Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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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: AnimatedParticleSysBoneClientUpdate.h //////////////////////////////////////////////////////////////////
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// Author: Mark Lorenzen, October 2002
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// Desc: client update module to translate particle systems with animation
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __ANIMPARTICLESYSBONEUPDATE_H_
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#define __ANIMPARTICLESYSBONEUPDATE_H_
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// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
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#include "Common/ClientUpdateModule.h"
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// FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
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class Thing;
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class AnimatedParticleSysBoneClientUpdate : public ClientUpdateModule
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AnimatedParticleSysBoneClientUpdate, "AnimatedParticleSysBoneClientUpdate" )
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MAKE_STANDARD_MODULE_MACRO( AnimatedParticleSysBoneClientUpdate );
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public:
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AnimatedParticleSysBoneClientUpdate( Thing *thing, const ModuleData* moduleData );
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// virtual destructor prototype provided by memory pool declaration
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/// the client update callback
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virtual void clientUpdate( void );
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protected:
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UnsignedInt m_life;
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};
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#endif // __ANIMPARTICLESYSBONEUPDATE_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: BeaconClientUpdate.h ////////////////////////////////////////////////////////////////////
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// Author: Matthew D. Campbell, August 2002
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// Desc: Beacon client update module
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __BEACONCLIENTUPDATE_H_
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#define __BEACONCLIENTUPDATE_H_
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// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
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#include "Common/ClientUpdateModule.h"
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// FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
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class Thing;
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class ParticleSystem;
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//-------------------------------------------------------------------------------------------------
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class BeaconClientUpdateModuleData : public ClientUpdateModuleData
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{
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public:
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UnsignedInt m_framesBetweenRadarPulses;
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UnsignedInt m_radarPulseDuration;
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BeaconClientUpdateModuleData();
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~BeaconClientUpdateModuleData();
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static void buildFieldParse(MultiIniFieldParse& p);
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};
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//-------------------------------------------------------------------------------------------------
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/** The tree way client update module */
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//-------------------------------------------------------------------------------------------------
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class BeaconClientUpdate : public ClientUpdateModule
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BeaconClientUpdate, "BeaconClientUpdate" )
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MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( BeaconClientUpdate, BeaconClientUpdateModuleData );
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public:
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BeaconClientUpdate( Thing *thing, const ModuleData* moduleData );
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// virtual destructor prototype provided by memory pool declaration
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/// the client update callback
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virtual void clientUpdate( void );
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void hideBeacon( void );
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protected:
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ParticleSystemID m_particleSystemID;
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UnsignedInt m_lastRadarPulse;
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};
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#endif // __BEACONCLIENTUPDATE_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: SwayClientUpdate.h ////////////////////////////////////////////////////////////////////
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// Author: Matthew D. Campbell, May 2002
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// Desc: Tree sway client update module
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __SWAYCLIENTUPDATE_H_
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#define __SWAYCLIENTUPDATE_H_
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// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
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#include "Common/ClientUpdateModule.h"
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// FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
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class Thing;
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//-------------------------------------------------------------------------------------------------
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/** The tree way client update module */
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//-------------------------------------------------------------------------------------------------
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class SwayClientUpdate : public ClientUpdateModule
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SwayClientUpdate, "SwayClientUpdate" )
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MAKE_STANDARD_MODULE_MACRO( SwayClientUpdate );
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public:
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SwayClientUpdate( Thing *thing, const ModuleData* moduleData );
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// virtual destructor prototype provided by memory pool declaration
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/// the client update callback
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virtual void clientUpdate( void );
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void stopSway( void ) { m_swaying = false; }
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protected:
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Real m_curValue;
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Real m_curAngle;
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Real m_curDelta;
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Real m_curAngleLimit;
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Real m_leanAngle; ///<Angle that the tree leans away from the wind.
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Short m_curVersion;
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Bool m_swaying;
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Bool m_unused;
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void updateSway(void);
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};
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#endif // __SWAYCLIENTUPDATE_H_
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