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CnC_Renegade/Code/Combat/dialogue.cpp

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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/>.
*/
/***********************************************************************************************
*** 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 : LevelEdit *
* *
* $Archive:: /Commando/Code/Combat/dialogue.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 9/14/01 12:10p $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "dialogue.h"
#include "chunkio.h"
#include "wwmath.h"
////////////////////////////////////////////////////////////////
// Constants
////////////////////////////////////////////////////////////////
enum
{
CHUNKID_OPTION_VARIABLES = 0x08040528,
CHUNKID_DIALOGUE_VARIABLES = 0x08040529,
CHUNKID_DIALOGUE_OPTION
};
enum
{
VARID_WEIGHT = 0,
XXX_VARID_REMARK_TEXT_ID,
VARID_CONVERSATION_ID,
VARID_DIALOGUE_SILENCE = 0,
};
const char * const DIALOG_EVENT_NAMES[DIALOG_MAX] =
{
"TAKE_DAMAGE_FROM_FRIEND",
"TAKE_DAMAGE_FROM_ENEMY",
"DAMAGE_FRIEND",
"DAMAGE_ENEMY",
"KILLED_FRIEND",
"KILLED_ENEMY",
"SAW_FRIEND",
"SAW_ENEMY",
"OBSOLETE_01",
"OBSOLETE_02",
"DIE",
"POKE_IDLE",
"POKE_SEARCH",
"POKE_COMBAT",
"IDLE_TO_COMBAT",
"IDLE_TO_SEARCH",
"SEARCH_TO_COMBAT",
"SEARCH_TO_IDLE",
"COMBAT_TO_SEARCH",
"COMBAT_TO_IDLE"
};
////////////////////////////////////////////////////////////////
//
// DialogueOptionClass
//
////////////////////////////////////////////////////////////////
DialogueOptionClass::DialogueOptionClass (void)
: Weight (1),
ConversationID (0)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// DialogueOptionClass
//
////////////////////////////////////////////////////////////////
DialogueOptionClass::DialogueOptionClass (const DialogueOptionClass &src)
: Weight (1),
ConversationID (0)
{
(*this) = src;
return ;
}
////////////////////////////////////////////////////////////////
//
// ~DialogueOptionClass
//
////////////////////////////////////////////////////////////////
DialogueOptionClass::~DialogueOptionClass (void)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// operator=
//
////////////////////////////////////////////////////////////////
const DialogueOptionClass &
DialogueOptionClass::operator= (const DialogueOptionClass &src)
{
Weight = src.Weight;
ConversationID = src.ConversationID;
return (*this);
}
////////////////////////////////////////////////////////////////
//
// Save
//
////////////////////////////////////////////////////////////////
void
DialogueOptionClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_OPTION_VARIABLES);
WRITE_MICRO_CHUNK (csave, VARID_WEIGHT, Weight);
WRITE_MICRO_CHUNK (csave, VARID_CONVERSATION_ID, ConversationID);
csave.End_Chunk ();
return ;
}
////////////////////////////////////////////////////////////////
//
// Load
//
////////////////////////////////////////////////////////////////
void
DialogueOptionClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_OPTION_VARIABLES:
Load_Variables (cload);
break;
}
cload.Close_Chunk ();
}
return ;
}
///////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
///////////////////////////////////////////////////////////////////////
void
DialogueOptionClass::Load_Variables (ChunkLoadClass &cload)
{
//
// Loop through all the microchunks that define the variables
//
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
READ_MICRO_CHUNK (cload, VARID_WEIGHT, Weight);
READ_MICRO_CHUNK (cload, VARID_CONVERSATION_ID, ConversationID);
}
cload.Close_Micro_Chunk ();
}
return ;
}
////////////////////////////////////////////////////////////////
//
// DialogueClass
//
////////////////////////////////////////////////////////////////
DialogueClass::DialogueClass (void)
: SilenceWeight (1)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// DialogueClass
//
////////////////////////////////////////////////////////////////
DialogueClass::DialogueClass (const DialogueClass &src)
: SilenceWeight (1)
{
(*this) = src;
return ;
}
////////////////////////////////////////////////////////////////
//
// ~DialogueClass
//
////////////////////////////////////////////////////////////////
DialogueClass::~DialogueClass (void)
{
Free_Options ();
return ;
}
////////////////////////////////////////////////////////////////
//
// operator=
//
////////////////////////////////////////////////////////////////
const DialogueClass &
DialogueClass::operator= (const DialogueClass &src)
{
SilenceWeight = src.SilenceWeight;
//
// Free any option objects we may contain
//
Free_Options ();
//
// Copy all the option objects from the src object
//
for (int index = 0; index < src.OptionList.Count (); index ++) {
DialogueOptionClass *option = src.OptionList[index];
if (option != NULL) {
OptionList.Add (new DialogueOptionClass (*option));
}
}
return (*this);
}
////////////////////////////////////////////////////////////////
//
// Save
//
////////////////////////////////////////////////////////////////
void
DialogueClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_DIALOGUE_VARIABLES);
WRITE_MICRO_CHUNK (csave, VARID_DIALOGUE_SILENCE, SilenceWeight);
csave.End_Chunk ();
//
// Save the options
//
for (int index = 0; index < OptionList.Count (); index ++) {
csave.Begin_Chunk (CHUNKID_DIALOGUE_OPTION);
OptionList[index]->Save (csave);
csave.End_Chunk ();
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Load
//
////////////////////////////////////////////////////////////////
void
DialogueClass::Load (ChunkLoadClass &cload)
{
Free_Options ();
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_DIALOGUE_VARIABLES:
Load_Variables (cload);
break;
case CHUNKID_DIALOGUE_OPTION:
{
//
// Create a new option object and add it to the list
//
DialogueOptionClass *option = new DialogueOptionClass;
option->Load (cload);
OptionList.Add (option);
}
break;
}
cload.Close_Chunk ();
}
return ;
}
///////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
///////////////////////////////////////////////////////////////////////
void
DialogueClass::Load_Variables (ChunkLoadClass &cload)
{
//
// Loop through all the microchunks that define the variables
//
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
READ_MICRO_CHUNK (cload, VARID_DIALOGUE_SILENCE, SilenceWeight);
}
cload.Close_Micro_Chunk ();
}
return ;
}
///////////////////////////////////////////////////////////////////////
//
// Free_Options
//
///////////////////////////////////////////////////////////////////////
void
DialogueClass::Free_Options (void)
{
for (int index = 0; index < OptionList.Count (); index ++) {
DialogueOptionClass *option = OptionList[index];
if (option != NULL) {
delete option;
}
}
OptionList.Delete_All ();
return ;
}
///////////////////////////////////////////////////////////////////////
//
// Get_Conversation
//
///////////////////////////////////////////////////////////////////////
int
DialogueClass::Get_Conversation (void)
{
int conv_id = 0;
//
// Make a number we can use to index linearly into the option list
// to determine which one to use.
//
float total = SilenceWeight;
for (int index = 0; index < OptionList.Count (); index ++) {
total += OptionList[index]->Get_Weight ();
}
//
// Choose a random value in this linear range
//
float value = WWMath::Random_Float (0, total);
//
// Now find the object this value corresponds to
//
float count = SilenceWeight;
for (index = 0; value > count && index < OptionList.Count (); index ++) {
conv_id = OptionList[index]->Get_Conversation_ID ();
count += OptionList[index]->Get_Weight ();
}
return conv_id;
}