Initial commit of Command & Conquer Renegade source code.

This commit is contained in:
LFeenanEA
2025-02-27 16:39:46 +00:00
parent 74ab8fa5e0
commit 58ed459113
4918 changed files with 1366710 additions and 0 deletions

View File

@@ -0,0 +1,484 @@
/*
** 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/>.
*/
/* $Header: /Commando/Code/Tests/movietest/WINMAIN.CPP 2 3/21/98 12:08p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Tests/movietest/WINMAIN.CPP $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 3/06/98 2:47p $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* WinMain -- Win32 Program Entry Point! *
* WIN_resize -- Surrender-required function which resizes the main window *
* WIN_set_fullscreen -- Surrender-required function for toggling full-screen mode *
* Main_Window_Proc -- Windows Proc for the main game window *
* Create_Main_Window -- Creates the main game window *
* Focus_Loss -- this function is called when the application loses focus *
* Focus_Restore -- This function is called when the application gets focus *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "winmain.h"
#include <sr.hpp>
#include "win.h"
#include "wwmouse.h"
#include "init.h"
#include "mainloop.h"
#include "shutdown.h"
#include "_globals.h"
//----------------------------------------------------------------------------
// Globals
//----------------------------------------------------------------------------
extern "C"
{
HWND hWndMain;
bool WIN_fullscreen = true;
//PORT130 SRBOOL SRCALL WIN_resize(SRLONG width, SRLONG height);
//PORT130 SRBOOL SRCALL WIN_set_fullscreen(SRBOOL state);
}
//----------------------------------------------------------------------------
// Local functions
//----------------------------------------------------------------------------
static BOOL Create_Main_Window(HANDLE hInstance, int nCmdShow);
long FAR PASCAL Main_Window_Proc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);
void Focus_Loss(void);
void Focus_Restore(void);
void Split_Command_Line_Args(HINSTANCE instance, char *path_to_exe, char *command_line);
void Set_Working_Directory(char *old_path, char *new_path);
/***********************************************************************************************
* WinMain -- Win32 Program Entry Point! *
* *
* INPUT: *
* *
* Standard WinMain inputs :-) *
* *
* OUTPUT: *
* *
* Standard WinMain output *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/18/1997 GH : Created. *
*=============================================================================================*/
int PASCAL WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
{
LPSTR command;
HANDLE prev;
char path_to_exe[_MAX_PATH];
char oldpath[_MAX_PATH];
command = lpCmdLine;
prev = hPrevInstance;
if (!Create_Main_Window(hInstance, nCmdShow)) return 0;
// Setup the keyboard system
Keyboard = new WWKeyboardClass();
// Setup the mouse system and take over the mouse.
MouseCursor = new WWMouseClass(NULL, MainWindow);
Split_Command_Line_Args(hInstance, &path_to_exe[0], lpCmdLine);
Set_Working_Directory(oldpath, &path_to_exe[0]);
Init();
Main_Loop();
Shutdown();
delete Keyboard;
delete MouseCursor;
return(EXIT_SUCCESS);
}
/***********************************************************************************************
* WIN_resize -- Surrender-required function which resizes the main window *
* *
* INPUT: *
* *
* width -- desired new width *
* height -- desired new height *
* *
* OUTPUT: *
* *
* SRTRUE = success SRFALSE = error *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/18/1997 GH : Created. *
*=============================================================================================*/
#ifdef PORT130
