261 lines
9.9 KiB
C++
261 lines
9.9 KiB
C++
/*
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** Command & Conquer Red Alert(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: /CounterStrike/EVENT.H 1 3/03/97 10:24a 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 : EVENT.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : 12/09/94 *
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* *
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* Last Update : December 9, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef EVENT_H
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#define EVENT_H
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/*
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** This event class is used to contain all external game events (things that the player can
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** do at any time) so that these events can be transported between linked computers. This
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** encapsulation is required in order to ensure that each event affects all computers at the
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** same time (same game frame).
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** NOTE: If you add or remove an event type, you must also update the globals
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** EventLength[] and EventNames[].
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*/
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class EventClass
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{
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public:
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/*
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** All external events are identified by these labels.
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*/
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typedef enum EventType {
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EMPTY,
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ALLY, // Make allie of specified house.
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MEGAMISSION, // Full change of mission with target and destination.
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MEGAMISSION_F, // Full change of mission with target and destination, and formation overrides.
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IDLE, // Request to enter idle mode.
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SCATTER, // Request to scatter from current location.
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DESTRUCT, // Self destruct request (surrender action).
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DEPLOY, // MCV is to deploy at current location.
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PLACE, // Place building at location specified.
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OPTIONS, // Bring up options screen.
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GAMESPEED, // Set game speed
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PRODUCE, // Start or Resume production.
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SUSPEND, // Suspend production.
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ABANDON, // Abandon production.
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PRIMARY, // Primary factory selected.
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SPECIAL_PLACE, // Special target location selected
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EXIT, // Exit game.
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ANIMATION, // Flash ground as movement feedback.
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REPAIR, // Repair specified object.
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SELL, // Sell specified object.
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SELLCELL, // Sell wall at specified cell.
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SPECIAL, // Special options control.
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// Private events.
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FRAMESYNC, // Game-connection packet; includes Scenario CRC & sender's frame #
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// Used to initiate game connection phase & to reconnect;
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// When one of these is received, the receiver knows there are
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// no associated commands in this packet.
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MESSAGE, // Message to another player (The message is the 40 bytes
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// after the event class).
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RESPONSE_TIME, // use a new propagation delay value
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FRAMEINFO, // Game-heartbeat packet; includes Game CRC & command count
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// All packets sent for a frame are prefixed with one of these
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SAVEGAME, // allows multiplayer games to save
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ARCHIVE, // Updates archive target on specified object.
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ADDPLAYER, // Add a new player
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TIMING, // new timing values for all systems to use
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PROCESS_TIME, // a system's average processing time, in ticks per frame
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#ifdef FIXIT_VERSION_3 // Stalemate games.
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PROPOSE_DRAW, // Players proposes that 2-player game be called a stalemate.
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RETRACT_DRAW, // Player retracts proposed draw offer.
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#endif
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LAST_EVENT, // one past the last event
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} EventType;
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EventType Type; // Type of queue command object.
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/*
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** 'Frame' is the frame that the command should execute on.
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** 27 bits gives over 25 days of playing time without wrapping,
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** at 30 frames per second, so it should be plenty!
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*/
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unsigned Frame : 26;
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/*
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** House index of the player originating this event
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*/
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unsigned ID : 5;
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/*
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** This bit tells us if we've already executed this event.
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*/
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unsigned IsExecuted: 1;
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/*
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** This union contains the specific data that the event requires.
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*/
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union {
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struct {
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SpecialClass Data; // The special option flags.
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} Options;
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struct {
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CELL Cell; // The cell to sell wall at.
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} SellCell;
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struct {
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xTargetClass Whom; // The object to apply the event to.
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} Target;
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struct {
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AnimType What; // The animation to create.
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HousesType Owner; // The owner of the animation (when it matters).
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COORDINATE Where; // The location to place the animation.
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} Anim;
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struct {
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int Value; // general-purpose data
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} General;
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struct {
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xTargetClass Whom; // Whom to apply mission to.
