247 lines
9.3 KiB
C
247 lines
9.3 KiB
C
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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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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Combat *
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* *
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* $Archive:: /Commando/Code/Combat/conversationmgr.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/15/02 9:37p $*
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* *
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* $Revision:: 16 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __CONVERSATION_MGR_H
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#define __CONVERSATION_MGR_H
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#include "saveloadsubsystem.h"
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#include "vector.h"
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////////////////////////////////////////////////////////////////
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// Forward declarations
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////////////////////////////////////////////////////////////////
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class ChunkSaveClass;
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class ChunkLoadClass;
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class ConversationClass;
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class ActiveConversationClass;
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class PhysicalGameObj;
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class OratorClass;
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////////////////////////////////////////////////////////////////
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// Singleton instance
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////////////////////////////////////////////////////////////////
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extern class ConversationMgrClass _ConversationMgrSaveLoad;
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////////////////////////////////////////////////////////////////
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// Typedefs
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////////////////////////////////////////////////////////////////
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typedef DynamicVectorClass<ConversationClass *> CONVERSATION_LIST;
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typedef DynamicVectorClass<ActiveConversationClass *> ACTIVE_CONVERSATION_LIST;
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////////////////////////////////////////////////////////////////
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//
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// ConversationMgrClass
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//
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////////////////////////////////////////////////////////////////
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class ConversationMgrClass : public SaveLoadSubSystemClass
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{
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public:
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////////////////////////////////////////////////////////////////
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// Public constants
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////////////////////////////////////////////////////////////////
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typedef enum
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{
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CATEGORY_GLOBAL = 0,
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CATEGORY_LEVEL,
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CATEGORY_MAX
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} CATEGORY;
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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ConversationMgrClass (void);
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virtual ~ConversationMgrClass (void);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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//
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// Initialization
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//
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static void Initialize (void) {}
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static void Shutdown (void) { Reset (); }
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//
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// Conversation editing
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//
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static void Add_Conversation (ConversationClass *conversation);
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static int Get_Conversation_Count (void);
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static int Get_Conversation_Count (int category_index) { return ConversationList[category_index].Count (); }
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static ConversationClass * Peek_Conversation (int index);
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static ConversationClass * Peek_Conversation (int category_index, int index) { return ConversationList[category_index][index]; }
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static void Remove_Conversation (ConversationClass *conversation);
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//
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// Runtime conversation access
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//
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static ActiveConversationClass * Create_New_Conversation (ConversationClass *conversation, DynamicVectorClass<PhysicalGameObj *> &buddy_list);
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static ActiveConversationClass * Create_New_Conversation (ConversationClass *conversation);
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static void Start_Conversation (PhysicalGameObj *orator);
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static ActiveConversationClass * Start_Conversation (PhysicalGameObj *orator, const char *conversation_name, bool force = false);
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static ActiveConversationClass * Start_Conversation (PhysicalGameObj *orator, int conversation_id, bool force = false);
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static ActiveConversationClass * Start_Conversation (PhysicalGameObj *orator, ConversationClass *conversation, bool force = false);
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static ConversationClass * Pick_Conversation (PhysicalGameObj *initiator, const DynamicVectorClass<PhysicalGameObj *> &available_orator_list, DynamicVectorClass<PhysicalGameObj *> &orator_list);
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static ConversationClass * Find_Conversation (const char *conversation_name);
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static ConversationClass * Find_Conversation (int conversation_id);
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static ActiveConversationClass * Find_Active_Conversation (int id);
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static void Reset_All_Other_Conversations (ActiveConversationClass *active_conversation);
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static bool Is_Key_Conversation_Playing (void);
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static int Get_Active_Conversation_Count (void) { return ActiveConversationList.Count (); }
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static void Think (void);
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//
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// State access
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//
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static void Reset (void);
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static void Reset_Conversations (int category_index, bool reset_start_id = false);
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static void Reset_Active_Conversations (void);
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static void Set_Category_To_Save (CATEGORY category_index) { SaveCategoryID = category_index; }
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//
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// EmotIcon control
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//
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static bool Are_Emot_Icons_Displayed (void) { return DisplayEmotIcons; }
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static void Display_Emot_Icons (bool onoff) { DisplayEmotIcons = onoff; }
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//
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// From SaveLoadSubSystemClass
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//
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uint32 Chunk_ID (void) const;
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protected:
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////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////
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static void Build_Buddy_List (PhysicalGameObj *orator, DynamicVectorClass<PhysicalGameObj *> &list, bool include_soldier);
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static bool Test_Conversation (PhysicalGameObj *initiator, ConversationClass *conversation, DynamicVectorClass<PhysicalGameObj *> &buddy_list, bool force = false);
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static bool Test_Orator (ConversationClass *conversation, OratorClass *orator, PhysicalGameObj *game_obj);
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//
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// From SaveLoadSubSystemClass
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//
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bool Contains_Data (void) const { return true; }
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const char * Name (void) const { return "ConversationMgrClass"; }
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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void Load_Variables (ChunkLoadClass &cload);
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bool Load_Conversations (ChunkLoadClass &cload, int category_id);
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private:
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////////////////////////////////////////////////////////////////
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// Private member data
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////////////////////////////////////////////////////////////////
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static CONVERSATION_LIST ConversationList[CATEGORY_MAX];
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static ACTIVE_CONVERSATION_LIST ActiveConversationList;
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static int NextActiveConversationID;
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static int NextGlobalConversationID;
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static int NextLevelConversationID;
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static CATEGORY SaveCategoryID;
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static bool DisplayEmotIcons;
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};
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////////////////////////////////////////////////////////////////
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// Get_Conversation_Count
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////////////////////////////////////////////////////////////////
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inline int
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ConversationMgrClass::Get_Conversation_Count (void)
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{
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int total = 0;
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for (int index = 0; index < CATEGORY_MAX; index ++) {
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total += ConversationList[index].Count ();
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}
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return total;
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}
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////////////////////////////////////////////////////////////////
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// Peek_Conversation
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////////////////////////////////////////////////////////////////
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inline ConversationClass *
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ConversationMgrClass::Peek_Conversation (int index_to_find)
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{
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ConversationClass *conversation = NULL;
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//
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// Loop over all the categories
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//
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for (int index = 0; index < CATEGORY_MAX; index ++) {
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//
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// Is the specified index inside of this category?
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//
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int curr_count = ConversationList[index].Count ();
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if (index_to_find < curr_count) {
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//
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// Index into this category to find the conversation
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//
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conversation = ConversationList[index][index_to_find];
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break;
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} else {
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//
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// Adjust the specified index to be within the range
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// of the next category
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//
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index_to_find -= curr_count;
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}
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}
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return conversation;
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}
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#endif //__CONVERSATION_MGR_H
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