/*
** 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 .
*/
/***********************************************************************************************
*** 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/activeconversation.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 12/05/01 1:46p $*
* *
* $Revision:: 14 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __ACTIVE_CONVERSATION_H
#define __ACTIVE_CONVERSATION_H
#include "refcount.h"
#include "conversation.h"
#include "vector.h"
#include "vector3.h"
#include "gameobjref.h"
////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////
class ChunkSaveClass;
class ChunkLoadClass;
class PhysicalGameObj;
class OratorClass;
////////////////////////////////////////////////////////////////
//
// ActiveConversationClass
//
////////////////////////////////////////////////////////////////
class ActiveConversationClass : public RefCountClass
{
public:
////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////
ActiveConversationClass (void);
virtual ~ActiveConversationClass (void);
////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////
//
// 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; }
//
// Conversation methods
//
ConversationClass * Peek_Conversation (void) const;
void Set_Conversation (ConversationClass *conversation);
//
// Conversation flow control
//
void Start_Conversation (void);
void Stop_Conversation (ActionCompleteReason reason = ACTION_COMPLETE_CONVERSATION_ENDED);
void Think (void);
bool Is_Finished (void) { return bool(State == STATE_FINISHED); }
//
// State evaluation methods
//
bool Get_Orator_Location (PhysicalGameObj *orator, Vector3 *position);
bool Get_Current_Orator_Location (Vector3 *position);
PhysicalGameObj * Get_Current_Orator (void);
void Get_Conversation_Center (Vector3 *position);
void Set_Orator_Arrived (PhysicalGameObj *orator, bool has_arrived);
void Control_Orator (SoldierGameObj *orator);
//
// Orator methods
//
OratorClass * Add_Orator (PhysicalGameObj *orator);
OratorClass * Get_Orator_Information (PhysicalGameObj *orator);
//
// Monitor support
//
void Register_Monitor (ScriptableGameObj *game_obj);
void Unregister_Monitor (ScriptableGameObj *game_obj);
void Set_Action_ID (int id) { ActionID = id; }
//
// Misc accessors
//
int Get_Priority (void) const { return Priority; }
void Set_Priority (int priority) { Priority = priority; }
float Get_Max_Dist (void) const { return MaxDist; }
void Set_Max_Dist (float max_dist) { MaxDist = max_dist; }
bool Is_Interruptable (void) const { return IsInterruptable; }
void Set_Is_Interruptable (bool onoff) { IsInterruptable = onoff; }
//
// Time estimation
//
float Get_Conversation_Time (void);
protected:
////////////////////////////////////////////////////////////////
// Protected methods
////////////////////////////////////////////////////////////////
void Load_Variables (ChunkLoadClass &cload);
void Free_Orator_List (void);
bool Is_Audience_In_Place (void);
void Check_For_Audience (void);
void Say_Next_Remark (void);
void Stop_Current_Sound (void);
void Notify_Monitors_On_End (ActionCompleteReason id);
void Notify_Monitors (int custom_event_id, int param);
////////////////////////////////////////////////////////////////
// Protected data types
////////////////////////////////////////////////////////////////
enum
{
STATE_INITIALIZING = 0,
STATE_WAITING_FOR_AUDIENCE,
STATE_TALKING,
STATE_FINISHED,
STATE_INTERRUPTED = STATE_FINISHED
};
enum
{
MAX_MONITORS = 10,
};
////////////////////////////////////////////////////////////////
// Protected member data
////////////////////////////////////////////////////////////////
int ID;
ConversationClass * Conversation;
int CurrentRemark;
float NextRemarkTimer;
DynamicVectorClass OratorList;
int ActionID;
int OratorSpokenBitmask;
Vector3 CentralPos;
GameObjReference MonitorArray[MAX_MONITORS];
AudibleSoundClass * CurrentSound;
int State;
float InitializingTimeLeft;
int Priority;
float MaxDist;
bool IsInterruptable;
};
////////////////////////////////////////////////////////////////
// Peek_Conversation
////////////////////////////////////////////////////////////////
inline ConversationClass *
ActiveConversationClass::Peek_Conversation (void) const
{
return Conversation;
}
#endif //__ACTIVE_CONVERSATION_H