SRBOOL SRCALL WIN_resize( SRLONG width, SRLONG height )
{
RECT rc;
RECT rcWork;
SRLONG xp,yp;
SetRect( &rc, 0,0, width,height);
AdjustWindowRectEx( &rc, GetWindowStyle(hWndMain),
GetMenu(hWndMain)!=NULL,
GetWindowExStyle(hWndMain));
xp = (GetSystemMetrics(SM_CXSCREEN) - (rc.right-rc.left))/2;
yp = (GetSystemMetrics(SM_CYSCREEN) - (rc.bottom-rc.top))/2;
SetWindowPos( hWndMain, HWND_NOTOPMOST, xp, yp, rc.right-rc.left, rc.bottom-rc.top,
SWP_NOZORDER | SWP_NOACTIVATE);
// make sure the window does not hang outside work area
SystemParametersInfo(SPI_GETWORKAREA, 0, &rcWork, 0);
GetWindowRect(hWndMain, &rc);
if (rc.left < rcWork.left) rc.left = rcWork.left;
if (rc.top < rcWork.top) rc.top = rcWork.top;
SetWindowPos( hWndMain, NULL, rc.left, rc.top, 0, 0,
SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
UpdateWindow( hWndMain);
return SRTRUE;
}
#endif
/***********************************************************************************************
* WIN_set_fullscreen -- Surrender-required function for toggling full-screen mode *
* *
* INPUT: *
* *
* state -- if SRTRUE, go into fullscreen mode, else go to windowed mode *
* *
* OUTPUT: *
* *
* SRTRUE = sucess SRFALSE = failure *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/18/1997 GH : Created. *
*=============================================================================================*/
#ifdef PORT130
SRBOOL SRCALL WIN_set_fullscreen( SRBOOL state )
{
DWORD dwStyle;
if (state == SRFALSE) {
// change window style to popup
dwStyle = GetWindowStyle( hWndMain);
dwStyle |= WS_POPUP;
dwStyle |= WS_OVERLAPPED | WS_CAPTION | WS_MINIMIZEBOX;
SetWindowLong( hWndMain, GWL_STYLE, dwStyle);
} else {
// change window style to exclusive
dwStyle = GetWindowStyle( hWndMain);
dwStyle |= WS_POPUP | WS_VISIBLE;
dwStyle &= ~(WS_OVERLAPPED | WS_CAPTION | WS_MINIMIZEBOX);
SetWindowLong( hWndMain, GWL_STYLE, dwStyle);
}
// set state flag accordingly
WIN_fullscreen = state;
return SRTRUE;
}
#endif
/***********************************************************************************************
* Main_Window_Proc -- Windows Proc for the main game window *
* *
* INPUT: *
* *
* Standard Windows Proc inputs *
* *
* OUTPUT: *
* *
* Standard Windows Proc output *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/18/1997 GH : Created. *
*=============================================================================================*/
long FAR PASCAL Main_Window_Proc( HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam )
{
PAINTSTRUCT ps;
HDC hdc;
/*
** Pass this message through to the keyboard handler. If the message
** was processed and requires no further action, then return with
** this information.
*/
// if (Keyboard && Keyboard->Message_Handler(hwnd, message, wParam, lParam)) {
// return(1);
// }
if (Keyboard) {
Keyboard->Message_Handler(hwnd, message, wParam, lParam);
}
switch (message )
{
/*
** basic management messages
*/
case WM_ACTIVATEAPP:
if (WIN_fullscreen) {
GameInFocus = (wParam != 0);
if (!GameInFocus) {
Focus_Loss();
} else {
Focus_Restore();
}
} else {
GameInFocus = true;
if (wParam != 0) {
if (MouseCursor != NULL) MouseCursor->Capture_Mouse();
} else {
if (MouseCursor != NULL) MouseCursor->Release_Mouse();
}
}
return(0);
case WM_SETCURSOR:
SetCursor(NULL);
return 1;
case WM_ERASEBKGND:
return 1;
case WM_PAINT:
hdc = BeginPaint( hwnd, &ps);
EndPaint( hwnd, &ps);
return 1;
/*
** minimize/maximize
*/
case WM_SYSKEYDOWN:
if (wParam == VK_RETURN && ((lParam>>16) & KF_ALTDOWN) && !((lParam>>16) & KF_REPEAT))
{
WIN_fullscreen = !WIN_fullscreen;
}
break;
/*
** interface open and close
*/
case WM_CREATE:
break;
case WM_DESTROY:
ReleaseCapture();
PostQuitMessage( 0);
