1209 lines
31 KiB
C++
1209 lines
31 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/conversationmgr.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/15/02 9:37p $*
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* *
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* $Revision:: 24 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "conversationmgr.h"
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#include "combatchunkid.h"
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#include "chunkio.h"
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#include "vector3.h"
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#include "pscene.h"
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#include "physicalgameobj.h"
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#include "aabox.h"
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#include "conversation.h"
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#include "wwmath.h"
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#include "soldierobserver.h"
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#include "playertype.h"
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#include "activeconversation.h"
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#include "phys.h"
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#include "string_ids.h"
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#include "oratortypes.h"
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////////////////////////////////////////////////////////////////
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// Constants
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////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_VARIABLES = 0x08090315,
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CHUNKID_OLD_CONVERSATION,
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CHUNKID_ACTIVE_CONVERSATION,
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CHUNKID_CONVERSATION_CATEGORY,
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CHUNKID_CONVERSATION
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};
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enum
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{
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VARID_NEXT_ACTIVE_CONVERSATION_ID = 0,
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XXX_VARID_NEXT_GLOBAL_CONVERSATION_ID,
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VARID_NEXT_LEVEL_CONVERSATION_ID,
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VARID_NEXT_GLOBAL_CONVERSATION_ID,
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};
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static const float BUDDY_LOCATE_CX = 7;
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static const float BUDDY_LOCATE_CY = 7;
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static const float BUDDY_LOCATE_CZ = 3;
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static const int ACTIVE_CONVERSATION_START_ID = 1000;
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static const int LEVEL_CONVERSATION_START_ID = 1;
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static const int GLOBAL_CONVERSATION_START_ID = 100000;
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////////////////////////////////////////////////////////////////
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// Static member initialization
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////////////////////////////////////////////////////////////////
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CONVERSATION_LIST ConversationMgrClass::ConversationList[CATEGORY_MAX];
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ACTIVE_CONVERSATION_LIST ConversationMgrClass::ActiveConversationList;
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int ConversationMgrClass::NextActiveConversationID = ACTIVE_CONVERSATION_START_ID;
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int ConversationMgrClass::NextGlobalConversationID = GLOBAL_CONVERSATION_START_ID;
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int ConversationMgrClass::NextLevelConversationID = LEVEL_CONVERSATION_START_ID;
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ConversationMgrClass::CATEGORY ConversationMgrClass::SaveCategoryID = CATEGORY_GLOBAL;
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bool ConversationMgrClass::DisplayEmotIcons = false;
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////////////////////////////////////////////////////////////////
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// Singleton instance
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////////////////////////////////////////////////////////////////
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ConversationMgrClass _ConversationMgrSaveLoad;
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////////////////////////////////////////////////////////////////
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//
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// ConversationMgrClass
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//
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////////////////////////////////////////////////////////////////
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ConversationMgrClass::ConversationMgrClass (void)
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{
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// ~ConversationMgrClass
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//
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////////////////////////////////////////////////////////////////
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ConversationMgrClass::~ConversationMgrClass (void)
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{
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Reset ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Reset_Conversations
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//
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////////////////////////////////////////////////////////////////
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void
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ConversationMgrClass::Reset_Conversations (int category_index, bool reset_start_id)
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{
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if (reset_start_id && category_index == CATEGORY_LEVEL) {
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NextLevelConversationID = LEVEL_CONVERSATION_START_ID;
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}
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int count = ConversationList[category_index].Count ();
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//
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// Release our hold on all the conversations in this category
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//
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for (int index = 0; index < count; index ++) {
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ConversationClass *conversation = ConversationList[category_index][index];
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REF_PTR_RELEASE (conversation);
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}
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ConversationList[category_index].Delete_All ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Reset_All_Other_Conversations
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//
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////////////////////////////////////////////////////////////////
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void
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ConversationMgrClass::Reset_All_Other_Conversations (ActiveConversationClass *active_conversation)
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{
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NextActiveConversationID = active_conversation->Get_ID () + 1;
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//
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// Release our hold on all the other conversations
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//
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int count = ActiveConversationList.Count ();
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for (int index = 0; index < count; index ++) {
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ActiveConversationClass *conversation = ActiveConversationList[index];
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if (conversation != NULL && conversation != active_conversation) {
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conversation->Stop_Conversation (ACTION_COMPLETE_CONVERSATION_INTERRUPTED);
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REF_PTR_RELEASE (conversation);
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}
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}
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ActiveConversationList.Delete_All ();
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//
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// Add this conversation back into the list
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//
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ActiveConversationList.Add (active_conversation);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Reset_Active_Conversations