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MissionType Mission; // What mission to apply.
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xTargetClass Target; // Target to assign.
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xTargetClass Destination;// Destination to assign.
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} MegaMission;
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struct {
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xTargetClass Whom; // Whom to apply mission to.
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MissionType Mission; // What mission to apply.
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xTargetClass Target; // Target to assign.
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xTargetClass Destination;// Destination to assign.
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SpeedType Speed; // Formation override speed.
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MPHType MaxSpeed; // Formation override maximum speed.
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} MegaMission_F;
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struct {
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xTargetClass Whom; // Whom to apply mission to.
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MissionType Mission; // What mission to apply.
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} Mission;
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struct {
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xTargetClass Whom; // Whom to apply movement change to.
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xTargetClass Where; // Where to set NavCom to.
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} NavCom;
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struct {
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xTargetClass Whom; // Whom to apply attack change to.
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xTargetClass Target; // What to set TarCom to.
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} TarCom;
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struct {
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RTTIType Type;
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int ID;
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} Specific;
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struct {
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RTTIType Type;
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CELL Cell;
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} Place;
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struct {
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int ID;
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CELL Cell;
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} Special;
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/*
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** This structure is used for FRAMEINFO, FRAMESYNC, and RESPONSE_TIME
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** events; exactly one of these will be sent each frame, whether there's
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** data that frame or not.
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** CRC: the game CRC when this packet was generated; used to detect sync errors
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** CommandCount: # of commands the sender has sent; used to detect missed packets
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** Delay: sender's propagation delay value for this frame
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*/
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struct {
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unsigned long CRC;
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unsigned short CommandCount; // # commands sent so far
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unsigned char Delay; // propagation delay used this frame
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// (Frame - Delay = sender's current frame #)
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} FrameInfo;
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/*
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** This structure is used for the special variable-length event. This event
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** can be anything the application wants it to be. Its purpose is to allow
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** relatively large amounts of data to be associated with the event, without
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** bloating the size of this union (and thus all other event types).
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*/
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struct {
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void * Pointer;
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unsigned long Size;
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} Variable;
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//
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// This structure sets new timing values for all systems in a multiplayer
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// game. This structure replaces the RESPONSE_TIME event for
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// the COMM_MULTI_E_COMP protocol.
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//
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struct {
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unsigned short DesiredFrameRate;
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unsigned short MaxAhead;
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} Timing;
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//
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// This structure is transmitted by all systems, and is used to compute
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// the "desired" frame rate for the game.
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//
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struct {
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unsigned short AverageTicks;
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} ProcessTime;
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} Data;
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//-------------- Constructors ---------------------
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EventClass(void) {Type = EMPTY;};
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EventClass(SpecialClass data);
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EventClass(EventType type, TargetClass target);
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EventClass(EventType type);
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EventClass(EventType type, int val);
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EventClass(EventType type, CELL cell);
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EventClass(EventType type, TargetClass src, TargetClass dest);
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EventClass(TargetClass src, MissionType mission, TargetClass target=TARGET_NONE, TargetClass destination=TARGET_NONE);
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EventClass(TargetClass src, MissionType mission, TargetClass target, TargetClass destination, SpeedType speed, MPHType maxspeed);
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EventClass(EventType type, RTTIType object, int id);
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EventClass(EventType type, RTTIType object, CELL cell);
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EventClass(EventType type, int id, CELL cell);
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EventClass(AnimType anim, HousesType owner, COORDINATE coord);
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EventClass(void *ptr, unsigned long size);
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EventClass(EventType type, void *ptr, unsigned long size);
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// Process the event.
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void Execute(void);
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int operator == (EventClass & q) {
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return memcmp(this, &q, sizeof(q)) == 0;
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};
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static unsigned char EventLength[LAST_EVENT];
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static char * EventNames[LAST_EVENT];
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};
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#endif
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