break;
case WM_SYSCOMMAND:
switch (wParam) {
case SC_CLOSE:
/*
** Windows sent us a close message. Probably in response to Alt-F4. Ignore it by
** pretending to handle the message and returning true;
*/
return (0);
case SC_SCREENSAVE:
/*
** Windoze is about to start the screen saver. If we just return without passing
** this message to DefWindowProc then the screen saver will not be allowed to start.
*/
return (0);
}
break;
default:
break;
}
return DefWindowProc(hwnd, message, wParam, lParam);
}
/***********************************************************************************************
* Create_Main_Window -- Creates the main game window *
* *
* INPUT: *
* *
* hInstance -- Instance handle of the application *
* nCmdShow -- how the window is to be shown *
* *
* OUTPUT: *
* *
* TRUE = success, FALSE = failure *
* *
* WARNINGS: *
* *
* HISTORY: *
* 07/18/1997 GH : Created. *
*=============================================================================================*/
static BOOL Create_Main_Window(HANDLE hInstance, int nCmdShow)
{
WNDCLASS wc;
BOOL rc;
ProgramInstance = hInstance;
wc.style = CS_DBLCLKS;
wc.lpfnWndProc = Main_Window_Proc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon( NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor( NULL, IDC_ARROW);
wc.hbrBackground = GetStockObject( BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = "SRCLASS";
rc = RegisterClass( &wc);
if (!rc ) return FALSE;
MainWindow = hWndMain = CreateWindowEx(
0, // WS_EX_TOPMOST,
"SRClass",
"Commando",
WS_VISIBLE | // so we don't have to call ShowWindow
WS_POPUP | // non-app window
WS_SYSMENU, // so we get an icon in the tray
0, 0, // top left corner
GetSystemMetrics(SM_CXSCREEN), // bottom right corner
GetSystemMetrics(SM_CYSCREEN),
NULL, // no parent handle
NULL, // no menu handle
ProgramInstance, // main program instance
NULL); // creation parameters
if (!hWndMain) {
return FALSE;
}
return TRUE;
}
/***********************************************************************************************
* Focus_Loss -- this function is called when the application loses focus *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 07/18/1997 GH : Created. *
*=============================================================================================*/
void Focus_Loss(void)
{
}
/***********************************************************************************************
* Focus_Restore -- This function is called when the application gets focus *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 07/18/1997 GH : Created. *
*=============================================================================================*/
void Focus_Restore(void)
{
}
void Prog_End(void)
{
// Sound_End();
MouseCursor->Release_Mouse();
delete MouseCursor;
MouseCursor = NULL;
}
void Split_Command_Line_Args(HINSTANCE instance, char *path_to_exe, char *command_line)
{
// first arguement is the path to the executable including file name
GetModuleFileName (instance, &path_to_exe[0], 132);
Argv[0] = path_to_exe;
char * token = strtok(command_line, " ");
Argc = 1;
while (Argc < ARRAY_SIZE(Argv) && token != NULL) {
Argv[Argc++] = token;
token = strtok(NULL, " ");
}
}
void Set_Working_Directory(char *old_path, char *new_path)
{
char drive[_MAX_DRIVE];
char path[_MAX_PATH];
char dir[_MAX_DIR];
/*
** Remember the current working directory and drive.
*/
GetCurrentDirectory(_MAX_PATH, old_path);
/*
** Change directory to the where the executable is located. Handle the
** case where there is no path attached to argv[0].
*/
_splitpath(new_path, drive, dir, NULL, NULL);
_makepath(path, drive, dir, NULL, NULL);
SetCurrentDirectory(path);
}

