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W3DGameLogic.h
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66 lines (55 loc) · 2.76 KB
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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: W3DGameLogic.h ///////////////////////////////////////////////////////
//
// W3D game logic class, there shouldn't be a lot of new functionality
// in this class, but there are certain things that need to have close
// knowledge of each other like ther logical and visual terrain
//
// Author: Colin Day, April 2001
///////////////////////////////////////////////////////////////////////////////
#pragma once
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
// USER INCLUDES //////////////////////////////////////////////////////////////
#include "GameLogic/GameLogic.h"
#include "W3DDevice/GameLogic/W3DTerrainLogic.h"
#include "W3DDevice/GameLogic/W3DGhostObject.h"
#include "Common/GlobalData.h"
class W3DGhostObjectManager;
///////////////////////////////////////////////////////////////////////////////
// PROTOTYPES /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
// W3DGameLogic
//-----------------------------------------------------------------------------
/** W3D specific functionality for game logic */
//-----------------------------------------------------------------------------
class W3DGameLogic : public GameLogic
{
public:
protected:
/// factory for TheTerrainLogic, called from init()
virtual TerrainLogic *createTerrainLogic() { return NEW W3DTerrainLogic; };
// TheSuperHackers @feature bobtista 19/01/2026 Use dummy for headless mode
virtual GhostObjectManager *createGhostObjectManager() { return TheGlobalData->m_headless ? static_cast<GhostObjectManager*>(NEW GhostObjectManagerDummy) : NEW W3DGhostObjectManager; }
};