26 : id(n), type(typ), subtype(sub), opp_type(-1), team(iff),
27 status(PENDING), count(0), rval(-1), source(0), time(0),
28 start_before((int) 1e9), start_after(0),
29 min_rank(0), max_rank(100),
30 delay(0), probability(100), asset_type(0), target_type(0)
48 pThis->rval = (int)
Random(0, 100);
50 if (rval > probability)
57 if (min_rank > 0 || max_rank < 100) {
60 if (player->
Rank() < min_rank || player->
Rank() > max_rank)
66 if (campaign->
GetTime() < start_after) {
70 if (campaign->
GetTime() > start_before) {
151 if (r->
c1 && r->
c2) {
169 pThis->start_after = (int) campaign->
GetTime() + delay;
186 time = (int) campaign->
GetTime();
200 time = (int) campaign->
GetTime();
223 requirements.
append(
new(__FILE__,__LINE__)
CombatActionReq(c1, group_type, group_id, comp, score, intel));
233 if (!_stricmp(n,
"NO_ACTION"))
236 else if (!_stricmp(n,
"MARKER"))
239 else if (!_stricmp(n,
"STRATEGIC_DIRECTIVE"))
242 else if (!_stricmp(n,
"STRATEGIC"))
245 else if (!_stricmp(n,
"ZONE_ASSIGNMENT"))
248 else if (!_stricmp(n,
"ZONE"))
251 else if (!_stricmp(n,
"SYSTEM_ASSIGNMENT"))
254 else if (!_stricmp(n,
"SYSTEM"))
257 else if (!_stricmp(n,
"MISSION_TEMPLATE"))
260 else if (!_stricmp(n,
"MISSION"))
263 else if (!_stricmp(n,
"COMBAT_EVENT"))
266 else if (!_stricmp(n,
"EVENT"))
269 else if (!_stricmp(n,
"INTEL_EVENT"))
272 else if (!_stricmp(n,
"INTEL"))
275 else if (!_stricmp(n,
"CAMPAIGN_SITUATION"))
278 else if (!_stricmp(n,
"SITREP"))
281 else if (!_stricmp(n,
"CAMPAIGN_ORDERS"))
284 else if (!_stricmp(n,
"ORDERS"))
295 if (!_stricmp(n,
"PENDING"))
298 else if (!_stricmp(n,
"ACTIVE"))
301 else if (!_stricmp(n,
"SKIPPED"))
304 else if (!_stricmp(n,
"FAILED"))
307 else if (!_stricmp(n,
"COMPLETE"))
321 if (!_stricmp(n,
"LT"))
324 else if (!_stricmp(n,
"LE"))
327 else if (!_stricmp(n,
"GT"))
330 else if (!_stricmp(n,
"GE"))
333 else if (!_stricmp(n,
"EQ"))
336 else if (!_stricmp(n,
"RLT"))
339 else if (!_stricmp(n,
"RLE"))
342 else if (!_stricmp(n,
"RGT"))
345 else if (!_stricmp(n,
"RGE"))
348 else if (!_stricmp(n,
"REQ"))