Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
This commit is contained in:
parent
2e338c00cb
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6072 changed files with 2283311 additions and 0 deletions
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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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/////// Win32BIGFile.h ////////////////////////////////////
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// Bryan Cleveland, August 2002
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///////////////////////////////////////////////////////////
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#pragma once
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#ifndef __WIN32BIGFILE_H
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#define __WIN32BIGFILE_H
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#include "Common/ArchiveFile.h"
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#include "Common/AsciiString.h"
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#include "Common/List.h"
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class Win32BIGFile : public ArchiveFile
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{
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public:
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Win32BIGFile();
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virtual ~Win32BIGFile();
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virtual Bool getFileInfo(const AsciiString& filename, FileInfo *fileInfo) const; ///< fill in the fileInfo struct with info about the requested file.
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virtual File* openFile( const Char *filename, Int access = 0 );///< Open the specified file within the BIG file
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virtual void closeAllFiles( void ); ///< Close all file opened in this BIG file
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virtual AsciiString getName( void ); ///< Returns the name of the BIG file
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virtual AsciiString getPath( void ); ///< Returns full path and name of BIG file
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virtual void setSearchPriority( Int new_priority ); ///< Set this BIG file's search priority
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virtual void close( void ); ///< Close this BIG file
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protected:
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AsciiString m_name; ///< BIG file name
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AsciiString m_path; ///< BIG file path
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};
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#endif // __WIN32BIGFILE_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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//////// Win32BIGFileSystem.h ///////////////////////////
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// Bryan Cleveland, August 2002
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/////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __WIN32BIGFILESYSTEM_H
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#define __WIN32BIGFILESYSTEM_H
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#include "Common/ArchiveFileSystem.h"
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class Win32BIGFileSystem : public ArchiveFileSystem
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{
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public:
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Win32BIGFileSystem();
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virtual ~Win32BIGFileSystem();
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virtual void init( void );
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virtual void update( void );
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virtual void reset( void );
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virtual void postProcessLoad( void );
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// ArchiveFile operations
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virtual void closeAllArchiveFiles( void ); ///< Close all Archivefiles currently open
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// File operations
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virtual ArchiveFile * openArchiveFile(const Char *filename);
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virtual void closeArchiveFile(const Char *filename);
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virtual void closeAllFiles( void ); ///< Close all files associated with ArchiveFiles
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virtual Bool loadBigFilesFromDirectory(AsciiString dir, AsciiString fileMask, Bool overwrite = FALSE);
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protected:
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};
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#endif // __WIN32BIGFILESYSTEM_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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//----------------------------------------------------------------------------
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//
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// Westwood Studios Pacific.
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//
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// Confidential Information
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// Copyright (C) 2001 - All Rights Reserved
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//
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//----------------------------------------------------------------------------
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//
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// Project: Generals
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//
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// Module: Game Engine DEvice Win32 Common
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//
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// File name: Win32Device/Common/Win32CDManager.h
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//
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// Created: 11/26/01 TR
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//
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//----------------------------------------------------------------------------
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#pragma once
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#ifndef _WIN32DEVICE_COMMON_WIN32CDMANAGER_H_
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#define _WIN32DEVICE_COMMON_WIN32CDMANAGER_H_
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//----------------------------------------------------------------------------
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// Includes
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//----------------------------------------------------------------------------
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#include "Common/CDManager.h"
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//----------------------------------------------------------------------------
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// Forward References
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// Type Defines
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//----------------------------------------------------------------------------
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//===============================
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// Win32CDDrive
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//===============================
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class Win32CDDrive : public CDDrive
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{
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public:
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Win32CDDrive();
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virtual ~Win32CDDrive();
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virtual void refreshInfo( void ); ///< Update drive with least
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};
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//===============================
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// Win32CDManager
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//===============================
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class Win32CDManager : public CDManager
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{
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public:
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Win32CDManager();
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virtual ~Win32CDManager();
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// sub system operations
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virtual void init( void );
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virtual void update( void );
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virtual void reset( void );
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virtual void refreshDrives( void ); ///< Refresh drive info
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protected:
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virtual CDDriveInterface* createDrive( void );
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};
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//----------------------------------------------------------------------------
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// Inlining
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//----------------------------------------------------------------------------
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#endif // _WIN32DEVICE_COMMON_WIN32CDMANAGER_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: Win32GameEngine.h ////////////////////////////////////////////////////////////////////////
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// Author: Colin Day, April 2001
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// Description:
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// Device implementation of the game engine ... this is, of course, the
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// highest level of the game that creates the necessary interfaces to the
