Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
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REDALERT/MISSION.H
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REDALERT/MISSION.H
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//
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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/MISSION.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 : MISSION.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 23, 1994 *
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* *
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* Last Update : April 23, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef MISSION_H
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#define MISSION_H
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#include "object.h"
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#include "monoc.h"
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/****************************************************************************
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** This handles order assignment and tracking. The order is used to guide
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** overall AI processing.
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*/
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class MissionClass : public ObjectClass
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{
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public:
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/*
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** This the tactical strategy to use. It is used by the unit script. This
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** is a general guide for unit AI processing.
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*/
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MissionType Mission;
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MissionType SuspendedMission;
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/*
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** The order queue is used for orders that should take effect when the vehicle
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** has reached the center point of a cell. The queued order number is +1 when stored here
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** so that 0 will indicated there is no queued order.
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*/
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MissionType MissionQueue;
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int Status;
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/*---------------------------------------------------------------------
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** Constructors, Destructors, and overloaded operators.
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*/
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MissionClass(RTTIType rtti, int id);
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MissionClass(NoInitClass const & x) : ObjectClass(x), Timer(x) {};
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virtual ~MissionClass(void) {};
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/*---------------------------------------------------------------------
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** Member function prototypes.
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*/
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#ifdef CHEAT_KEYS
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void Debug_Dump(MonoClass *mono) const;
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#endif
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void Shorten_Mission_Timer(void) {Timer = 0;}
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virtual MissionType Get_Mission(void) const;
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virtual void Assign_Mission(MissionType mission);
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virtual bool Commence(void);
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virtual void AI(void);
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/*
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** Support functions.
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*/
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virtual int Mission_Sleep(void);
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virtual int Mission_Ambush(void);
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virtual int Mission_Attack(void);
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virtual int Mission_Capture(void);
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virtual int Mission_Guard(void);
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virtual int Mission_Guard_Area(void);
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virtual int Mission_Harvest(void);
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virtual int Mission_Hunt(void);
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// virtual int Mission_Timed_Hunt(void);
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virtual int Mission_Move(void);
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virtual int Mission_Retreat(void);
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virtual int Mission_Return(void);
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virtual int Mission_Stop(void);
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virtual int Mission_Unload(void);
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virtual int Mission_Enter(void);
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virtual int Mission_Construction(void);
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virtual int Mission_Deconstruction(void);
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virtual int Mission_Repair(void);
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virtual int Mission_Missile(void);
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virtual void Set_Mission(MissionType mission);
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static bool Is_Recruitable_Mission(MissionType mission);
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static char const * Mission_Name(MissionType order);
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static MissionType Mission_From_Name(char const *name);
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virtual void Override_Mission(MissionType mission, TARGET, TARGET);
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virtual bool Restore_Mission(void);
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private:
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/*
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** This the thread processing timer. When this value counts down to zero, then
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** more script processing may occur.
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*/
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CDTimerClass<FrameTimerClass> Timer;
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};
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/****************************************************************************
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** This is the mission control (pun) that controls how each mission behaves
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** when it comes to interacting with the game world. Example; some
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** missions allow the object to scatter from threats, while others require
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** the object to remain in place. This kind of characteristics are specfied
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** by this class.
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*/
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class MissionControlClass
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{
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public:
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MissionControlClass(void);
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bool Read_INI(CCINIClass & ini);
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int Normal_Delay(void) const {return(TICKS_PER_MINUTE * Rate);}
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int AA_Delay(void) const {return(TICKS_PER_MINUTE * AARate);}
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/*
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** This is the mission identifier that this mission represents.
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*/
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MissionType Mission;
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char const * Name(void) const;
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/*
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** If the object should not be considered a threat when it
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** comes to target scanning, then this will be true.
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*/
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unsigned IsNoThreat:1;
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/*
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** If objects in this mission should avoid targeting the enemy and
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** also avoid responding to the enemy, then this will be true.
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*/
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unsigned IsZombie:1;
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/*
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** An ojbect that can be recruited into a team must be on a mission
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** of this type.
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*/
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unsigned IsRecruitable:1;
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/*
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** If the object can behave normally except that it cannot
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** move to another location, then this flag will be true.
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*/
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unsigned IsParalyzed:1;
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/*
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** If an object on this mission is damaged, it is allowed to
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** retaliate?
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*/
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unsigned IsRetaliate:1;
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/*
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** Is the object allowed to scatter from immediate threats?
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*/
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unsigned IsScatter:1;
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/*
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** This specifies the time to delay between calls to the mission handler for those cases
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** where the delay could be indefinate. The exception would be when timing is critical.
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** Typical use of this would be to regulate the delay between mundane mission processing
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** in order to achieve less game overhead.
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*/
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fixed Rate;
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/*
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** Anti-Aircraft buildings (and units) in guard or guard area mode will use this override
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** delay interval instead of the normal "Rate" value.
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*/
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fixed AARate;
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};
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#endif
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