/* ** 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\special.h_v 2.15 16 Oct 1995 16:47:36 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 : SPECIAL.H * * * * Programmer : Joe L. Bostic * * * * Start Date : 02/27/95 * * * * Last Update : February 27, 1995 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef SPECIAL_H #define SPECIAL_H class SpecialClass { public: void Init(void) { IsScrollMod = false; IsGross = false; IsHealthBar = true; IsEasy = false; IsDifficult = false; IsSpeedBuild = false; IsDefenderAdvantage = true; IsVisibleTarget = false; IsVariation = false; IsJurassic = false; IsJuvenile = false; IsSmartDefense = false; IsTreeTarget = false; IsMCVDeploy = false; IsMonoEnabled = false; IsInert = false; IsShowPath = false; IsBarOn = false; IsThreePoint = false; IsTGrowth = true; IsTSpread = true; IsTFast = true; IsRoad = false; IsScatter = false; IsCaptureTheFlag = false; IsNamed = false; IsFromInstall = false; IsSeparate = false; IsFromWChat = false; } /* ** Show the health bar on the enemy units? */ unsigned IsHealthBar:1; /* ** Is the game flagged for easy mode? */ unsigned IsEasy:1; /* ** Is the game flagged for difficult? */ unsigned IsDifficult:1; /* ** Controls the speedy build option -- used for testing. */ unsigned IsSpeedBuild:1; /* ** If the player can build the helipad separate from the helipad and ** helicopter combo, then this flag will be true. */ unsigned IsSeparate:1; /* ** If the defender has the advantage then this will be true. This flag ** allows the defender to have a better advantage in combat than the ** attacker. Moving units will not be able to dish out or take as much ** damage when this flag is true. */ unsigned IsDefenderAdvantage:1; /* ** If civilian structures are to have a name, then this flag will be ** set to true. The default case is to just use generic names for ** civilians. */ unsigned IsNamed:1; /* ** If from install, then play the special installation movie and ** skip asking them what type of game they want to play. */ unsigned IsFromInstall:1; /* ** If capture the flag mode is on, this flag will be true. With this ** flag enabled, then the flag is initially placed at the start of ** the scenario. */ unsigned IsCaptureTheFlag:1; /* ** Is target selecting by other human opponents visible to the player? */ unsigned IsVisibleTarget:1; /* ** If human generated sound effects are to be used, then this ** flag will be true. */ unsigned IsJuvenile:1; /* ** If friendly units should return fire when fired upon, set this ** flag to true. The default is only for the enemy units to do this. */ unsigned IsSmartDefense:1; /* ** If targeting of trees is allowed, then this flag will be true. */ unsigned IsTreeTarget:1; /* ** If this flag is true, then the construction yard can undeploy back into an MCV. */ unsigned IsMCVDeploy:1; /* ** If the monochrome debugging output is enabled, then this flag will be true. */ unsigned IsMonoEnabled:1; /* ** This flags controls whether weapons are inert. An inert weapon doesn't do any ** damage. Effectively, if this is true, then the units never die. */ unsigned IsInert:1; /* ** When this flag is true, the computer findpath algorithm reveals the route being ** examined. This is used to trace findpath bugs. */ unsigned IsShowPath:1; /* ** All units will display their health bargraph if this is true. */ unsigned IsBarOn:1; /* ** If wheeled vehicles should do a 3-point turn when rotating in place, then ** this flag is true. */ unsigned IsThreePoint:1; /* ** If Tiberium is allowed to grow, then this flag will be true. */ unsigned IsTGrowth:1; /* ** If Tiberium is allowed to spread, then this flag will be true. */ unsigned IsTSpread:1; /* ** This controls whether Tiberium grows&spreads quickly or not. */ unsigned IsTFast:1; /* ** This flag controls whether the road additional pieces are added to ** the bottom of buildings. If true, then the roads are NOT added. */ unsigned IsRoad:1; /* ** Controls whether units (especially infantry) will scatter when there ** is an immediate threat. This gives infantry a "mind of their own" when ** it comes to self preservation. If set to false, then units will not ** scatter. */ unsigned IsScatter:1; /* ** Special bonus scenario enabled. */ unsigned IsJurassic:1; /* ** Are score variations allowed? */ unsigned IsVariation:1; /* ** If the gross human splatter marks should be present. */ unsigned IsGross:1; /* ** Disables scrolling over the "options" and "sidebar" tabs. */ unsigned IsScrollMod:1; /* ** Flag that we were spawned from WChat. */ unsigned IsFromWChat:1; }; #endif