654. }
  655. else if ((animationNumber >= 9.5) && (animationNumber < 10.5))
  656. {
  657. animationName = "H_A_J22C";
  658. }
  659. else if ((animationNumber >= 10.5) && (animationNumber < 11.5))
  660. {
  661. animationName = "H_A_J17C";
  662. }
  663. else if ((animationNumber >= 11.5) && (animationNumber < 12.5))
  664. {
  665. animationName = "H_A_J15C";
  666. }
  667. else if ((animationNumber >= 12.5) && (animationNumber < 13.5))
  668. {
  669. animationName = "H_A_J14C";
  670. }
  671. else
  672. {
  673. animationName = "H_A_J11C";
  674. }
  675. return animationName;
  676. };*/
  677. #endif // _MISSION1_H_