/* ** 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/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