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//
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////////////////////////////////////////////////////////////////
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void
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ConversationMgrClass::Reset_Active_Conversations (void)
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{
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NextActiveConversationID = ACTIVE_CONVERSATION_START_ID;
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//
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// Release our hold on all the active conversations
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//
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while (ActiveConversationList.Count () > 0) {
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ActiveConversationClass *active_conversation = ActiveConversationList[0];
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ActiveConversationList.Delete (0);
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if (active_conversation != NULL) {
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active_conversation->Stop_Conversation (ACTION_COMPLETE_CONVERSATION_INTERRUPTED);
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}
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REF_PTR_RELEASE (active_conversation);
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Reset
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//
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////////////////////////////////////////////////////////////////
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void
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ConversationMgrClass::Reset (void)
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{
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//
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// Release our hold on all the active conversations
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//
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Reset_Active_Conversations ();
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//
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// Release our hold on all the conversations
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//
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for (int cat_index = 0; cat_index < CATEGORY_MAX; cat_index ++) {
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Reset_Conversations (cat_index);
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Chunk_ID
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//
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////////////////////////////////////////////////////////////////
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uint32
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ConversationMgrClass::Chunk_ID (void) const
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{
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return CHUNKID_CONVERSATION_MGR;
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}
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////////////////////////////////////////////////////////////////
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//
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// Save
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//
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////////////////////////////////////////////////////////////////
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bool
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ConversationMgrClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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WRITE_MICRO_CHUNK (csave, VARID_NEXT_ACTIVE_CONVERSATION_ID, NextActiveConversationID);
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if (SaveCategoryID == CATEGORY_GLOBAL) {
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WRITE_MICRO_CHUNK (csave, VARID_NEXT_GLOBAL_CONVERSATION_ID, NextGlobalConversationID);
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} else {
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WRITE_MICRO_CHUNK (csave, VARID_NEXT_LEVEL_CONVERSATION_ID, NextLevelConversationID);
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}
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csave.End_Chunk ();
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//
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// Save the conversations in the current category
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//
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csave.Begin_Chunk (CHUNKID_CONVERSATION_CATEGORY);
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//
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// Save the category ID
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//
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csave.Write (&SaveCategoryID, sizeof (SaveCategoryID));
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//
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// Save each conversation in this category
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//
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int count = ConversationList[SaveCategoryID].Count ();
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for (int index = 0; index < count; index ++) {
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ConversationClass *conversation = ConversationList[SaveCategoryID][index];
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if (conversation != NULL) {
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csave.Begin_Chunk (CHUNKID_CONVERSATION);
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conversation->Save (csave);
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csave.End_Chunk ();
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}
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}
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csave.End_Chunk ();
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//
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// Save each active conversation to its own chunk
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//
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count = ActiveConversationList.Count ();
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for (index = 0; index < count; index ++) {
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ActiveConversationClass *active_conversation = ActiveConversationList[index];
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if (active_conversation != NULL) {
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csave.Begin_Chunk (CHUNKID_ACTIVE_CONVERSATION);
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active_conversation->Save (csave);
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csave.End_Chunk ();
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}
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}
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load_Conversations
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//
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////////////////////////////////////////////////////////////////
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bool
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ConversationMgrClass::Load_Conversations (ChunkLoadClass &cload, int category_id)
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{
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_CONVERSATION:
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{
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//
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// Create a new object and its state from the chunk
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//
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ConversationClass *conversation = new ConversationClass;
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SET_REF_OWNER( conversation );
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conversation->Load (cload);
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//
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// Debug check to ensure we've got the correct cateogry
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//
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WWASSERT (conversation->Get_Category_ID () == category_id);
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//
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// Add this conversation to our list
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//
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Add_Conversation (conversation);
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REF_PTR_RELEASE (conversation);
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}
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break;
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}
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cload.Close_Chunk ();
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}
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load
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//
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////////////////////////////////////////////////////////////////
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bool
