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CnC_Renegade/Code/Commando/combatgmode.h

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C++

/*
** Command & Conquer Renegade(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/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Commando/combatgmode.h $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 11/10/01 12:34p $*
* *
* $Revision:: 23 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef COMBATGMODE_H
#define COMBATGMODE_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef GAMEMODE_H
#include "gamemode.h"
#endif
#ifndef COMBAT_H
#include "combat.h"
#endif
/*
**
*/
class AudibleSoundClass;
class PhysicsSceneClass;
#define COMBAT_BACKGROUND_MUSIC CombatGameModeClass::BackgroundMusic
/*
** Game Mode to do the main combat mode
*/
class CombatGameModeClass : public GameMajorModeClass {
public:
virtual const char *Name() { return "Combat"; } // the name of this mode
virtual void Init(); // called when the mode is activated
virtual void Shutdown(); // called when the mode is deactivated
virtual void Think(); // called each time through the main loop to think when non-inactive
virtual void Render(); // called each time through the main loop to draw when non-inactive
virtual void Resume(); // activates the mode
virtual void Suspend(); // deactivates the mode (don't shutdown until safe)
void Load_Level();
void Core_Shutdown();
void Core_Restart();
static void Toggle_Multi_Hud( void );
static AudibleSoundClass * BackgroundMusic;
static void Quick_Save( void );
private:
void Combat_Keyboard( void );
static void Load_Registry_Keys(void);
static void Save_Registry_Keys(void);
static int IsHudShown;
static void Post_Load_Id_Uniqueness_Check(void);
static void Post_Load_Dynamic_Object_Filtering(void);
static void Compute_World_Size(void);
static void Spawn_Point_Validation(void);
};
#endif