View File

@@ -0,0 +1,46 @@
/*
** 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/>.
*/
#ifndef WINMAIN_H
#define WINMAIN_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef WIN_H
#include "win.h"
#endif
#include <sr.hpp>
extern "C"
{
extern HWND hWndMain;
extern bool WIN_fullscreen;
#ifdef PORT130
SRBOOL SRCALL WIN_resize(SRLONG width, SRLONG height);
SRBOOL SRCALL WIN_set_fullscreen(SRBOOL state);
#endif
}
#endif

View File

@@ -0,0 +1,50 @@
/*
** 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/>.
*/
/* $Header: /Commando/Code/Tests/movietest/_GLOBALS.CPP 2 3/21/98 12:08p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Tests/movietest/_GLOBALS.CPP $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 2/27/98 10:57a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "_globals.h"
bool GameInFocus;
Mouse * MouseCursor = NULL;
WWKeyboardClass * Keyboard = NULL;
SystemTimerClass SystemTimer;
int Argc;
char * Argv[20];

View File

@@ -0,0 +1,79 @@
/*
** 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/>.
*/
/* $Header: /Commando/Code/Tests/movietest/_GLOBALS.H 2 3/21/98 12:08p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Tests/movietest/_GLOBALS.H $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 2/27/98 10:57a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef _GLOBALS_H
#define _GLOBALS_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef KEYBOARD_H
#include "keyboard.h"
#endif
#ifndef XMOUSE_H
#include "xmouse.h"
#endif
#ifndef STIMER_H
#include "stimer.h"
#endif
#ifndef WORLD_H
#include "world.h"
#endif
extern bool GameInFocus;
extern Mouse * MouseCursor;
extern WWKeyboardClass * Keyboard;
extern int Argc;
extern char * Argv[20];
#if 0
// 60 Hz Timer
extern SystemTimerClass SystemTimer;
#define SYSTEM_TIMER_RATE TIMER_SECOND
#else
// 1 KHz Timer
#define SystemTimer() (int)timeGetTime()
#define SYSTEM_TIMER_RATE 1000
#endif
#endif

View File

@@ -0,0 +1,67 @@
/*
** 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/>.
*/
/* $Header: /Commando/Code/Tests/movietest/_viewpt.cpp 2 3/21/98 12:08p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Tests/movietest/_viewpt.cpp $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 2/27/98 10:57a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "_viewpt.h"
/*
** Current resolution of the screen / game window.
** (only the Width and Height fields are valid...)
*/
Rect ScreenResolution;
/*
** Rectangle within main window for the main viewport
*/
Rect MainViewport;
/*
** Rectangle within the main window for the status bar
*/
Rect StatusViewport;
/*
** Rectangle within the main window for the radar / map
*/
Rect RadarViewport;
/*
** Rectangle within the main window for the PIP viewport
*/
Rect PIPViewport;

View File

@@ -0,0 +1,72 @@
/*
** 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/>.
*/
/* $Header: /Commando/Code/Tests/movietest/_viewpt.h 2 3/21/98 12:08p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Tests/movietest/_viewpt.h $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 2/27/98 10:57a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef _VIEWPT_H
#define _VIEWPT_H
#ifndef RECT_H
#include "rect.h"
#endif
/*
** Current resolution of the screen / game window.
*/
extern Rect ScreenResolution;
/*
** Rectangle within main window for the main viewport
*/
extern Rect MainViewport;
/*
** Rectangle within the main window for the status bar
*/
extern Rect StatusViewport;
/*
** Rectangle within the main window for the radar / map
*/
extern Rect RadarViewport;
/*
** Rectangle within the main window for the PIP viewport
*/
extern Rect PIPViewport;
#endif

View File

@@ -0,0 +1,41 @@
/*
** 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/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Mesh Test *
* *
* $Archive:: /Commando/Code/Tests/movietest/_world.cpp $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 3/23/98 9:43a $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "_world.h"
//WorldClass TheWorld;
SimpleSceneClass * TheScene;

