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- /*
- ** 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
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