| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136 |
- /*
- ** Command & Conquer(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: F:\projects\c&c\vcs\code\mission.h_v 2.16 16 Oct 1995 16:45:46 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;
- char Status;
- /*---------------------------------------------------------------------
- ** Constructors, Destructors, and overloaded operators.
- */
- MissionClass(void);
- virtual ~MissionClass(void) {};
- /*---------------------------------------------------------------------
- ** Member function prototypes.
- */
- #ifdef CHEAT_KEYS
- void Debug_Dump(MonoClass *mono) const;
- #endif
- 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 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);
- /*
- ** File I/O.
- */
- virtual void Code_Pointers(void);
- virtual void Decode_Pointers(void);
- private:
- /*
- ** This the thread processing timer. When this value counts down to zero, then
- ** more script processing may occur.
- */
- TCountDownTimerClass Timer;
- /*
- ** These are the order names as ASCII strings.
- */
- static char const * Missions[MISSION_COUNT];
- };
- #endif
|