View File

@@ -0,0 +1,50 @@
/*
** 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/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Mesh Test *
* *
* $Archive:: /Commando/Code/Tests/movietest/_world.h $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 3/24/98 10:42a $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef _WORLD_H
#define _WORLD_H
#ifndef SCENE_H
#include "scene.h"
#endif
//extern WorldClass TheWorld;
extern SimpleSceneClass * TheScene;
#endif

View File

@@ -0,0 +1,98 @@
/*
** 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/>.
*/
/* $Header: /Commando/Code/Tests/movietest/init.cpp 4 5/06/98 3:10p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Tests/movietest/init.cpp $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 3/24/98 10:43a $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "init.h"
#include <sr.hpp>
#include "_viewpt.h"
#include "_world.h"
#include "winmain.h"
#include "ww3d.h"
bool Init(void)
{
ScreenResolution.X = 0;
ScreenResolution.Y = 0;
ScreenResolution.Width = 640;
ScreenResolution.Height = 480;
MainViewport.X = 16;
MainViewport.Y = 16;
MainViewport.Width = 640-32;
MainViewport.Height = 480-32;
WW3D::Init(hWndMain);
WW3D::Set_Resolution(ScreenResolution.Width,ScreenResolution.Height,16,false);
const DynamicVectorClass<RenderDeviceDescClass> & RDDescriptions = WW3D::Enumerate_Render_Devices();
char buf[1024];
char tmp[64];
char title[64];
for (int ri=0; ri<RDDescriptions.Count(); ri++) {
sprintf(title,"Render Device: %d",ri);
buf[0] = 0;
sprintf(tmp,"Device Name: %s\n",RDDescriptions[ri].Get_Device_Name());
strcat(buf,tmp);
sprintf(tmp,"Device Vendor: %s\n",RDDescriptions[ri].Get_Device_Vendor());
strcat(buf,tmp);
sprintf(tmp,"Device Platform: %s\n",RDDescriptions[ri].Get_Device_Platform());
strcat(buf,tmp);
sprintf(tmp,"Driver Name: %s\n",RDDescriptions[ri].Get_Driver_Name());
strcat(buf,tmp);
sprintf(tmp,"Driver Vendor: %s\n",RDDescriptions[ri].Get_Driver_Vendor());
strcat(buf,tmp);
sprintf(tmp,"Driver Version: %s\n",RDDescriptions[ri].Get_Driver_Version());
strcat(buf,tmp);
sprintf(tmp,"Hardware Name: %s\n",RDDescriptions[ri].Get_Hardware_Name());
strcat(buf,tmp);
sprintf(tmp,"Hardware Vendor: %s\n",RDDescriptions[ri].Get_Hardware_Vendor());
strcat(buf,tmp);
sprintf(tmp,"Hardware Chipset: %s\n",RDDescriptions[ri].Get_Hardware_Chipset());
strcat(buf,tmp);
MessageBox(NULL,buf,title,MB_OK);
}
return true;
}

View File

@@ -0,0 +1,43 @@
/*
** 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/>.
*/
/* $Header: /Commando/Code/Tests/movietest/init.h 2 3/21/98 12:08p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Tests/movietest/init.h $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 2/27/98 10:57a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef INIT_H
#define INIT_H
bool Init(void);
#endif