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// devices we need
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __WIN32GAMEENGINE_H_
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#define __WIN32GAMEENGINE_H_
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#include "Common/GameEngine.h"
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#include "GameLogic/GameLogic.h"
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#include "GameNetwork/NetworkInterface.h"
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#include "MilesAudioDevice/MilesAudioManager.h"
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#include "Win32Device/Common/Win32BIGFileSystem.h"
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#include "Win32Device/Common/Win32LocalFileSystem.h"
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#include "W3DDevice/Common/W3DModuleFactory.h"
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#include "W3DDevice/GameLogic/W3DGameLogic.h"
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#include "W3DDevice/GameClient/W3DGameClient.h"
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#include "W3DDevice/GameClient/W3DWebBrowser.h"
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#include "W3DDevice/Common/W3DFunctionLexicon.h"
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#include "W3DDevice/Common/W3DRadar.h"
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#include "W3DDevice/Common/W3DFunctionLexicon.h"
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#include "W3DDevice/Common/W3DThingFactory.h"
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//-------------------------------------------------------------------------------------------------
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/** Class declaration for the Win32 game engine */
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//-------------------------------------------------------------------------------------------------
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class Win32GameEngine : public GameEngine
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{
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public:
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Win32GameEngine();
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virtual ~Win32GameEngine();
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virtual void init( void ); ///< initialization
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virtual void reset( void ); ///< reset engine
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virtual void update( void ); ///< update the game engine
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virtual void serviceWindowsOS( void ); ///< allow windows maintenance in background
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protected:
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virtual GameLogic *createGameLogic( void ); ///< factory for game logic
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virtual GameClient *createGameClient( void ); ///< factory for game client
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virtual ModuleFactory *createModuleFactory( void ); ///< factory for creating modules
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virtual ThingFactory *createThingFactory( void ); ///< factory for the thing factory
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virtual FunctionLexicon *createFunctionLexicon( void ); ///< factory for function lexicon
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virtual LocalFileSystem *createLocalFileSystem( void ); ///< factory for local file system
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virtual ArchiveFileSystem *createArchiveFileSystem( void ); ///< factory for archive file system
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virtual NetworkInterface *createNetwork( void ); ///< Factory for the network
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virtual Radar *createRadar( void ); ///< Factory for radar
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virtual WebBrowser *createWebBrowser( void ); ///< Factory for embedded browser
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virtual AudioManager *createAudioManager( void ); ///< Factory for audio device
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virtual ParticleSystemManager* createParticleSystemManager( void );
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protected:
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UINT m_previousErrorMode;
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}; // end Win32GameEngine
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// INLINE -----------------------------------------------------------------------------------------
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inline GameLogic *Win32GameEngine::createGameLogic( void ) { return NEW W3DGameLogic; }
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inline GameClient *Win32GameEngine::createGameClient( void ) { return NEW W3DGameClient; }
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inline ModuleFactory *Win32GameEngine::createModuleFactory( void ) { return NEW W3DModuleFactory; }
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inline ThingFactory *Win32GameEngine::createThingFactory( void ) { return NEW W3DThingFactory; }
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inline FunctionLexicon *Win32GameEngine::createFunctionLexicon( void ) { return NEW W3DFunctionLexicon; }
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inline LocalFileSystem *Win32GameEngine::createLocalFileSystem( void ) { return NEW Win32LocalFileSystem; }
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inline ArchiveFileSystem *Win32GameEngine::createArchiveFileSystem( void ) { return NEW Win32BIGFileSystem; }
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inline ParticleSystemManager* Win32GameEngine::createParticleSystemManager( void ) { return NEW W3DParticleSystemManager; }
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inline NetworkInterface *Win32GameEngine::createNetwork( void ) { return NetworkInterface::createNetwork(); }
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inline Radar *Win32GameEngine::createRadar( void ) { return NEW W3DRadar; }
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inline WebBrowser *Win32GameEngine::createWebBrowser( void ) { return NEW CComObject<W3DWebBrowser>; }
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inline AudioManager *Win32GameEngine::createAudioManager( void ) { return NEW MilesAudioManager; }
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#endif // end __WIN32GAMEENGINE_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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///// Win32LocalFile.h ///////////////////////////
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// Bryan Cleveland, August 2002
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//////////////////////////////////////////////////
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#pragma once
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#ifndef __WIN32LOCALFILE_H
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#define __WIN32LOCALFILE_H
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#include "Common/LocalFile.h"
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class Win32LocalFile : public LocalFile
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(Win32LocalFile, "Win32LocalFile")
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public:
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Win32LocalFile();
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//virtual ~Win32LocalFile();
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protected:
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};
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#endif // __WIN32LOCALFILE_H
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@ -0,0 +1,56 @@
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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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||||
** 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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///// Win32LocalFileSystem.h //////////////////////////////////
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// Bryan Cleveland, August 2002
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///////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __WIN32LOCALFILESYSTEM_H
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#define __WIN32LOCALFILESYSTEM_H
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#include "Common/LocalFileSystem.h"
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class Win32LocalFileSystem : public LocalFileSystem
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{
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public:
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Win32LocalFileSystem();
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virtual ~Win32LocalFileSystem();
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virtual void init();
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virtual void reset();
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virtual void update();
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virtual File * openFile(const Char *filename, Int access = 0); ///< open the given file.
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virtual Bool doesFileExist(const Char *filename) const; ///< does the given file exist?
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virtual void getFileListInDirectory(const AsciiString& currentDirectory, const AsciiString& originalDirectory, const AsciiString& searchName, FilenameList &filenameList, Bool searchSubdirectories) const; ///< search the given directory for files matching the searchName (egs. *.ini, *.rep). Possibly search subdirectories.
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virtual Bool getFileInfo(const AsciiString& filename, FileInfo *fileInfo) const;
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virtual Bool createDirectory(AsciiString directory);
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protected:
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};
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#endif // __WIN32LOCALFILESYSTEM_H
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Reference in a new issue