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: Win32DIKeyboard.h ////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Westwood Studios Pacific.
//
// Confidential Information
// Copyright (C) 2001 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// Project: RTS3
//
// File name: Win32DIKeyboard.h
//
// Created: Colin Day, June 2001
//
// Desc: Device implementation of the keyboard interface on Win32
// using Microsoft Direct Input
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __WIN32DIKEYBOARD_H_
#define __WIN32DIKEYBOARD_H_
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
#ifndef DIRECTINPUT_VERSION
# define DIRECTINPUT_VERSION 0x800
#endif
#include <dinput.h>
// USER INCLUDES //////////////////////////////////////////////////////////////
#include "GameClient/Keyboard.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////
// TYPE DEFINES ///////////////////////////////////////////////////////////////
// class DirectInputKeyboard --------------------------------------------------
/** Class for interfacing with the keyboard using direct input as the
* implementation */
//-----------------------------------------------------------------------------
class DirectInputKeyboard : public Keyboard
{
public:
DirectInputKeyboard( void );
virtual ~DirectInputKeyboard( void );
// extend methods from the base class
virtual void init( void ); ///< initialize the keyboard, extending init functionality
virtual void reset( void ); ///< Reset the keybaord system
virtual void update( void ); ///< update call, extending update functionality
virtual Bool getCapsState( void ); ///< get state of caps lock key, return TRUE if down
protected:
// extended methods from the base class
virtual void getKey( KeyboardIO *key ); ///< get a single key event
//-----------------------------------------------------------------------------------------------
// new methods to this derived class
void openKeyboard( void ); ///< create direct input keyboard
void closeKeyboard( void ); ///< release direct input keyboard
// direct input data members
LPDIRECTINPUT8 m_pDirectInput; ///< pointer to direct input interface
LPDIRECTINPUTDEVICE8 m_pKeyboardDevice; ///< pointer to keyboard device
}; // end class DirectInputKeyboard
// INLINING ///////////////////////////////////////////////////////////////////
// EXTERNALS //////////////////////////////////////////////////////////////////
#endif // __WIN32DIKEYBOARD_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/>.
*/
// FILE: Win32DIMouse.h ///////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Westwood Studios Pacific.
//
// Confidential Information
// Copyright (C) 2001 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// Project: RTS3
//
// File name: Win32DIMouse.h
//
// Created: Colin Day, June 2001
//
// Desc: Win32 direct input implementation for the mouse
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __WIN32DIMOUSE_H_
#define __WIN32DIMOUSE_H_
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
#ifndef DIRECTINPUT_VERSION
# define DIRECTINPUT_VERSION 0x800
#endif
#include <dinput.h>
// USER INCLUDES //////////////////////////////////////////////////////////////
#include "GameClient/Mouse.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////
// TYPE DEFINES ///////////////////////////////////////////////////////////////
// class DirectInputMouse -----------------------------------------------------
/** Direct input implementation for the mouse device */
//-----------------------------------------------------------------------------
class DirectInputMouse : public Mouse
{
public:
DirectInputMouse( void );
virtual ~DirectInputMouse( void );
// extended methods from base class
virtual void init( void ); ///< initialize the direct input mouse, extending functionality
virtual void reset( void ); ///< reset system
virtual void update( void ); ///< update the mouse data, extending functionality
virtual void setPosition( Int x, Int y ); ///< set position for mouse
virtual void setMouseLimits( void ); ///< update the limit extents the mouse can move in
virtual void setCursor( MouseCursor cursor ); ///< set mouse cursor
virtual void capture( void ); ///< capture the mouse
virtual void releaseCapture( void ); ///< release mouse capture
protected:
/// device implementation to get mouse event
virtual UnsignedByte getMouseEvent( MouseIO *result, Bool flush );
// new internal methods for our direct input implemetation
void openMouse( void ); ///< create the direct input mouse
void closeMouse( void ); ///< close and release mouse resources
/// map direct input mouse data to our own format
void mapDirectInputMouse( MouseIO *mouse, DIDEVICEOBJECTDATA *mdat );
// internal data members for our direct input mouse
LPDIRECTINPUT8 m_pDirectInput; ///< pointer to direct input interface
LPDIRECTINPUTDEVICE8 m_pMouseDevice; ///< pointer to mouse device
}; // end class DirectInputMouse
// INLINING ///////////////////////////////////////////////////////////////////
// EXTERNALS //////////////////////////////////////////////////////////////////
#endif // __WIN32DIMOUSE_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: Win32Mouse.h /////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Westwood Studios Pacific.
//
// Confidential Information
// Copyright (C) 2001 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// Project: RTS3
//
// File name: Win32Mouse.h
//
// Created: Colin Day, July 2001
//
// Desc: Interface for the mouse using only the Win32 messages
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __WIN32MOUSE_H_
#define __WIN32MOUSE_H_
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
// USER INCLUDES //////////////////////////////////////////////////////////////
#include "GameClient/Mouse.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////
// TYPE DEFINES ///////////////////////////////////////////////////////////////
enum { NO_TIME_FROM_WINDOWS = 0 };
// Win32Mouse -----------------------------------------------------------------
/** Mouse interface for when using only the Win32 messages */
//-----------------------------------------------------------------------------
class Win32Mouse : public Mouse
{
public:
Win32Mouse( void );
virtual ~Win32Mouse( void );
virtual void init( void ); ///< init mouse, extend this functionality, do not replace
virtual void reset( void ); ///< reset the system
virtual void update( void ); ///< update
virtual void initCursorResources(void); ///< load windows resources needed for 2d cursors.
virtual void setCursor( MouseCursor cursor ); ///< set mouse cursor
virtual void capture( void ); ///< capture the mouse
virtual void releaseCapture( void ); ///< release mouse capture
virtual void setVisibility(Bool visible);
/// add an event from a win32 window procedure
void addWin32Event( UINT msg, WPARAM wParam, LPARAM lParam, DWORD time );
void lostFocus (Bool state) { m_lostFocus = state;}
protected:
/// get the next event available in the buffer
virtual UnsignedByte getMouseEvent( MouseIO *result, Bool flush );
/// translate a win32 mouse event to our own info
void translateEvent( UnsignedInt eventIndex, MouseIO *result );
struct Win32MouseEvent
{
UINT msg; ///< WM_* message
WPARAM wParam; ///< WPARAM from the WM_* message
LPARAM lParam; ///< LPARAM from the WM_* message
DWORD time; ///< TIME from the WM_* message
};
/// this is our buffer of events that we receive via a WndProc message
Win32MouseEvent m_eventBuffer[ Mouse::NUM_MOUSE_EVENTS ];
UnsignedInt m_nextFreeIndex; ///< insert new events at this index
UnsignedInt m_nextGetIndex; /** events retrieved through getMouseEvent
will come from this index, then it will be
incremented to the next index */
MouseCursor m_currentWin32Cursor; ///< keep track of last cursor image sent to D3D.
Int m_directionFrame; ///< current frame of directional cursor (frome 0 points up).
Bool m_lostFocus; ///< flag if window has lost focues and mouse should stop being updated.
}; // end Win32Mouse
// INLINING ///////////////////////////////////////////////////////////////////
// EXTERNALS //////////////////////////////////////////////////////////////////
#endif // __WIN32MOUSE_H_