View File

@@ -0,0 +1,364 @@
/*
** 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/>.
*/
/* $Header: /Commando/Code/Tests/movietest/mainloop.cpp 4 5/06/98 3:10p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Tests/movietest/mainloop.cpp $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 3/24/98 10:44a $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "mainloop.h"
#include "mono.h"
#include "msgloop.h"
#include "wwfile.h"
#include "rawfile.h"
#include "_globals.h"
#include "_viewpt.h"
#include <sr.hpp>
#include <assert.h>
#include "assetmgr.h"
#include "sr_util.h"
#include "dynamesh.h"
#include "material.h"
#include "world.h"
#include "_world.h"
#include "rendobj.h"
#include "r2dobj.h"
#include "r3dobj.h"
#include "mesh.h"
#include "hmodel.h"
#include "light.h"
#include "wwdebug.h"
#include "ww3d.h"
/*
** Globals
*/
WW3DAssetManager The3DAssetManager;
CameraClass * Camera;
MeshClass * Mesh;
LightClass * Light;
LightClass * Light2;
HModelClass * TestModel = NULL;
HAnimClass * TestAnim = NULL;
HAnimClass * CameraAnim = NULL;
Quaternion ViewOrientation(1);
Quaternion ViewMotion(1);
Vector3 ViewCenter(0,0,0);
float ViewDist = 55.0f;
/*
** Local functions
*/
void Render(void);
void Create_Scene(void);
void Create_Objects(void);
void Destroy_Scene(void);
void Destroy_Objects(void);
void Load_Data(void);
void Render_Scene(void);
void Time_Step(void);
void Init_Debug(void);
void Shutdown_Debug(void);
void wwdebug_message_handler(const char * message);
void wwdebug_assert_handler(const char * message);
bool wwdebug_trigger_handler(int trigger_num);
void Debug_Refs(void);
/*
** delay for time milliseconds
*/
void Wait( int time )
{
int start = SystemTimer();
while ( 1000 * ( SystemTimer() - start ) < ( time * SYSTEM_TIMER_RATE ) ) ;
}
/*
** MAIN GAME LOOP
*/
void Main_Loop(void)
{
Init_Debug();
Create_Scene();
Load_Data();
Create_Objects();
while (!Keyboard->Down(VK_ESCAPE)) {
Time_Step();
Render();
Windows_Message_Handler();
// if (Keyboard->Down(VK_F1)) {
// while(Keyboard->Down(VK_F1));
// TheWorld.Next_Render_Device();
// }
}
Destroy_Objects();
WW3DAssetManager::Get_Instance()->Free_Assets();
Destroy_Scene();
Shutdown_Debug();
Debug_Refs();
}
void Render(void)
{
WW3D::Begin_Render(true,Vector3(0,0,0.5));
WW3D::Render(TheScene,Camera);
WW3D::End_Render();
}
void Create_Scene(void)
{
// TheWorld.Init_Scene(ScreenResolution,8,1);
TheScene = new SimpleSceneClass;
}
/*
** Load initial game data
*/
void Load_Data(void)
{
WW3DAssetManager::Get_Instance()->Load_3D_Assets(RawFileClass("CAMERA.W3D"));
WW3DAssetManager::Get_Instance()->Load_3D_Assets(RawFileClass("MOVIE.W3D"));
}
/*
**
*/
void Create_Objects(void)
{
Camera = new CameraClass("CAMERA");
// TheWorld.Set_Camera(Camera);
// Camera->Set_Depth(5000.0f);
// Camera->Set_Clip_Planes(1.0f,5000.0f);
Camera->Set_Focal_Length(0.060f);
Camera->Set_Viewport(Vector2(0.3,0.3),Vector2(0.5,0.5));
CameraAnim = WW3DAssetManager::Get_Instance()->Get_HAnim("Camera.Camera");
TestModel = WW3DAssetManager::Get_Instance()->Create_HModel("Movie");
assert(TestModel);
TestAnim = WW3DAssetManager::Get_Instance()->Get_HAnim("Movie.Movie");
