Tiberian Technologies Scripts Reference Revision: 9000
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renalert.h
1/* Renegade Scripts.dll
2 Copyright 2013 Tiberian Technologies
3
4 This file is part of the Renegade scripts.dll
5 The Renegade scripts.dll is free software; you can redistribute it and/or modify it under
6 the terms of the GNU General Public License as published by the Free
7 Software Foundation; either version 2, or (at your option) any later
8 version. See the file COPYING for more details.
9 In addition, an exemption is given to allow Run Time Dynamic Linking of this code with any closed source module that does not contain code covered by this licence.
10 Only the source code to the module(s) containing the licenced code has to be released.
11*/
12#pragma once
13
14class RA_Repair_Controller : public ScriptImpClass {
15 void Killed(GameObject *obj,GameObject *killer);
16};
17
18class RA_Repair_Script : public ScriptImpClass {
19 void Entered(GameObject *obj,GameObject *enterer);
20 void Timer_Expired(GameObject *obj,int number);
21};
22
23class RA_Infantry_Spy : public ScriptImpClass {
24 void Created(GameObject *obj);
25 void Detach(GameObject *obj);
26};
27
28class RA_Infantry_NotSpy : public ScriptImpClass {
29 void Created(GameObject *obj);
30};
31
32class RA_Helipad_Zone : public ScriptImpClass {
33 void Entered(GameObject *obj,GameObject *enterer);
34 void Timer_Expired(GameObject *obj,int number);
35};
36
37class RA_MineLayer : public ScriptImpClass {
38 int driverID;
39 void Created(GameObject *obj);
40 void Custom(GameObject *obj,int mesage,int param,GameObject *sender);
41 void Damaged(GameObject *obj,GameObject *damager,float amount);
42 public: void Register_Auto_Save_Variables();
43};
44
45class RA_Mine : public ScriptImpClass {
46 bool AP_mine;
47 bool AT_mine;
48 int ownerID;
49 int team;
50 void Created(GameObject *obj);
51 void Custom(GameObject *obj,int mesage,int param,GameObject *sender);
52 void Enemy_Seen(GameObject *obj,GameObject *enemy);
53 void Destroyed(GameObject *obj);
54 public: void Register_Auto_Save_Variables();
55};
56
57class RA_Mine_Manager : public ScriptImpClass {
58 int all_mines;
59 int sov_mines;
60 void Created(GameObject *obj);
61 void Custom(GameObject *obj,int type,int param,GameObject *sender);
62 public: void Register_Auto_Save_Variables();
63};
64
65class RA_ObjectDeath_OnCreate : public ScriptImpClass {
66 void Created(GameObject *obj);
67};
68
69class RA_Naval_Yard : public ScriptImpClass {
70 int team_count;
71 bool active;
72 bool ready;
73 void Created(GameObject *obj);
74 void Custom(GameObject *obj,int type,int param,GameObject *sender);
75 void Killed(GameObject *obj,GameObject *killer);
76 void Timer_Expired(GameObject *obj,int number);
77 public: void Register_Auto_Save_Variables();
78};
79
80class RA_Naval_PT_Pokable : public ScriptImpClass {
81 int storedID;
82 void Created(GameObject *obj);
83 void Poked(GameObject *obj,GameObject *poker);
84 void Custom(GameObject *obj,int type,int param,GameObject *sender);
85 void Timer_Expired(GameObject *obj,int number);
86 public: void Register_Auto_Save_Variables();
87};
88
89class RA_Naval_Unit : public ScriptImpClass {
90 void Destroyed(GameObject *obj);
91};
92
93class RA_Naval_Zone : public ScriptImpClass {
94 void Custom(GameObject *obj,int type,int param,GameObject *sender);
95};
96
97class RA_Damaged_Credits : public ScriptImpClass {
98 void Damaged(GameObject *obj,GameObject *damager,float amount);
99};
100
101class RA_GameStart_Detector : public ScriptImpClass {
102 void Created(GameObject *obj);
103 void Killed (GameObject *obj,GameObject *killer);
104 void Timer_Expired (GameObject *obj,int number);
105};
106
107
120class RA_DriverDeath : public ScriptImpClass
121{
122 void Created(GameObject *obj);
123 void Timer_Expired(GameObject *obj,int number);
124};
125
126class RA_Conyard_Repair : public ScriptImpClass {
127 bool Enabled;
128 int objID;
