Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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Generals/Code/GameEngine/Include/Common/GameEngine.h
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Generals/Code/GameEngine/Include/Common/GameEngine.h
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/*
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** Command & Conquer Generals(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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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: GameEngine.h /////////////////////////////////////////////////////////
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// The Game engine interface
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// Author: Michael S. Booth, April 2001
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#pragma once
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#ifndef _GAME_ENGINE_H_
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#define _GAME_ENGINE_H_
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#include "Common/SubsystemInterface.h"
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#include "Common/GameType.h"
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#define DEFAULT_MAX_FPS 45
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// forward declarations
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class AudioManager;
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class GameLogic;
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class GameClient;
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class MessageStream; ///< @todo Create a MessageStreamInterface abstract class
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class FileSystem;
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class Keyboard;
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class LocalFileSystem;
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class ArchiveFileSystem;
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class FileSystem;
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class Mouse;
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class NetworkInterface;
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class ModuleFactory;
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class ThingFactory;
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class FunctionLexicon;
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class Radar;
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class WebBrowser;
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class ParticleSystemManager;
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/**
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* The implementation of the game engine
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*/
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class GameEngine : public SubsystemInterface
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{
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public:
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GameEngine( void );
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virtual ~GameEngine();
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virtual void init( void ); ///< Init engine by creating client and logic
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virtual void init( int argc, char *argv[] ); ///< Init engine by creating client and logic
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virtual void reset( void ); ///< reset system to starting state
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virtual void update( void ); ///< per frame update
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virtual void execute( void ); /**< The "main loop" of the game engine.
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It will not return until the game exits. */
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virtual void setFramesPerSecondLimit( Int fps ); ///< Set the maximum rate engine updates are allowed to occur
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virtual Int getFramesPerSecondLimit( void ); ///< Get maxFPS. Not inline since it is called from another lib.
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virtual void setQuitting( Bool quitting ); ///< set quitting status
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virtual Bool getQuitting(void); ///< is app getting ready to quit.
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virtual Bool isMultiplayerSession( void );
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virtual void serviceWindowsOS(void) {}; ///< service the native OS
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virtual Bool isActive(void) {return m_isActive;} ///< returns whether app has OS focus.
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virtual void setIsActive(Bool isActive) { m_isActive = isActive; };
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virtual void checkAbnormalQuitting(void); ///< check if user is quitting at an unusual time - as in cheating!
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protected:
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virtual FileSystem *createFileSystem( void ); ///< Factory for FileSystem classes
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virtual LocalFileSystem *createLocalFileSystem( void ) = 0; ///< Factory for LocalFileSystem classes
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virtual ArchiveFileSystem *createArchiveFileSystem( void ) = 0; ///< Factory for ArchiveFileSystem classes
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virtual GameLogic *createGameLogic( void ) = 0; ///< Factory for GameLogic classes.
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virtual GameClient *createGameClient( void ) = 0; ///< Factory for GameClient classes.
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virtual MessageStream *createMessageStream( void ); ///< Factory for the message stream
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virtual ModuleFactory *createModuleFactory( void ) = 0; ///< Factory for modules
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virtual ThingFactory *createThingFactory( void ) = 0; ///< Factory for the thing factory
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virtual FunctionLexicon *createFunctionLexicon( void ) = 0; ///< Factory for Function Lexicon
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virtual Radar *createRadar( void ) = 0; ///< Factory for radar
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virtual WebBrowser *createWebBrowser( void ) = 0; ///< Factory for embedded browser
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virtual ParticleSystemManager* createParticleSystemManager( void ) = 0;
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virtual AudioManager *createAudioManager( void ) = 0; ///< Factory for Audio Manager
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Int m_maxFPS; ///< Maximum frames per second allowed
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Bool m_quitting; ///< true when we need to quit the game
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Bool m_isActive; ///< app has OS focus.
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};
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inline void GameEngine::setQuitting( Bool quitting ) { m_quitting = quitting; }
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inline Bool GameEngine::getQuitting(void) { return m_quitting; }
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// the game engine singleton
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extern GameEngine *TheGameEngine;
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/// This function creates a new game engine instance, and is device specific
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extern GameEngine *CreateGameEngine( void );
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/// The entry point for the game system
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extern void GameMain( int argc, char *argv[] );
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#endif // _GAME_ENGINE_H_
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