Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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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: ProcessAnimateWindow.h /////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// Electronic Arts Pacific.
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//
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// Confidential Information
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// Copyright (C) 2002 - All Rights Reserved
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//
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//-----------------------------------------------------------------------------
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//
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// created: Mar 2002
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//
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// Filename: ProcessAnimateWindow.h
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//
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// author: Chris Huybregts
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//
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// purpose: If a new animation is wanted to be added for the windows, All you
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// have to do is create a new class derived from ProcessAnimateWindow.
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// Then setup each of the virtual classes to process an AnimateWindow
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// class. The Update adn reverse functions get called every frame
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// by the shell and will continue to process the AdminWin until the
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// isFinished flag on the adminWin is set to true.
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//
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//-----------------------------------------------------------------------------
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///////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __PROCESSANIMATEWINDOW_H_
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#define __PROCESSANIMATEWINDOW_H_
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//-----------------------------------------------------------------------------
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// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// USER INCLUDES //////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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#include "Lib/BaseType.h"
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//-----------------------------------------------------------------------------
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// FORWARD REFERENCES /////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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class AnimateWindow;
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class GameWindow;
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//-----------------------------------------------------------------------------
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// TYPE DEFINES ///////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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class ProcessAnimateWindow
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{
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public:
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ProcessAnimateWindow( void ){};
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virtual ~ProcessAnimateWindow( void ){};
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virtual void initAnimateWindow( AnimateWindow *animWin ) = 0;
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virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 ) = 0;
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virtual Bool updateAnimateWindow( AnimateWindow *animWin ) = 0;
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virtual Bool reverseAnimateWindow( AnimateWindow *animWin ) = 0;
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virtual void setMaxDuration(UnsignedInt maxDuration) { }
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};
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//-----------------------------------------------------------------------------
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class ProcessAnimateWindowSlideFromRight : public ProcessAnimateWindow
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{
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public:
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ProcessAnimateWindowSlideFromRight( void );
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virtual ~ProcessAnimateWindowSlideFromRight( void );
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virtual void initAnimateWindow( AnimateWindow *animWin );
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virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
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virtual Bool updateAnimateWindow( AnimateWindow *animWin );
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virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
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private:
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Coord2D m_maxVel; // top speed windows travel in x and y
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Int m_slowDownThreshold; // when widnows get this close to their resting
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// positions they start to slow down
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Real m_slowDownRatio; // how fast the windows slow down (smaller slows quicker)
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Real m_speedUpRatio; // how fast the windows speed up
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};
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//-----------------------------------------------------------------------------
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class ProcessAnimateWindowSlideFromLeft : public ProcessAnimateWindow
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{
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public:
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ProcessAnimateWindowSlideFromLeft( void );
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virtual ~ProcessAnimateWindowSlideFromLeft( void );
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virtual void initAnimateWindow( AnimateWindow *animWin );
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virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
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virtual Bool updateAnimateWindow( AnimateWindow *animWin );
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virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
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private:
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Coord2D m_maxVel; // top speed windows travel in x and y
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Int m_slowDownThreshold; // when widnows get this close to their resting
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// positions they start to slow down
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Real m_slowDownRatio; // how fast the windows slow down (smaller slows quicker)
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Real m_speedUpRatio; // how fast the windows speed up
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};
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//-----------------------------------------------------------------------------
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class ProcessAnimateWindowSlideFromTop : public ProcessAnimateWindow
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{
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public:
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ProcessAnimateWindowSlideFromTop( void );
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virtual ~ProcessAnimateWindowSlideFromTop( void );
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virtual void initAnimateWindow( AnimateWindow *animWin );
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virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
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virtual Bool updateAnimateWindow( AnimateWindow *animWin );
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virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
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private:
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Coord2D m_maxVel; // top speed windows travel in x and y
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Int m_slowDownThreshold; // when widnows get this close to their resting
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// positions they start to slow down
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Real m_slowDownRatio; // how fast the windows slow down (smaller slows quicker)
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Real m_speedUpRatio; // how fast the windows speed up
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};
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//-----------------------------------------------------------------------------
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class ProcessAnimateWindowSlideFromTopFast : public ProcessAnimateWindow
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{
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public:
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ProcessAnimateWindowSlideFromTopFast( void );
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virtual ~ProcessAnimateWindowSlideFromTopFast( void );
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virtual void initAnimateWindow( AnimateWindow *animWin );
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virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
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virtual Bool updateAnimateWindow( AnimateWindow *animWin );
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virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
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private:
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Coord2D m_maxVel; // top speed windows travel in x and y
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Int m_slowDownThreshold; // when widnows get this close to their resting
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// positions they start to slow down
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Real m_slowDownRatio; // how fast the windows slow down (smaller slows quicker)
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Real m_speedUpRatio; // how fast the windows speed up
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};
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//-----------------------------------------------------------------------------
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class ProcessAnimateWindowSlideFromBottom : public ProcessAnimateWindow
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{
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public:
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ProcessAnimateWindowSlideFromBottom( void );
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virtual ~ProcessAnimateWindowSlideFromBottom( void );
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virtual void initAnimateWindow( AnimateWindow *animWin );
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virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
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virtual Bool updateAnimateWindow( AnimateWindow *animWin );
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virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
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private:
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Coord2D m_maxVel; // top speed windows travel in x and y
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Int m_slowDownThreshold; // when widnows get this close to their resting
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// positions they start to slow down
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Real m_slowDownRatio; // how fast the windows slow down (smaller slows quicker)
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Real m_speedUpRatio; // how fast the windows speed up
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};
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//-----------------------------------------------------------------------------
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class ProcessAnimateWindowSpiral : public ProcessAnimateWindow
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{
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public:
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ProcessAnimateWindowSpiral( void );
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virtual ~ProcessAnimateWindowSpiral( void );
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virtual void initAnimateWindow( AnimateWindow *animWin );
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virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
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virtual Bool updateAnimateWindow( AnimateWindow *animWin );
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virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
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private:
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Real m_deltaTheta;
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Int m_maxR;
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};
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//-----------------------------------------------------------------------------
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class ProcessAnimateWindowSlideFromBottomTimed : public ProcessAnimateWindow
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{
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public:
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ProcessAnimateWindowSlideFromBottomTimed( void );
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virtual ~ProcessAnimateWindowSlideFromBottomTimed( void );
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virtual void initAnimateWindow( AnimateWindow *animWin );
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virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
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virtual Bool updateAnimateWindow( AnimateWindow *animWin );
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virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
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virtual void setMaxDuration(UnsignedInt maxDuration) { m_maxDuration = maxDuration; }
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private:
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UnsignedInt m_maxDuration;
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};
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class ProcessAnimateWindowSlideFromRightFast : public ProcessAnimateWindow
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{
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public:
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ProcessAnimateWindowSlideFromRightFast( void );
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virtual ~ProcessAnimateWindowSlideFromRightFast( void );
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virtual void initAnimateWindow( AnimateWindow *animWin );
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virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
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virtual Bool updateAnimateWindow( AnimateWindow *animWin );
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virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
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private:
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Coord2D m_maxVel; // top speed windows travel in x and y
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Int m_slowDownThreshold; // when widnows get this close to their resting
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// positions they start to slow down
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Real m_slowDownRatio; // how fast the windows slow down (smaller slows quicker)
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Real m_speedUpRatio; // how fast the windows speed up
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};
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//-----------------------------------------------------------------------------
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// INLINING ///////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// EXTERNALS //////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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#endif // __PROCESSANIMATEWINDOW_H_
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