Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Include/GameClient/Eva.h
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GeneralsMD/Code/GameEngine/Include/GameClient/Eva.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: GameClient/Eva.h /////////////////////////////////////////////////////////////////////////
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// Author: John K. McDonald, Jr.
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// DO NOT DISTRIBUTE
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#pragma once
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#ifndef __EVA_H__
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#define __EVA_H__
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#include "Common/SubsystemInterface.h"
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#include "Common/AudioEventRTS.h"
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class Player;
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class INI;
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//------------------------------------------------------------------------------------ Eva Messages
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// Keep in sync with TheEvaMessageNames AND Eva::s_shouldPlayFuncs
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enum EvaMessage
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{
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EVA_Invalid = -1,
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EVA_FIRST = 0,
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EVA_LowPower = EVA_FIRST,
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EVA_InsufficientFunds,
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EVA_SuperweaponDetected_Own_ParticleCannon,
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EVA_SuperweaponDetected_Own_Nuke,
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EVA_SuperweaponDetected_Own_ScudStorm,
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EVA_SuperweaponDetected_Ally_ParticleCannon,
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EVA_SuperweaponDetected_Ally_Nuke,
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EVA_SuperweaponDetected_Ally_ScudStorm,
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EVA_SuperweaponDetected_Enemy_ParticleCannon,
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EVA_SuperweaponDetected_Enemy_Nuke,
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EVA_SuperweaponDetected_Enemy_ScudStorm,
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EVA_SuperweaponLaunched_Own_ParticleCannon,
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EVA_SuperweaponLaunched_Own_Nuke,
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EVA_SuperweaponLaunched_Own_ScudStorm,
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EVA_SuperweaponLaunched_Ally_ParticleCannon,
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EVA_SuperweaponLaunched_Ally_Nuke,
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EVA_SuperweaponLaunched_Ally_ScudStorm,
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EVA_SuperweaponLaunched_Enemy_ParticleCannon,
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EVA_SuperweaponLaunched_Enemy_Nuke,
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EVA_SuperweaponLaunched_Enemy_ScudStorm,
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EVA_SuperweaponReady_Own_ParticleCannon,
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EVA_SuperweaponReady_Own_Nuke,
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EVA_SuperweaponReady_Own_ScudStorm,
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EVA_SuperweaponReady_Ally_ParticleCannon,
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EVA_SuperweaponReady_Ally_Nuke,
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EVA_SuperweaponReady_Ally_ScudStorm,
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EVA_SuperweaponReady_Enemy_ParticleCannon,
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EVA_SuperweaponReady_Enemy_Nuke,
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EVA_SuperweaponReady_Enemy_ScudStorm,
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EVA_BuldingLost,
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EVA_BaseUnderAttack,
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EVA_AllyUnderAttack,
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EVA_BeaconDetected,
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EVA_EnemyBlackLotusDetected,
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EVA_EnemyJarmenKellDetected,
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EVA_EnemyColonelBurtonDetected,
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EVA_OwnBlackLotusDetected,
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EVA_OwnJarmenKellDetected,
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EVA_OwnColonelBurtonDetected,
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EVA_UnitLost,
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EVA_GeneralLevelUp,
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EVA_VehicleStolen,
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EVA_BuildingStolen,
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EVA_CashStolen,
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EVA_UpgradeComplete,
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EVA_BuildingBeingStolen,
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EVA_BuildingSabotaged,
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EVA_SuperweaponLaunched_Own_GPS_Scrambler,
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EVA_SuperweaponLaunched_Ally_GPS_Scrambler,
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EVA_SuperweaponLaunched_Enemy_GPS_Scrambler,
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EVA_SuperweaponLaunched_Own_Sneak_Attack,
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EVA_SuperweaponLaunched_Ally_Sneak_Attack,
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EVA_SuperweaponLaunched_Enemy_Sneak_Attack,
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EVA_COUNT,
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};
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extern const char *TheEvaMessageNames[];
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//------------------------------------------------------------------------------------ EvaCheckInfo
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struct EvaSideSounds
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{
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AsciiString m_side;
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std::vector<AsciiString> m_soundNames;
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static const FieldParse s_evaSideSounds[]; ///< the parse table for INI definition
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const FieldParse *getFieldParse( void ) const { return s_evaSideSounds; }
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};
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//------------------------------------------------------------------------------------ EvaCheckInfo
