/* ** 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 . */ /* $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