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CnC_Renegade/Code/Combat/orator.h

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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 : Combat *
* *
* $Archive:: /Commando/Code/Combat/orator.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 10/30/01 2:43p $*
* *
* $Revision:: 9 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __ORATOR_H
#define __ORATOR_H
#include "vector3.h"
#include "gameobjref.h"
////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////
class ChunkSaveClass;
class ChunkLoadClass;
class PhysicalGameObj;
class ActiveConversationClass;
////////////////////////////////////////////////////////////////
//
// OratorClass
//
////////////////////////////////////////////////////////////////
class OratorClass
{
public:
////////////////////////////////////////////////////////////////
// Public flags
////////////////////////////////////////////////////////////////
typedef enum
{
FLAG_DONT_MOVE = 0x00000001,
FLAG_DONT_TURN_HEAD = 0x00000002,
FLAG_TEMP_DONT_FACE = 0x00000004,
FLAG_DONT_FACE = 0x00000008,
} FLAGS;
////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////
OratorClass (void);
~OratorClass (void);
////////////////////////////////////////////////////////////////
// Public operators
////////////////////////////////////////////////////////////////
bool operator== (const OratorClass &src) { return (ID == src.ID); }
bool operator!= (const OratorClass &src) { return (ID != src.ID); }
////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////
//
// Initialization
//
void Initialize (PhysicalGameObj *game_obj);
//
// Inline accessors
//
void Set_Position (const Vector3 &pos) { Position = pos; }
const Vector3 & Get_Position (void) const { return Position; }
void Set_Has_Arrived (bool has_arrived) { HasArrived = has_arrived; }
bool Has_Arrived (void) const { return HasArrived; }
PhysicalGameObj * Get_Game_Obj (void) const;
int Get_Orator_Type (void) const { return OratorType; }
void Set_Orator_Type (int type) { OratorType = type; }
bool Is_Invisible (void) const { return IsInvisible; }
void Set_Is_Invisible (bool onoff) { IsInvisible = onoff; }
void Set_Look_At_Obj (int obj_id) { LookAtObjID = obj_id; }
int Get_Look_At_Obj (void) const { return LookAtObjID; }
//
// Save/load methods
//
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
//
// Identification
//
int Get_ID (void) const { return ID; }
void Set_ID (int id) { ID = id; }
//
// Flags
//
void Set_Flags (int flags);
void Set_Flag (int flag, bool onoff);
bool Get_Flag (int flag);
//
// Conversation access
//
ActiveConversationClass * Peek_Conversation (void) const { return Conversation; }
void Set_Conversation (ActiveConversationClass *conversation) { Conversation = conversation; }
private:
////////////////////////////////////////////////////////////////
// Private methods
////////////////////////////////////////////////////////////////
void Load_Variables (ChunkLoadClass &cload);
////////////////////////////////////////////////////////////////
// Private member data
////////////////////////////////////////////////////////////////
ActiveConversationClass * Conversation;
GameObjReference GameObj;
Vector3 Position;
bool HasArrived;
int Flags;
int ID;
int OratorType;
int LookAtObjID;
bool IsInvisible;
};
#endif //__ORATOR_H