129 void Created(GameObject *obj);
130 void Custom(GameObject *obj,int type,int param,GameObject *sender);
131 void Timer_Expired(GameObject *obj,int timer_id);
132 public: void Register_Auto_Save_Variables();
133};
134
135class RA_ObjectDeath_OnDeath : public ScriptImpClass {
136 void Killed(GameObject *obj,GameObject *killer);
137};
138
139class RA_Demolition_Truck_Improved :public ScriptImpClass {
140 int driverID;
141 bool triggered;
142 void Created(GameObject *obj);
143 void Custom(GameObject *obj,int type,int param,GameObject *sender);
144 void Damaged(GameObject *obj,GameObject *damager,float amount);
145 void Killed(GameObject *obj,GameObject *killer);
146 public: void Register_Auto_Save_Variables();
147};
148
149class RA_CTF_Zone:public ScriptImpClass {
150 void Entered(GameObject *obj,GameObject *enterer);
151 void Custom(GameObject *obj,int type,int param,GameObject *sender);
152 void Timer_Expired(GameObject *obj,int timer_id);
153 void Created(GameObject *obj);
154 public: void Register_Auto_Save_Variables();
155 int NumCaptured;
156 bool GotFlag;
157 unsigned int DecorFlag;
158 unsigned int FlagId;
159 unsigned int PlayerId;
160 bool DecorFlagPresent;
161};
162
163class RA_MAD_Tank_Improved : public ScriptImpClass {
164 int driverID;
165 bool deployed;
166 int newobjID;
167 int ownerID;
168 void Created(GameObject *obj);
169 void Custom(GameObject *obj,int type,int param,GameObject *sender);
170 void Damaged(GameObject *obj,GameObject *damager,float amount);
171 void Animation_Complete(GameObject *obj,const char *animation_name);
172 void Destroyed(GameObject *obj);
173 public: void Register_Auto_Save_Variables();
174};
175
176class RA_Conyard_Controller_Improved : public ScriptImpClass {
177 void Created(GameObject *obj);
178 void Killed(GameObject *obj,GameObject *killer);
179 void Custom(GameObject *obj,int type,int param,GameObject *sender);
180};
181
182class RA_Conyard_Controller_Improved_2 : public ScriptImpClass {
183 void Created(GameObject *obj);
184 void Killed(GameObject *obj,GameObject *killer);
185 void Custom(GameObject *obj,int type,int param,GameObject *sender);
186};
187
188class RA_Building_DeathSound : public ScriptImpClass {
189 bool halfdead;
190 void Created(GameObject *obj);
191 void Damaged(GameObject *obj, GameObject *damager, float amount);
192 void Killed(GameObject *obj, GameObject *killer);
193 public: void Register_Auto_Save_Variables();
194};
195
196class RA_Base_Defense_Simple : public ScriptImpClass {
197private:
198 unsigned long targetID;
199 bool attacking;
200 int current_priority;
201 float attack_timer;
202 int loop_count;
203 void Attack(GameObject *obj, GameObject *target);
204 GameObject* Select_Target(GameObject *obj, GameObject *target);
205 GameObject* Set_Target(GameObject *target);
206 GameObject* Tie_Breaker(GameObject *obj, GameObject *new_target, GameObject *old_target);
207 bool Adjust_For_Infantry(GameObject *target);
208public:
209 void Created(GameObject *obj);
210 void Enemy_Seen(GameObject *obj, GameObject *enemy);
211 void Damaged(GameObject *obj, GameObject *damager, float amount);
212 void Timer_Expired(GameObject *obj, int number);
213 void Action_Complete(GameObject *obj, int action_id, ActionCompleteReason complete_reason);
214 public: void Register_Auto_Save_Variables();
215};
216
217class RA_Base_Defense_Powered : public ScriptImpClass {
218private:
219 unsigned long targetID;
220 bool attacking;
221 int current_priority;
222 float attack_timer;
223 int loop_count;
224 void Attack(GameObject *obj, GameObject *target);
225 GameObject* Select_Target(GameObject *obj, GameObject *target);
226 GameObject* Set_Target(GameObject *target);
227 GameObject* Tie_Breaker(GameObject *obj, GameObject *new_target, GameObject *old_target);
228 bool Adjust_For_Infantry(GameObject *target);
229public:
230 void Created(GameObject *obj);
231 void Enemy_Seen(GameObject *obj, GameObject *enemy);
