155 lines
7.2 KiB
C++
155 lines
7.2 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /CounterStrike/TACTION.H 1 3/03/97 10:25a Joe_bostic $ */
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : ACTION.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : 11/28/95 *
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* *
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* Last Update : November 28, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef ACTION_H
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#define ACTION_H
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typedef enum TActionType : unsigned char {
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TACTION_NONE,
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TACTION_WIN, // player wins!
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TACTION_LOSE, // player loses.
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TACTION_BEGIN_PRODUCTION, // computer begins factory production.
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TACTION_CREATE_TEAM, // computer creates a certain type of team
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TACTION_DESTROY_TEAM,
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TACTION_ALL_HUNT, // all enemy units go into hunt mode (teams destroyed).
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TACTION_REINFORCEMENTS, // player gets reinforcements
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// (house that gets them is determined by
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// the Reinforcement instance)
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TACTION_DZ, // Deploy drop zone smoke.
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TACTION_FIRE_SALE, // Sell all buildings and go on rampage.
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TACTION_PLAY_MOVIE, // Play movie (temporarily suspend game).
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TACTION_TEXT_TRIGGER, // Triggers a text message display.
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TACTION_DESTROY_TRIGGER, // Destroy specified trigger.
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TACTION_AUTOCREATE, // Computer to autocreate teams.
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TACTION_WINLOSE, // Win if captured, lose if destroyed.
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TACTION_ALLOWWIN, // Allows winning if triggered.
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TACTION_REVEAL_ALL, // Reveal the entire map.
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TACTION_REVEAL_SOME, // Reveal map around cell #.
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TACTION_REVEAL_ZONE, // Reveal all of specified zone.
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TACTION_PLAY_SOUND, // Play sound effect.
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TACTION_PLAY_MUSIC, // Play musical score.
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TACTION_PLAY_SPEECH, // Play EVA speech.
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TACTION_FORCE_TRIGGER, // Force trigger to activate.
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TACTION_START_TIMER, // Start mission timer.
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TACTION_STOP_TIMER, // Stop mission timer.
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TACTION_ADD_TIMER, // Increase mission timer time.
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TACTION_SUB_TIMER, // Decrease mission timer time.
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TACTION_SET_TIMER, // Set and start the mission timer.
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TACTION_SET_GLOBAL, // Set global variable.
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TACTION_CLEAR_GLOBAL, // Clear global variable.
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TACTION_BASE_BUILDING, // Automated base building.
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TACTION_CREEP_SHADOW, // Shadow grows back one 'step'.
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TACTION_DESTROY_OBJECT, // Destroys the building this trigger is attached to.
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TACTION_1_SPECIAL, // Add a one-time special weapon ability to house.
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TACTION_FULL_SPECIAL, // Add a repeating special weapon ability to house.
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TACTION_PREFERRED_TARGET, // Designates preferred target for house.
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TACTION_LAUNCH_NUKES, // Launch fake nuclear missiles from all silos
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TACTION_COUNT,
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TACTION_FIRST=0
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} TActionType;
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TActionType Action_From_Name(char const * name);
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char const * Name_From_Action(TActionType action);
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NeedType Action_Needs(TActionType action);
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class TriggerTypeClass;
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class TeamTypeClass;
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/*
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** This elaborates the information necessary to carry out
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** a trigger's action.
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*/
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struct TActionClass {
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TActionType Action; // Action to perform.
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CCPtr<TeamTypeClass> Team; // Team type pointer for this action (if needed).
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CCPtr<TriggerTypeClass> Trigger; // Trigger type pointer for this action (if needed).
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union {
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ThemeType Theme; // Musical theme.
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VocType Sound; // Sound effect.
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VoxType Speech; // Speech identifier.
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HousesType House; // House to be affected.
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SpecialWeaponType Special; // Special weapon ability.
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QuarryType Quarry; // Preferred target for attack.
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VQType Movie; // The movie to play.
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bool Bool; // Boolean value.
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long Value;
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} Data;
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TActionClass(void) : Action(TACTION_NONE) {
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Data.Theme = THEME_NONE;
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Data.Value = -1;
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};
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TActionClass(NoInitClass const & x) : Team(x), Trigger(x) {};
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void Detach(TARGET target);
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void Code_Pointers(void);
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void Decode_Pointers(void);
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void Read_INI(void);
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void Build_INI_Entry(char * buffer) const;
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bool operator() (HousesType house, ObjectClass * object, int id, CELL cell);
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};
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class ActionChoiceClass {
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public:
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ActionChoiceClass(TActionType event=TACTION_NONE) : Action(event) {}
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operator TActionType (void) const {return(Action);}
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bool operator == (ActionChoiceClass const & rvalue) const {return(Action == rvalue.Action);}
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bool operator != (ActionChoiceClass const & rvalue) const {return(Action != rvalue.Action);}
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bool operator > (ActionChoiceClass const & rvalue) const {return(stricmp(Description(), rvalue.Description()) > 0);}
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bool operator < (ActionChoiceClass const & rvalue) const {return(stricmp(Description(), rvalue.Description()) < 0);}
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bool operator <= (ActionChoiceClass const & rvalue) const {return(Action == rvalue.Action || stricmp(Description(), rvalue.Description()) < 0);}
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bool operator >= (ActionChoiceClass const & rvalue) const {return(Action == rvalue.Action || stricmp(Description(), rvalue.Description()) > 0);}
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char const * Description(void) const {return(Name_From_Action(Action));}
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void Draw_It(int index, int x, int y, int width, int height, bool selected, TextPrintType flags) const;
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TActionType Action;
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};
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extern ActionChoiceClass ActionChoices[TACTION_COUNT];
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#endif
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