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ConversationMgrClass::Load (ChunkLoadClass &cload)
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{
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int old_style_conv_count = 0;
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//
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// Remove all currently active conversations
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//
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Reset_Active_Conversations ();
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_ACTIVE_CONVERSATION:
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{
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//
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// Create a new object and its state from the chunk
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//
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ActiveConversationClass *active_conversation = new ActiveConversationClass;
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active_conversation->Load (cload);
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//
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// Add this new active conversation to our list
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//
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ActiveConversationList.Add (active_conversation);
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}
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break;
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case CHUNKID_CONVERSATION_CATEGORY:
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{
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int category_id = 0;
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cload.Read (&category_id, sizeof (category_id));
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//
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// Remove all conversations in this category
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//
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Reset_Conversations (category_id);
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//
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// Load all the conversations in this category
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//
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Load_Conversations (cload, category_id);
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}
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break;
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case CHUNKID_OLD_CONVERSATION:
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{
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//
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// Reset the list of level conversations if this
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// the first one loaded
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//
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if (old_style_conv_count == 0) {
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Reset_Conversations (CATEGORY_LEVEL);
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}
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old_style_conv_count ++;
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//
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// Create a new object and its state from the chunk
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//
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ConversationClass *conversation = new ConversationClass;
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conversation->Load (cload);
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conversation->Set_Category_ID (CATEGORY_LEVEL);
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//
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// Add this conversation to our list
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//
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Add_Conversation (conversation);
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REF_PTR_RELEASE (conversation);
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}
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break;
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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}
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cload.Close_Chunk ();
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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///////////////////////////////////////////////////////////////////////
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void
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ConversationMgrClass::Load_Variables (ChunkLoadClass &cload)
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{
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//
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// Loop through all the microchunks that define the variables
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//
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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READ_MICRO_CHUNK (cload, VARID_NEXT_ACTIVE_CONVERSATION_ID, NextActiveConversationID);
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READ_MICRO_CHUNK (cload, VARID_NEXT_GLOBAL_CONVERSATION_ID, NextGlobalConversationID);
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READ_MICRO_CHUNK (cload, VARID_NEXT_LEVEL_CONVERSATION_ID, NextLevelConversationID);
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}
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cload.Close_Micro_Chunk ();
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Build_Buddy_List
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//
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////////////////////////////////////////////////////////////////
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void
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ConversationMgrClass::Build_Buddy_List
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(
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PhysicalGameObj * orator,
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DynamicVectorClass<PhysicalGameObj *> & buddy_list,
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bool include_orator
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)
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{
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//
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// Build a box, centered around the orator, that we can use to
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// collect other 'friendly' orators in the area
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//
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Vector3 orator_pos (0, 0, 0);
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orator->Get_Position (&orator_pos);
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orator_pos.Z += BUDDY_LOCATE_CZ / 3.0F;
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AABoxClass box (orator_pos, Vector3 (BUDDY_LOCATE_CX, BUDDY_LOCATE_CY, BUDDY_LOCATE_CZ));
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//
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// Collect all the dynamic objects in this box
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//
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NonRefPhysListClass obj_list;
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PhysicsSceneClass::Get_Instance ()->Collect_Objects (box, false, true, &obj_list);
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//
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// Loop over all the collected objects
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//
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NonRefPhysListIterator it (&obj_list);
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for (it.First(); !it.Is_Done(); it.Next()) {
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PhysClass *phys_obj = it.Peek_Obj ();
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//
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// Check to ensure this game object is a orator
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//
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CombatPhysObserverClass *phys_observer = reinterpret_cast<CombatPhysObserverClass *>(phys_obj->Get_Observer ());
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if (phys_observer != NULL) {
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PhysicalGameObj *game_obj = phys_observer->As_PhysicalGameObj();
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if (game_obj != NULL) {
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//
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// Check to make sure we found a orator who can participate
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// in this conversation
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//
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PhysicalGameObj *other_orator = game_obj->As_PhysicalGameObj ();
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if (other_orator != NULL && (include_orator || other_orator != orator)) {
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//
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// Can this orator hold a conversation?