// TestModel->Add(&TheWorld);
TestModel->Add(TheScene);
Light = new LightClass();
Light->Set_Transform(Matrix3D(1));
// Light->Add(&TheWorld);
Light->Add(TheScene);
}
/*
**
*/
void Destroy_Scene(void)
{
// TheWorld.Set_Camera(NULL);
// TheWorld.Shutdown_Scene();
delete TheScene;
TheScene = NULL;
}
/*
**
*/
void Destroy_Objects(void)
{
if (Mesh) {
Mesh->Release_Ref();
Mesh = NULL;
}
if (TestModel) {
TestModel->Remove();
TestModel->Release_Ref();
TestModel = NULL;
}
if (Camera) {
Camera->Release_Ref();
Camera = NULL;
}
if (Light) {
Light->Remove();
Light->Release_Ref();
Light = NULL;
}
if (Light2) {
Light2->Remove();
Light2->Release_Ref();
Light2 = NULL;
}
}
void Time_Step(void)
{
static int _frame = 0;
static int _camframe = 0;
static float _t = 0.0f;
static float _dt = 0.01f;
_t += _dt;
if (_t > 1.0f) {
_t = 1.0f;
_dt = -0.01f;
}
if (_t < 0.0f) {
_t = 0.0f;
_dt = 0.01f;
}
if (Mesh) {
Mesh->Apply_Damage(0,_t);
}
if (TestAnim) {
_frame++;
if (_frame >= TestAnim->Get_Num_Frames()) {
_frame = 0;
}
TestModel->Set_Transform(Matrix3D(1));
TestModel->Set_Animation(TestAnim,_frame);
} else {
TestModel->Set_Transform(Matrix3D(1));
TestModel->Set_Animation();
}
if (CameraAnim) {
_camframe++;
if (_camframe >= CameraAnim->Get_Num_Frames()) {
_camframe = 0;
}
Camera->Set_Transform(Matrix3D(1));
Camera->Set_Animation(CameraAnim,_camframe);
} else {
Matrix3D cam(1);
cam.Translate(ViewCenter);
cam = cam * Build_Matrix3D(ViewOrientation);
cam.Translate(Vector3(0,0,ViewDist));
Camera->Set_Transform(cam);
}
}
void Init_Debug(void)
{
/*
** Install message handler functions for the WWDebug messages
** and assertion failures.
*/
WWDebug_Install_Message_Handler(wwdebug_message_handler);
WWDebug_Install_Assert_Handler(wwdebug_assert_handler);
WWDebug_Install_Trigger_Handler(wwdebug_trigger_handler);
}
void Shutdown_Debug(void)
{
/*
** Remove message handler functions for the WWDebug messages
** and assertion failures.
*/
WWDebug_Install_Message_Handler(NULL);
WWDebug_Install_Assert_Handler(NULL);
WWDebug_Install_Trigger_Handler(NULL);
}
void wwdebug_message_handler(const char * message)
{
/*
** Hand the message off to the scrolling debug screen
*/
// Debug_Say((message));
}
void wwdebug_assert_handler(const char * message)
{
/*
** Hand the message off to the scrolling debug screen
*/
// Debug_Say((message));
/*
** break into the debugger
*/
_asm int 0x03;
}
bool wwdebug_trigger_handler(int trigger_num)
{
return Keyboard->Down(trigger_num);
}
void Debug_Refs(void)
{
#ifndef NDEBUG
char buf[1024];
if (RefCountClass::Total_Refs() > 0) {
sprintf(buf,"Main Looop End %d refs\n", RefCountClass::Total_Refs());
MessageBox(NULL,buf,"Ref Debugging",MB_OK);
}
SList<ActiveRefStruct> * reflist = RefCountClass::Get_Active_Ref_List();
SLNode<ActiveRefStruct> * objnode;
for ( objnode = reflist->Head(); objnode; objnode = objnode->Next()) {
ActiveRefStruct * ref = objnode->Data();
sprintf(buf,"Active Ref: %s Line: %d Pointer: %p\n", ref->File,ref->Line,ref->Object);
if (MessageBox(NULL,buf,"Ref Debugging",MB_OKCANCEL) == IDCANCEL) {
break;
}
}
#endif
}

