Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h
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GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h
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/*
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** Command & Conquer Generals Zero Hour(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: CommandXlat.h ///////////////////////////////////////////////////////////
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// Author: Steven Johnson, Dec 2001
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#pragma once
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#ifndef _H_CommandXlat
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#define _H_CommandXlat
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#include "GameClient/InGameUI.h"
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enum GUICommandType;
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//-----------------------------------------------------------------------------
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class CommandTranslator : public GameMessageTranslator
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{
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public:
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CommandTranslator();
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~CommandTranslator();
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enum CommandEvaluateType { DO_COMMAND, DO_HINT, EVALUATE_ONLY };
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GameMessage::Type evaluateForceAttack( Drawable *draw, const Coord3D *pos, CommandEvaluateType type );
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GameMessage::Type evaluateContextCommand( Drawable *draw, const Coord3D *pos, CommandEvaluateType type );
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private:
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Int m_objective;
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Bool m_teamExists; ///< is there a currently selected "team"?
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// these are for determining if a drag occurred or it wasjust a sloppy click
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ICoord2D m_mouseRightDragAnchor; // the location of a possible mouse drag start
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ICoord2D m_mouseRightDragLift; // the location of a possible mouse drag end
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UnsignedInt m_mouseRightDown; // when the mouse down happened
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UnsignedInt m_mouseRightUp; // when the mouse up happened
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GameMessage::Type createMoveToLocationMessage( Drawable *draw, const Coord3D *dest, CommandEvaluateType commandType );
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GameMessage::Type createAttackMessage( Drawable *draw, Drawable *other, CommandEvaluateType commandType );
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GameMessage::Type createEnterMessage( Drawable *enter, CommandEvaluateType commandType );
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GameMessage::Type issueMoveToLocationCommand( const Coord3D *pos, Drawable *drawableInWay, CommandEvaluateType commandType );
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GameMessage::Type issueAttackCommand( Drawable *target, CommandEvaluateType commandType, GUICommandType command = (GUICommandType)0 );
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GameMessage::Type issueSpecialPowerCommand( const CommandButton *command, CommandEvaluateType commandType, Drawable *target, const Coord3D *pos, Object* ignoreSelObj );
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GameMessage::Type issueFireWeaponCommand( const CommandButton *command, CommandEvaluateType commandType, Drawable *target, const Coord3D *pos );
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GameMessage::Type issueCombatDropCommand( const CommandButton *command, CommandEvaluateType commandType, Drawable *target, const Coord3D *pos );
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virtual GameMessageDisposition translateGameMessage(const GameMessage *msg);
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};
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enum FilterTypes
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{
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FT_NULL_FILTER=0,
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// The following are screen filter shaders, that modify the rendered viewport after it is drawn.
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FT_VIEW_BW_FILTER, //filter to apply a black & white filter to the screen.
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FT_VIEW_MOTION_BLUR_FILTER, //filter to apply motion blur filter to screen.
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FT_VIEW_CROSSFADE, ///<filter to apply a cross blend between previous/current views.
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FT_VIEW_DEFAULT, ///<default filter mode for default filter.
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FT_MAX
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};
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enum FilterModes
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{
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FM_NULL_MODE = 0,
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// These apply to FT_VIEW_BW_FILTER
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FM_VIEW_BW_BLACK_AND_WHITE, // BW Filter to black & white
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FM_VIEW_BW_RED_AND_WHITE, // BW Filter to red & white
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FM_VIEW_BW_GREEN_AND_WHITE, // BW Filter to green & white
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// These apply to FT_VIEW_CROSSFADE
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FM_VIEW_CROSSFADE_CIRCLE, // Fades from previous to current view using expanding circle.
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FM_VIEW_CROSSFADE_FB_MASK, // Fades from previous to current using mask stored in framebuffer alpha.
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// These apply to FT_VIEW_MOTION_BLUR_FILTER
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FM_VIEW_MB_IN_AND_OUT_ALPHA, // Motion blur filter in and out alpha blur
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FM_VIEW_MB_IN_AND_OUT_SATURATE, // Motion blur filter in and out saturated blur
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FM_VIEW_MB_IN_ALPHA, // Motion blur filter in alpha blur
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FM_VIEW_MB_OUT_ALPHA, // Motion blur filter out alpha blur
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FM_VIEW_MB_IN_SATURATE, // Motion blur filter in saturated blur
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FM_VIEW_MB_OUT_SATURATE, // Motion blur filter out saturated blur
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FM_VIEW_MB_END_PAN_ALPHA, // Moton blur on screen pan (for camera tracks object mode)
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FM_VIEW_DEFAULT, //Default filter that's enabled when all others are off.
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// NOTE: This has to be the last entry in this enum.
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// Add new entries before this one. jba.
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FM_VIEW_MB_PAN_ALPHA, // Moton blur on screen pan (for camera tracks object mode)
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};
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class PickAndPlayInfo
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{
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public:
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PickAndPlayInfo::PickAndPlayInfo(); //INITIALIZE THE CONSTRUCTOR IN CPP
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Bool m_air; //Are we attacking an airborned target?
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Drawable *m_drawTarget; //Do we have an override draw target?
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WeaponSlotType *m_weaponSlot; //Are we forcing a specific weapon slot? NULL if unspecified.
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SpecialPowerType m_specialPowerType; //Which special power are use using? SPECIAL_INVALID if unspecified.
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};
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extern void pickAndPlayUnitVoiceResponse( const DrawableList *list, GameMessage::Type msgType, PickAndPlayInfo *info = NULL );
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#endif
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