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//
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if ( other_orator->Is_In_Conversation () == false &&
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other_orator->Are_Innate_Conversations_Enabled ())
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{
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buddy_list.Add (other_orator);
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}
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}
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}
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}
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Find_Active_Conversation
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//
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////////////////////////////////////////////////////////////////
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ActiveConversationClass *
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ConversationMgrClass::Find_Active_Conversation (int id)
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{
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ActiveConversationClass *conversation = NULL;
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//
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// Loop over each entry in the active conversation list, looking for one with
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// the supplied identifier.
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//
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for (int index = 0; index < ActiveConversationList.Count (); index ++) {
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ActiveConversationClass *curr_conversation = ActiveConversationList[index];
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//
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// Is this the conversation we were looking for?
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//
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if (curr_conversation != NULL && curr_conversation->Get_ID () == id) {
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conversation = curr_conversation;
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conversation->Add_Ref ();
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break;
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}
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}
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return conversation;
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}
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|
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////////////////////////////////////////////////////////////////
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//
|
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// Find_Conversation
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//
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////////////////////////////////////////////////////////////////
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|
ConversationClass *
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ConversationMgrClass::Find_Conversation (const char *conversation_name)
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{
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ConversationClass *conversation = NULL;
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|
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//
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// Loop over all the conversation categories
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//
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for (int cat_index = 0; cat_index < CATEGORY_MAX; cat_index ++) {
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|
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//
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// Loop over each conversation in this category, looking for one with
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// the requested name.
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//
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int count = ConversationList[cat_index].Count ();
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for (int index = 0; index < count; index ++) {
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ConversationClass *curr_conversation = ConversationList[cat_index][index];
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|
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//
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// Is this the conversation we were looking for?
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//
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if ( curr_conversation != NULL &&
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::strcmpi (curr_conversation->Get_Name (), conversation_name) == 0)
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{
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conversation = curr_conversation;
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conversation->Add_Ref ();
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break;
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}
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}
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}
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return conversation;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Find_Conversation
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
ConversationClass *
|
|
ConversationMgrClass::Find_Conversation (int conversation_id)
|
|
{
|
|
ConversationClass *conversation = NULL;
|
|
|
|
//
|
|
// Loop over all the conversation categories
|
|
//
|
|
for (int cat_index = 0; cat_index < CATEGORY_MAX; cat_index ++) {
|
|
|
|
//
|
|
// Loop over each conversation in this category, looking for one with
|
|
// the requested name.
|
|
//
|
|
int count = ConversationList[cat_index].Count ();
|
|
for (int index = 0; index < count; index ++) {
|
|
ConversationClass *curr_conversation = ConversationList[cat_index][index];
|
|
|
|
//
|
|
// Is this the conversation we were looking for?