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class EvaCheckInfo : public MemoryPoolObject
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(EvaCheckInfo, "EvaCheckInfo")
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public:
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EvaMessage m_message;
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UnsignedInt m_framesBetweenChecks;
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UnsignedInt m_framesToExpire;
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UnsignedInt m_priority; // higher priority is more important, and will be played in preference to lower preference
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std::vector<EvaSideSounds> m_evaSideSounds;
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EvaCheckInfo();
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static const FieldParse s_evaEventInfo[]; ///< the parse table for INI definition
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const FieldParse *getFieldParse( void ) const { return s_evaEventInfo; }
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};
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EMPTY_DTOR(EvaCheckInfo)
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//---------------------------------------------------------------------------------------- EvaCheck
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struct EvaCheck
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{
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enum { TRIGGEREDON_NOT = (UnsignedInt)-1 };
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enum { NEXT_CHECK_NOW = 0 };
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const EvaCheckInfo *m_evaInfo;
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UnsignedInt m_triggeredOnFrame;
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UnsignedInt m_timeForNextCheck;
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Bool m_alreadyPlayed;
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EvaCheck();
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};
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//-------------------------------------------------------------------------------- ShouldPlayStruct
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typedef Bool (*ShouldPlayFunc)( Player *localPlayer );
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//--------------------------------------------------------------------------------------------- Eva
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class Eva : public SubsystemInterface
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{
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private:
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static const ShouldPlayFunc s_shouldPlayFuncs[];
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typedef std::vector<EvaCheckInfo *> EvaCheckInfoPtrVec;
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typedef EvaCheckInfoPtrVec::iterator EvaCheckInfoPtrVecIt;
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EvaCheckInfoPtrVec m_allCheckInfos;
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typedef std::vector<EvaCheck> EvaCheckVec;
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typedef EvaCheckVec::iterator EvaCheckVecIt;
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// This list contains things that either want to play,
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// or have played and are waiting till they are allowed to check again to play.
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EvaCheckVec m_checks;
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// This is the one speech we're allowed to be playing. If its playing, it always has priority
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AudioEventRTS m_evaSpeech;
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Player *m_localPlayer;
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// Variables for condition checks go here.
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Int m_previousBuildingCount;
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Int m_previousUnitCount;
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mutable EvaMessage m_messageBeingTested; // Used by the generic hooks so they can figure out which flag to test.
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Bool m_shouldPlay[EVA_COUNT]; // These aren't all used, but some of them are.
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Bool m_enabled;
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public:
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Eva();
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virtual ~Eva();
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public: // From SubsystemInterface
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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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static EvaMessage nameToMessage(const AsciiString& name);
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static AsciiString messageToName(EvaMessage message);
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EvaCheckInfo *newEvaCheckInfo(AsciiString name);
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const EvaCheckInfo *getEvaCheckInfo(AsciiString name);
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void setShouldPlay(EvaMessage messageToPlay);
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void setEvaEnabled(Bool enabled);
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// Parse EvaMessage enum name in INI
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static void parseEvaMessageFromIni( INI * ini, void *instance, void *store, const void* userData );
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protected: // Note: These are all protected. They should *NEVER* be made public. They are for internal use only
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Bool isTimeForCheck(EvaMessage messageToTest, UnsignedInt currentFrame) const;
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Bool messageShouldPlay(EvaMessage messageToTest, UnsignedInt currentFrame) const;
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// As soon as you want the logic of these to be public, make a logical representation and have these call that instead.
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static Bool shouldPlayLowPower( Player *localPlayer );
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static Bool shouldPlayGenericHandler( Player * );
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void playMessage(EvaMessage messageToTest, UnsignedInt currentFrame);
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void processPlayingMessages(UnsignedInt currentFrame);
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};
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extern Eva *TheEva;
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#endif /* __EVA_H__ */
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