232 void Damaged(GameObject *obj, GameObject *damager, float amount);
233 void Timer_Expired(GameObject *obj, int number);
234 void Action_Complete(GameObject *obj, int action_id, ActionCompleteReason complete_reason);
235 public: void Register_Auto_Save_Variables();
236};
237
238class RA_Base_Defense_Chargeup : public ScriptImpClass {
239private:
240 unsigned long targetID;
241 unsigned long damageID;
242 unsigned long damagerID;
243 bool attacking;
244 int current_priority;
245 float attack_timer;
246 int loop_count;
247 void Attack(GameObject *obj, GameObject *target);
248 void Attack_Charged(GameObject *obj, GameObject *target);
249 GameObject* Select_Target(GameObject *obj, GameObject *target);
250 GameObject* Set_Target(GameObject *target);
251 GameObject* Tie_Breaker(GameObject *obj, GameObject *new_target, GameObject *old_target);
252 bool Adjust_For_Infantry(GameObject *target);
253public:
254 void Created(GameObject *obj);
255 void Enemy_Seen(GameObject *obj, GameObject *enemy);
256 void Damaged(GameObject *obj, GameObject *damager, float amount);
257 void Timer_Expired(GameObject *obj, int number);
258 void Action_Complete(GameObject *obj, int action_id, ActionCompleteReason complete_reason);
259 void Animation_Complete(GameObject *obj,const char *animation_name);
260 public: void Register_Auto_Save_Variables();
261};
262
263class RA_Vehicle_Regen : public ScriptImpClass {
264 bool healing;
265 void Created(GameObject *obj);
266 void Damaged(GameObject *obj, GameObject *damager, float amount);
267 void Timer_Expired(GameObject *obj, int number);
268 public: void Register_Auto_Save_Variables();
269};
270
271class RA_Thief : public ScriptImpClass {
272 void Custom(GameObject *obj,int type,int param,GameObject *sender);
273};
274
275class RA_Thief_Improved : public ScriptImpClass {
276 void Custom(GameObject *obj,int type,int param,GameObject *sender);
277};
278
279class RA_Credit_Theft_Zone : public ScriptImpClass {
280 void Entered(GameObject *obj,GameObject *enterer);
281};
282
283class RA_Credit_Theft_Zone_Timer : public ScriptImpClass {
284 void Entered(GameObject *obj,GameObject *enterer);
285 void Timer_Expired(GameObject *obj, int number);
286};
287
288class RA_DestroyNearest_OnDeath : public ScriptImpClass {
289 void Killed(GameObject *obj, GameObject *killer);
290};
291
292class RA_Ore_Truck : public ScriptImpClass {
293 int scoops;
294 float value;
295 bool harvesting;
296 int field;
297 void Created(GameObject *obj);
298 void Custom(GameObject *obj,int type,int param,GameObject *sender);
299 void Animation_Complete(GameObject *obj,const char *animation_name);
300 void Timer_Expired(GameObject *obj, int number);
301 public: void Register_Auto_Save_Variables();
302};
303
304class RA_Ore_Truck_2 : public ScriptImpClass {
305 int scoops;
306 float value;
307 bool harvesting;
308 int field;
309 void Created(GameObject *obj);
310 void Custom(GameObject *obj,int type,int param,GameObject *sender);
311 void Animation_Complete(GameObject *obj,const char *animation_name);
312 void Timer_Expired(GameObject *obj, int number);
313 public: void Register_Auto_Save_Variables();
314};
315
316class RA_Ore_Field : public ScriptImpClass {
317 void Entered(GameObject *obj,GameObject *enterer);
318 void Exited(GameObject *obj,GameObject *exiter);
319};
320
321class RA_Ore_Delivery_Zone : public ScriptImpClass {
322 void Entered(GameObject *obj,GameObject *enterer);
323};
324
325class RA_Vehicle_Team_Set : public ScriptImpClass {
326 void Custom(GameObject *obj,int type,int param,GameObject *sender);
327};
328
329class RA_Vehicle_Team_Timer : public ScriptImpClass {
330 void Created(GameObject *obj);
331 void Timer_Expired(GameObject *obj, int number);
332};
333
334class RA_Visible_Driver : public ScriptImpClass {
335 unsigned long modelID;
336 unsigned long driverID;
337 void Created(GameObject *obj);
338 void Custom(GameObject *obj,int type,int param,GameObject *sender);
339 void Timer_Expired(GameObject *obj, int number);
