189 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			189 lines
		
	
	
		
			8.4 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/TEVENT.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 : TEVENT.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 TEVENT_H
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#define TEVENT_H
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/*
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**	These are the trigger events that are checked for and if qualified, they will signal
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**	a successful trigger event. This might result in the trigger action being performed.
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*/
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typedef enum TEventType {
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	TEVENT_NONE,
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	TEVENT_PLAYER_ENTERED,					// player enters this square
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	TEVENT_SPIED,								// Spied by.
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	TEVENT_THIEVED,							// Thieved by (raided or stolen vehicle).
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	TEVENT_DISCOVERED,						// player discovers this object
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	TEVENT_HOUSE_DISCOVERED,				// House has been discovered.
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	TEVENT_ATTACKED,							// player attacks this object
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	TEVENT_DESTROYED,							// player destroys this object
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	TEVENT_ANY,									// Any object event will cause the trigger.
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	TEVENT_UNITS_DESTROYED,					// all house's units destroyed
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	TEVENT_BUILDINGS_DESTROYED,			// all house's buildings destroyed
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	TEVENT_ALL_DESTROYED,					// all house's units & buildings destroyed
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	TEVENT_CREDITS,							// house reaches this many credits
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	TEVENT_TIME,								// Scenario elapsed time from start.
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	TEVENT_MISSION_TIMER_EXPIRED,			// Pre expired mission timer.
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	TEVENT_NBUILDINGS_DESTROYED,			// Number of buildings destroyed.
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	TEVENT_NUNITS_DESTROYED,				// Number of units destroyed.
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	TEVENT_NOFACTORIES,						// No factories left.
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	TEVENT_EVAC_CIVILIAN,					// Civilian has been evacuated.
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	TEVENT_BUILD,								// Specified building has been built.
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	TEVENT_BUILD_UNIT,						// Specified unit has been built.
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	TEVENT_BUILD_INFANTRY,					// Specified infantry has been built.
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	TEVENT_BUILD_AIRCRAFT,					// Specified aircraft has been built.
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	TEVENT_LEAVES_MAP,						// Specified team member leaves map.
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	TEVENT_ENTERS_ZONE,						// Enters same zone as waypoint 'x'.
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	TEVENT_CROSS_HORIZONTAL,				// Crosses horizontal trigger line.
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	TEVENT_CROSS_VERTICAL,					// Crosses vertical trigger line.
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	TEVENT_GLOBAL_SET,						// If specified global has been set.
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	TEVENT_GLOBAL_CLEAR,						// If specified global has been cleared.
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	TEVENT_FAKES_DESTROYED,					// If all fake structures are gone.
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	TEVENT_LOW_POWER,							// When power drops below 100%.
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	TEVENT_ALL_BRIDGES_DESTROYED,			// All bridges destroyed.
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	TEVENT_BUILDING_EXISTS,					// Check for building existing.
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	TEVENT_COUNT,
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	TEVENT_FIRST=0
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} TEventType;
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TEventType Event_From_Name(char const * name);
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NeedType Event_Needs(TEventType event);
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char const * Name_From_Event(TEventType event);
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/*
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**	This holds the changable data that is associated with an event as
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**	it relates to a trigger.
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*/
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struct TDEventClass {
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	/*
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	**	If this event has been triggered by something that is temporal, then
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	**	this flag will be set to true so that subsequent trigger examination
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	**	will return a successful event trigger flag. Typical use of this is
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	**	for when objects of a specific type are built.
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	*/
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	unsigned IsTripped:1;
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	/*
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	**	Timer based events require a special timer control handler.
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	*/
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	CDTimerClass<FrameTimerClass> Timer;
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	TDEventClass(void) : IsTripped(false), Timer(0) {};
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	TDEventClass(NoInitClass const & x) : Timer(x) {};
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};
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/*
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**	This elaborates the information necessary to trigger
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**	an event.
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*/
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class TeamTypeClass;
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struct TEventClass {
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	/*
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	**	This is the event that will controls how this event gets triggered.
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	*/
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	TEventType Event;
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	/*
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	**	If this event needs to reference a team type, then this is the pointer
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	**	to the team type object. This must be separated from the following
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	**	union because Watcom compiler won't allow a class that has a
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	**	constructor to be declared in a union.
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	*/
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	CCPtr<TeamTypeClass> Team;
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	union {
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		StructType				Structure;	// Used for structure type checking.
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		UnitType					Unit;			// Used for unit type checking.
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		InfantryType			Infantry;	//	Used for infantry type checking.
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		AircraftType			Aircraft;	// Used for aircraft type checking.
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		HousesType				House;		// Used for house specific events.
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		long	Value;							// Used for other events that need data.
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	} Data;
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	TEventClass(void) : Event(TEVENT_NONE) {Data.Value = 0;};
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	TEventClass(TEventType event) : Event(event) {Data.Value = 0;};
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	TEventClass(NoInitClass const & x) : Team(x) {};
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	void Code_Pointers(void);
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	void Decode_Pointers(void);
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	void Reset(TDEventClass & td) const;
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	bool operator () (TDEventClass & td, TEventType event, HousesType house, ObjectClass const * object, bool forced);
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	void Read_INI(void);
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	void Build_INI_Entry(char * buffer) const;
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};
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typedef enum AttachType {
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	ATTACH_NONE=0x00,				// Trigger doesn't attach to anything (orphan trigger types).
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	ATTACH_CELL=0x01,				// Trigger can only attach to a cell.
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	ATTACH_OBJECT=0x02,			// Trigger can attach only to object (usually building or vehicle).
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	ATTACH_MAP=0x04,				// Trigger applies to the general map (usually zone or parallel triggers).
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	ATTACH_HOUSE=0x08,			// Trigger applies only to a house.
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	ATTACH_GENERAL=0x10,			// General purpose trigger attached to game state.
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	ATTACH_TEAM=0x20				// Trigger applies to team object.
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} AttachType;
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AttachType Attaches_To(TEventType event);
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class EventChoiceClass {
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	public:
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		EventChoiceClass(TEventType event=TEVENT_NONE) : Event(event) {}
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		operator TEventType (void) const {return(Event);}
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		bool operator == (EventChoiceClass const & rvalue) const {return(Event == rvalue.Event);}
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		bool operator != (EventChoiceClass const & rvalue) const {return(Event != rvalue.Event);}
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		bool operator > (EventChoiceClass const & rvalue) const {return(stricmp(Description(), rvalue.Description()) > 0);}
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		bool operator < (EventChoiceClass const & rvalue) const {return(stricmp(Description(), rvalue.Description()) < 0);}
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		bool operator <= (EventChoiceClass const & rvalue) const {return(Event == rvalue.Event || stricmp(Description(), rvalue.Description()) < 0);}
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		bool operator >= (EventChoiceClass const & rvalue) const {return(Event == rvalue.Event || stricmp(Description(), rvalue.Description()) > 0);}
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		char const * Description(void) const {return(Name_From_Event(Event));}
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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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		TEventType Event;
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};
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extern EventChoiceClass EventChoices[TEVENT_COUNT];
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#endif
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