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