Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.

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LFeenanEA 2025-02-27 17:34:39 +00:00
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commit 3d0ee53a05
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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: AnimatedParticleSysBoneClientUpdate.h //////////////////////////////////////////////////////////////////
// Author: Mark Lorenzen, October 2002
// Desc: client update module to translate particle systems with animation
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __ANIMPARTICLESYSBONEUPDATE_H_
#define __ANIMPARTICLESYSBONEUPDATE_H_
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "Common/ClientUpdateModule.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
class Thing;
class AnimatedParticleSysBoneClientUpdate : public ClientUpdateModule
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AnimatedParticleSysBoneClientUpdate, "AnimatedParticleSysBoneClientUpdate" )
MAKE_STANDARD_MODULE_MACRO( AnimatedParticleSysBoneClientUpdate );
public:
AnimatedParticleSysBoneClientUpdate( Thing *thing, const ModuleData* moduleData );
// virtual destructor prototype provided by memory pool declaration
/// the client update callback
virtual void clientUpdate( void );
protected:
UnsignedInt m_life;
};
#endif // __ANIMPARTICLESYSBONEUPDATE_H_

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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: BeaconClientUpdate.h ////////////////////////////////////////////////////////////////////
// Author: Matthew D. Campbell, August 2002
// Desc: Beacon client update module
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __BEACONCLIENTUPDATE_H_
#define __BEACONCLIENTUPDATE_H_
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "Common/ClientUpdateModule.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
class Thing;
class ParticleSystem;
//-------------------------------------------------------------------------------------------------
class BeaconClientUpdateModuleData : public ClientUpdateModuleData
{
public:
UnsignedInt m_framesBetweenRadarPulses;
UnsignedInt m_radarPulseDuration;
BeaconClientUpdateModuleData();
~BeaconClientUpdateModuleData();
static void buildFieldParse(MultiIniFieldParse& p);
};
//-------------------------------------------------------------------------------------------------
/** The tree way client update module */
//-------------------------------------------------------------------------------------------------
class BeaconClientUpdate : public ClientUpdateModule
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BeaconClientUpdate, "BeaconClientUpdate" )
MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( BeaconClientUpdate, BeaconClientUpdateModuleData );
public:
BeaconClientUpdate( Thing *thing, const ModuleData* moduleData );
// virtual destructor prototype provided by memory pool declaration
/// the client update callback
virtual void clientUpdate( void );
void hideBeacon( void );
protected:
ParticleSystemID m_particleSystemID;
UnsignedInt m_lastRadarPulse;
};
#endif // __BEACONCLIENTUPDATE_H_

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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: SwayClientUpdate.h ////////////////////////////////////////////////////////////////////
// Author: Matthew D. Campbell, May 2002
// Desc: Tree sway client update module
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __SWAYCLIENTUPDATE_H_
#define __SWAYCLIENTUPDATE_H_
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "Common/ClientUpdateModule.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
class Thing;
//-------------------------------------------------------------------------------------------------
/** The tree way client update module */
//-------------------------------------------------------------------------------------------------
class SwayClientUpdate : public ClientUpdateModule
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SwayClientUpdate, "SwayClientUpdate" )
MAKE_STANDARD_MODULE_MACRO( SwayClientUpdate );
public:
SwayClientUpdate( Thing *thing, const ModuleData* moduleData );
// virtual destructor prototype provided by memory pool declaration
/// the client update callback
virtual void clientUpdate( void );
void stopSway( void ) { m_swaying = false; }
protected:
Real m_curValue;
Real m_curAngle;
Real m_curDelta;
Real m_curAngleLimit;
Real m_leanAngle; ///<Angle that the tree leans away from the wind.
Short m_curVersion;
Bool m_swaying;
Bool m_unused;
void updateSway(void);
};
#endif // __SWAYCLIENTUPDATE_H_