|
|
//
|
|
if ( (curr_conversation != NULL) &&
|
|
(curr_conversation->Get_ID () == conversation_id))
|
|
{
|
|
conversation = curr_conversation;
|
|
conversation->Add_Ref ();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return conversation;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Start_Conversation
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
ActiveConversationClass *
|
|
ConversationMgrClass::Start_Conversation (PhysicalGameObj *orator, int conversation_id, bool force)
|
|
{
|
|
ActiveConversationClass *active_conversation = NULL;
|
|
|
|
//
|
|
// Try to find the requested conversation
|
|
//
|
|
ConversationClass *conversation = Find_Conversation (conversation_id);
|
|
if (conversation != NULL) {
|
|
|
|
//
|
|
// Start the conversation
|
|
//
|
|
active_conversation = Start_Conversation (orator, conversation, force);
|
|
REF_PTR_RELEASE (conversation);
|
|
}
|
|
|
|
//
|
|
// Return a pointer to the conversation. Note: This object has
|
|
// an extra ref count on it, its the caller's responsibility to release
|
|
// this ref count when they are finished with it.
|
|
//
|
|
return active_conversation;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Start_Conversation
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
ActiveConversationClass *
|
|
ConversationMgrClass::Start_Conversation (PhysicalGameObj *orator, const char *conversation_name, bool force)
|
|
{
|
|
ActiveConversationClass *active_conversation = NULL;
|
|
|
|
//
|
|
// Try to find the requested conversation
|
|
//
|
|
ConversationClass *conversation = Find_Conversation (conversation_name);
|
|
if (conversation != NULL) {
|
|
|
|
//
|
|
// Start the conversation
|
|
//
|
|
active_conversation = Start_Conversation (orator, conversation, force);
|
|
REF_PTR_RELEASE (conversation);
|
|
}
|
|
|
|
//
|
|
// Return a pointer to the conversation. Note: This object has
|
|
// an extra ref count on it, its the caller's responsibility to release
|
|
// this ref count when they are finished with it.
|
|
//
|
|
return active_conversation;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Start_Conversation
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
ActiveConversationClass *
|
|
ConversationMgrClass::Start_Conversation (PhysicalGameObj *orator, ConversationClass *conversation, bool force)
|
|
{
|
|
//
|
|
// Build a list of potential participants in the conversation
|
|
//
|
|
DynamicVectorClass<PhysicalGameObj *> buddy_list;
|
|
Build_Buddy_List (orator, buddy_list, false);
|
|
|
|
//
|
|
// If we have enough people to hold this conversation, then activate
|
|
// the new conversation.
|
|
//
|
|
ActiveConversationClass *active_conversation = NULL;
|
|
if (Test_Conversation (orator, conversation, buddy_list, force)) {
|
|
active_conversation = Create_New_Conversation (conversation, buddy_list);
|
|
}
|
|
|
|
//
|
|
// Return a pointer to the conversation. Note: This object has
|
|
// an extra ref count on it, its the caller's responsibility to release
|
|
// this ref count when they are finished with it.
|
|
//
|
|
return active_conversation;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Create_New_Conversation
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
ActiveConversationClass *
|
|
ConversationMgrClass::Create_New_Conversation
|
|
(
|
|
ConversationClass * conversation,
|
|
DynamicVectorClass<PhysicalGameObj *> & buddy_list
|
|
)
|
|
{
|
|
ActiveConversationClass *active_conversation = new ActiveConversationClass;
|
|
active_conversation->Set_Conversation (conversation);
|
|
|
|
//
|
|
// Add the participants to the active conversation.
|
|
// Note: Its assumed that the buddy_list is in the correct
|
|
// order for this conversation.
|
|
//
|
|
int count = conversation->Get_Orator_Count ();
|
|
for (int index = 0; index < count; index ++) {
|
|
active_conversation->Add_Orator (buddy_list[index]);
|
|
}
|
|
|
|
//
|
|
// Add it to our active conversation list
|
|
//
|
|
active_conversation->Set_ID (NextActiveConversationID ++);
|
|
ActiveConversationList.Add (active_conversation);
|
|
|
|
//
|
|
// Initialize the conversation
|
|
//
|
|
active_conversation->Start_Conversation ();
|
|
|
|
//
|
|
// Increment the reference count on the conversation and
|
|
// return it to the caller.
