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Initial commit of Command & Conquer Renegade source code.
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163
Code/Commando/gamemode.h
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163
Code/Commando/gamemode.h
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/*
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** Command & Conquer Renegade(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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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Commando/gamemode.h $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 5/04/01 7:08p $*
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* *
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* $Revision:: 13 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef GAMEMODE_H
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#define GAMEMODE_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef VECTOR3_H
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#include "vector3.h"
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#endif
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#ifndef WWDEBUG_H
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#include "wwdebug.h"
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#endif
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/*
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** Game modes are objects to manage each of the game's modes and
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** sub-modes. Primarily, each object will provide a Initializing
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** routine to allow it to allocate any required resources, a Shutdown
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** routine to allow it to free said resources, and a Think routine,
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** which will be called each time through the main loop, allowing the
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** mode to perform any necessary periodic tasks.
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**
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** Each mode can be Activated, Deactivated, Suspended, or Resumed
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*/
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typedef enum {
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GAME_MODE_ACTIVE,
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GAME_MODE_INACTIVE,
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GAME_MODE_INACTIVE_PENDING,
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GAME_MODE_SUSPENDED,
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} GameModeState;
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class GameModeClass {
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protected:
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GameModeState State;
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public:
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GameModeClass() { State = GAME_MODE_INACTIVE; } // starts off inactive
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virtual ~GameModeClass() { WWASSERT( State == GAME_MODE_INACTIVE ); } // assert inactive
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// gets the current state
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GameModeState Get_State() { return State; }
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virtual void Activate(); // activates the mode
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virtual void Deactivate(); // deactivates the mode (don't shutdown until safe)
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virtual void Safely_Deactivate(); // shutdown if requested
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virtual void Suspend(); // suspends the mode from thinking, but does not deactivate it
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virtual void Resume(); // resumes a suspended mode
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virtual bool Is_Inactive( void ) { return ( State == GAME_MODE_INACTIVE ) || ( State == GAME_MODE_INACTIVE_PENDING ); }
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virtual bool Is_Suspended( void ) { return ( State == GAME_MODE_SUSPENDED ); }
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virtual bool Is_Active( void ) { return ( State == GAME_MODE_ACTIVE ); }
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// the virtual functions
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virtual const char *Name() = 0; // the name of this mode
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virtual void Init() = 0; // called when the mode is activated
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virtual void Shutdown() = 0; // called when the mode is deactivated
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virtual void Render() = 0; // called each time through the main loop to draw if not inactive
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virtual void Think() = 0; // called each time through the main loop to think if not inactive
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};
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/*
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** Only 1 Major Game mode can be active at any time
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*/
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class GameMajorModeClass : public GameModeClass {
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public:
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virtual void Activate(); // Override Activate and Deactivate to count
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virtual void Deactivate();
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private:
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static int NumActiveMajorModes;
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};
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/*
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** GameModeManager - an object to maintain a list of all GameModes
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*/
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class GameModeManager {
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public:
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/*
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** Add, Remove, Destroy and count the modes
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*/
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static GameModeClass *Add( GameModeClass *mode ); // { GameModeList.Add_Tail( mode ); return mode; }
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static void Remove( GameModeClass *mode ); // { GameModeList.Remove( mode ); }
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static int Count(); // { return GameModeList.Get_Count(); }
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static void Destroy( GameModeClass *mode );
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static void Destroy_All( void );
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static void List_Active_Game_Modes(void); // diagnostic
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//
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static void Set_Background_Color( const Vector3 & color ) { BackgroundColor = color; }
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/*
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** let all non-inactive, game modes think
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*/
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static void Think( void );
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/*
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** let all non-inactive, game modes draw
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*/
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static void Render( void );
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/*
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** find a registered game mode by name
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*/
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static GameModeClass *Find( const char * name );
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//static bool IsLanNameCollisionDetected;
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static void Safely_Deactivate();
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static void Hide_Render_Frames(unsigned frame_count); // hide rendering for n frames
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private:
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static Vector3 BackgroundColor;
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};
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#endif // GAMEMODE_H
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