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