|
|
//
|
|
active_conversation->Add_Ref ();
|
|
return active_conversation;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Start_Conversation
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
ConversationMgrClass::Start_Conversation (PhysicalGameObj *orator)
|
|
{
|
|
//
|
|
// Build a list of potential participants in the conversation
|
|
//
|
|
DynamicVectorClass<PhysicalGameObj *> available_buddy_list;
|
|
Build_Buddy_List (orator, available_buddy_list, false);
|
|
|
|
//
|
|
// Try to find a conversation that this list of orators can have
|
|
//
|
|
DynamicVectorClass<PhysicalGameObj *> orator_list;
|
|
ConversationClass *conversation = Pick_Conversation (orator, available_buddy_list, orator_list);
|
|
if (conversation != NULL) {
|
|
ActiveConversationClass *active_conversation = Create_New_Conversation (conversation, orator_list);
|
|
REF_PTR_RELEASE (active_conversation);
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Test_Conversation
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
bool
|
|
ConversationMgrClass::Test_Conversation
|
|
(
|
|
PhysicalGameObj * initiator,
|
|
ConversationClass * conversation,
|
|
DynamicVectorClass<PhysicalGameObj *> & buddy_list,
|
|
bool force
|
|
)
|
|
{
|
|
int orator_count = conversation->Get_Orator_Count ();
|
|
bool retval = (orator_count > 0);
|
|
bool initiator_included = false;
|
|
|
|
DynamicVectorClass<PhysicalGameObj *> available_buddy_list = buddy_list;
|
|
buddy_list.Reset_Active ();
|
|
|
|
//
|
|
// Loop over all the orator requirements for this conversation and
|
|
// see if they are in the buddy list
|
|
//
|
|
for (int orator_index = 0; orator_index < orator_count; orator_index ++) {
|
|
OratorClass *orator = conversation->Get_Orator (orator_index);
|
|
|
|
//
|
|
// If the orator is invisible, it automatically passes the test (we
|
|
// don't need a physical object to take the part).
|
|
//
|
|
bool found = false;
|
|
if (orator->Is_Invisible ()) {
|
|
buddy_list.Add (NULL);
|
|
found = true;
|
|
} else {
|
|
|
|
//
|
|
// Test the initiator
|
|
//
|
|
if (initiator_included == false) {
|
|
if (force || Test_Orator (conversation, orator, initiator)) {
|
|
buddy_list.Add (initiator);
|
|
initiator_included = true;
|
|
found = true;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Try to find an entry in our buddy list that matches the orator
|
|
// requirements
|
|
//
|
|
for (int index = 0; index < available_buddy_list.Count (); index ++) {
|
|
PhysicalGameObj *game_obj = available_buddy_list[index];
|
|
|
|
//
|
|
// Does this game object fit the orator description?
|
|
//
|
|
if (Test_Orator (conversation, orator, game_obj)) {
|
|
buddy_list.Add (game_obj);
|
|
|
|
//
|
|
// Remove this orator from the buddy list
|
|
//
|
|
available_buddy_list.Delete (index);
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// If we can't match up even ONE of the orators, then the
|
|
// conversation can't be executed
|
|
//
|
|
if (found == false) {
|
|
retval = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//
|
|
// We can't pass the conversation if the initiator isn't
|
|
// included in the conversation.