View File

@@ -0,0 +1,43 @@
/*
** 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/>.
*/
/* $Header: /Commando/Code/Tests/movietest/mainloop.h 2 3/21/98 12:08p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Tests/movietest/mainloop.h $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 2/27/98 10:57a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef MAINLOOP_H
#define MAINLOOP_H
void Main_Loop(void);
#endif

View File

@@ -0,0 +1,158 @@
# Microsoft Developer Studio Project File - Name="movietest" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 5.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Application" 0x0101
CFG=movietest - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "movietest.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "movietest.mak" CFG="movietest - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "movietest - Win32 Release" (based on "Win32 (x86) Application")
!MESSAGE "movietest - Win32 Debug" (based on "Win32 (x86) Application")
!MESSAGE
# Begin Project
# PROP Scc_ProjName ""$/Commando/Code/Tests/movietest", TCOAAAAA"
# PROP Scc_LocalPath "."
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "movietest - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\sr130\sr.h" /I "..\..\Library" /I "..\..\WWMath" /I "..\..\ww3d" /I "..\..\wwdebug" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /o NUL /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /o NUL /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib ddraw.lib winmm.lib library.lib wwmath.lib ww3d.lib sr.lib /nologo /subsystem:windows /machine:I386 /out:"Run/movietest.exe" /libpath:"..\..\libs\Release" /libpath:"..\..\sr130\release"
!ELSEIF "$(CFG)" == "movietest - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /FD /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\sr130\sr.h" /I "..\..\Library" /I "..\..\WWMath" /I "..\..\ww3d" /I "..\..\wwdebug" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /FD /c
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /o NUL /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /o NUL /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib ddraw.lib winmm.lib library.lib wwmath.lib ww3d.lib srdb.lib /nologo /subsystem:windows /profile /map /debug /machine:I386 /out:"Run/movietest_d.exe" /libpath:"..\..\libs\Debug" /libpath:"..\..\sr130\debug"
# Begin Special Build Tool
SOURCE=$(InputPath)
PostBuild_Cmds=copy debug\movietest.map run\
# End Special Build Tool
!ENDIF
# Begin Target
# Name "movietest - Win32 Release"
# Name "movietest - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp,c"
# Begin Source File
SOURCE=.\_GLOBALS.CPP
# End Source File
# Begin Source File
SOURCE=.\_viewpt.cpp
# End Source File
# Begin Source File
SOURCE=.\_world.cpp
# End Source File
# Begin Source File
SOURCE=.\init.cpp
# End Source File
# Begin Source File
SOURCE=.\mainloop.cpp
# End Source File
# Begin Source File
SOURCE=.\shutdown.cpp
# End Source File
# Begin Source File
SOURCE=.\WINMAIN.CPP
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h"
# Begin Source File
SOURCE=.\_GLOBALS.H
# End Source File
# Begin Source File
SOURCE=.\_viewpt.h
# End Source File
# Begin Source File
SOURCE=.\_world.h
# End Source File
# Begin Source File
SOURCE=.\init.h
# End Source File
# Begin Source File
SOURCE=.\mainloop.h
# End Source File
# Begin Source File
SOURCE=.\shutdown.h
# End Source File
# Begin Source File
SOURCE=.\WINMAIN.H
# End Source File
# End Group
# End Target
# End Project

View File

@@ -0,0 +1,51 @@
/*
** 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/>.
*/
/* $Header: /Commando/Code/Tests/movietest/shutdown.cpp 4 5/06/98 3:10p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Tests/movietest/shutdown.cpp $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 3/24/98 10:44a $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "shutdown.h"
#include "ww3d.h"
void Shutdown(void)
{
#ifdef PORT130
TheWorld.Shutdown();
#else
WW3D::Shutdown();
#endif
}

View File

@@ -0,0 +1,46 @@
/*
** 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/>.
*/
/* $Header: /Commando/Code/Tests/movietest/shutdown.h 2 3/21/98 12:08p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Tests/movietest/shutdown.h $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 2/27/98 10:57a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef SHUTDOWN_H
#define SHUTDOWN_H
void Shutdown(void);
#endif