340 void Killed(GameObject *obj,GameObject *killer);
341 void Destroyed(GameObject *obj);
342 public: void Register_Auto_Save_Variables();
343};
344
345class RA_Vision_Control : public ScriptImpClass {
346 bool allowed;
347 bool underwater;
348 bool driving;
349 bool blackout;
350 void Created(GameObject *obj);
351 void Custom(GameObject *obj, int type, int param, GameObject *sender);
352 public: void Register_Auto_Save_Variables();
353};
354
355class RA_Vision_Control_2 : public ScriptImpClass {
356 bool allowed;
357 bool underwater;
358 bool driving;
359 bool blackout;
360 void Created(GameObject *obj);
361 void Custom(GameObject *obj, int type, int param, GameObject *sender);
362 public: void Register_Auto_Save_Variables();
363};
364
365class RA_Fog_Level_Settings : public ScriptImpClass {
366 void Custom(GameObject *obj, int type, int param, GameObject *sender);
367};
368
369class RA_Missile_Beacon : public ScriptImpClass {
370 void Created(GameObject *obj); //send message to team's RA_Missile_Control
371};
372
373class RA_Beacon_Terminal : public ScriptImpClass {
374 bool active; //true if beacon is available
375 bool reset; //true when spy pokes terminal
376 void Created(GameObject *obj); //Add Beacon_Timer
377 void Custom(GameObject *obj, int type, int param, GameObject *sender);
378 void Poked(GameObject *obj, GameObject *poker); //check if poker is friend or enemy spy
379 void Timer_Expired(GameObject *obj, int number); //Slight time delay after spy disable, before timer script re-added
380 public: void Register_Auto_Save_Variables();
381};
382
383class RA_Beacon_Terminal_2 : public ScriptImpClass {
384 bool active; //true if beacon is available
385 void Created(GameObject *obj);
386 void Custom(GameObject *obj, int type, int param, GameObject *sender);
387 void Poked(GameObject *obj, GameObject *poker);
388 void Damaged(GameObject *obj, GameObject *damager, float amount);
389 void Timer_Expired(GameObject *obj, int number);
390};
391
392class RA_Beacon_Timer : public ScriptImpClass {
393 //acts as timer for Beacon_Terminal
394 //This script will be removed & replaced if a spy pokes the terminal
395 //This should reset the timer
396 void Created(GameObject *obj); //Start Timer
397 void Timer_Expired(GameObject *obj, int number); //Send message to Terminal and remove self
398};
399
400class RA_Missile_Control : public ScriptImpClass {
401 bool launching; //true when animating
402 bool alive; //false when building dies
403 void Created(GameObject *obj); //initialize variables
404 void Custom(GameObject *obj, int type, int param, GameObject *sender);
405 void Animation_Complete(GameObject *obj,const char *animation_name);
406 void Timer_Expired(GameObject *obj, int number); //Time delay to kill beacons
407 public: void Register_Auto_Save_Variables();
408};
409
410class RA_Missile_Controller : public ScriptImpClass {
411 void Killed(GameObject *obj, GameObject *killer); //inform Missile_Control and Beacon_Terminal
412};
413
414class RA_Demolition_Truck_Retarded :public ScriptImpClass {
415 int driverID;
416 bool triggered;
417 void Created(GameObject *obj);
418 void Custom(GameObject *obj,int type,int param,GameObject *sender);
419 void Damaged(GameObject *obj,GameObject *damager,float amount);
420 void Killed(GameObject *obj,GameObject *killer);
421 public: void Register_Auto_Save_Variables();
422};
423
424class RA_MAD_Tank_Devolved : public JFW_Key_Hook_Base {
425 bool deployed;
426 int newobjID;
427 int ownerID;
428 void Created(GameObject *obj);
429 void Custom(GameObject *obj,int type,int param,GameObject *sender);
430 void Animation_Complete(GameObject *obj,const char *animation_name);
431 void Destroyed(GameObject *obj);
432 void KeyHook();
433 public: void Register_Auto_Save_Variables();
434};
435
436class RA_Superweapon_Beacon : public ScriptImpClass {
437 void Created(GameObject *obj);
438};
Driver Death Script.
Definition renalert.h:121