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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/*
** Command & Conquer Generals Zero Hour(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: CaveSystem.h /////////////////////////////////////////////////////////////////////////////////
// Author: Graham Smallwood July 2002
// Desc: System responsible for keeping track of the connectedness of all cave systems on the map
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef CAVE_SYSTEM_H
#define CAVE_SYSTEM_H
class Object;
class TunnelTracker; // The player owns one such object for his Tunnels, so instead of duplicating
// so much code, this SubSystem will manage all of the Cave systems.
#include "Common/Snapshot.h"
#include "Common/SubsystemInterface.h"
/**
System responsible for Crates as code objects - ini, new/delete etc
*/
class CaveSystem : public SubsystemInterface,
public Snapshot
{
public:
CaveSystem();
~CaveSystem();
void init();
void reset();
void update();
Bool canSwitchIndexToIndex( Int oldIndex, Int newIndex ); // If either Index has guys in it, no, you can't
void registerNewCave( Int theIndex ); // All Caves are born with a default index, which could be new
void unregisterCave( Int theIndex ); //
TunnelTracker *getTunnelTrackerForCaveIndex( Int theIndex );
protected:
// snapshot methods
virtual void crc( Xfer *xfer ) { }
virtual void xfer( Xfer *xfer );
virtual void loadPostProcess( void ) { }
private:
std::vector<TunnelTracker*> m_tunnelTrackerVector;// A vector of pointers where the indexes are known by
// others, so it can have NULLs in it to keep position. I've been advised against a map, so don't be a jerk
// and use spot 20 first.
};
extern CaveSystem *TheCaveSystem;
#endif