|
|
//
|
|
if (initiator_included == false) {
|
|
retval = false;
|
|
}
|
|
|
|
return retval;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Test_Orator
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
bool
|
|
ConversationMgrClass::Test_Orator
|
|
(
|
|
ConversationClass * conversation,
|
|
OratorClass * orator,
|
|
PhysicalGameObj * game_obj
|
|
)
|
|
{
|
|
bool retval = false;
|
|
|
|
//
|
|
// Check to ensure the orator types match
|
|
//
|
|
if (orator->Get_Orator_Type () == game_obj->Get_Definition ().Get_Orator_Type ()) {
|
|
|
|
//
|
|
// Check to see (if its a soldier) if this orator is in the correct state
|
|
//
|
|
SoldierGameObj *soldier = game_obj->As_SoldierGameObj ();
|
|
if ( soldier == NULL ||
|
|
soldier->Is_Human_Controlled () ||
|
|
soldier->Get_AI_State () == conversation->Get_AI_State ())
|
|
{
|
|
retval = true;
|
|
}
|
|
}
|
|
|
|
return retval;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Pick_Conversation
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
ConversationClass *
|
|
ConversationMgrClass::Pick_Conversation
|
|
(
|
|
PhysicalGameObj * initiator,
|
|
const DynamicVectorClass<PhysicalGameObj *> & available_orator_list,
|
|
DynamicVectorClass<PhysicalGameObj *> & orator_list
|
|
)
|
|
{
|
|
ConversationClass *conversation = NULL;
|
|
|
|
//
|
|
// Try to find a conversation that matches the criteria
|
|
//
|
|
float best_match = 0;
|
|
|
|
//
|
|
// Loop over all the conversation categories
|
|
//
|
|
for (int cat_index = 0; cat_index < CATEGORY_MAX; cat_index ++) {
|
|
|
|
//
|
|
// Loop over all the conversations in this category
|
|
//
|
|
int count = ConversationList[cat_index].Count ();
|
|
for (int index = 0; index < count; index ++) {
|
|
ConversationClass *curr_conversation = ConversationList[cat_index][index];
|
|
|
|
//
|
|
// Can this conversation be used innately?
|
|
//
|
|
if ( curr_conversation != NULL &&
|
|
curr_conversation->Is_Innate ())
|
|
{
|
|
//
|
|
// Test this conversation to ensure all requirements are met
|
|
//
|
|
DynamicVectorClass<PhysicalGameObj *> curr_orator_list = available_orator_list;
|
|
if (Test_Conversation (initiator, curr_conversation, curr_orator_list)) {
|
|
|
|
//
|
|
// Randomize the selection process
|
|
//
|
|
float match_percent = WWMath::Random_Float (0.9F, 1.1F);
|
|
match_percent *= curr_conversation->Get_Probability ();
|
|
if (match_percent > best_match) {
|
|
|
|
//
|
|
// This is our best bet so far, so save this conversation
|
|
//
|
|
best_match = match_percent;
|
|
conversation = curr_conversation;
|
|
orator_list = curr_orator_list;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// If we've found a conversation, decrease its probability so
|
|
// it will be less likely to be picked next time.
|
|
//
|
|
if (conversation != NULL) {
|
|
float probability = conversation->Get_Probability ();
|
|
probability = probability * 0.75F;
|
|
conversation->Set_Probability (probability);
|
|
}
|
|
|
|
return conversation;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Is_Key_Conversation_Playing
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
bool
|
|
ConversationMgrClass::Is_Key_Conversation_Playing (void)
|
|
{
|
|
bool retval = false;
|
|
|
|
//
|
|
// Check for any "key" conversations
|
|
//
|
|
int index = ActiveConversationList.Count ();
|
|
while (index --) {
|
|
ActiveConversationClass *active_conversation = ActiveConversationList[index];
|
|
|
|
//
|
|
// Is this a "key" conversation?
|
|
//
|
|
if (active_conversation->Peek_Conversation ()->Is_Key ()) {
|
|
retval = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return retval;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Think
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
ConversationMgrClass::Think (void)
|
|
{
|
|
bool is_key = Is_Key_Conversation_Playing ();
|
|
|
|
//
|
|
// Stop any non-key conversations that are playing (if there is a key conversation playing)
|
|
//
|
|
if (is_key) {
|
|
bool release_key_conv = false;
|
|
int index = ActiveConversationList.Count ();
|
|
while (index --) {
|
|
ActiveConversationClass *active_conversation = ActiveConversationList[index];
|
|
if (active_conversation->Peek_Conversation ()->Is_Key () == false || release_key_conv) {
|
|
|
|
//
|
|
// Stop any non-key conversation
|
|
//
|
|
active_conversation->Stop_Conversation ();
|
|
|
|
//
|
|
// Remove the conversation from the list
|
|
//
|
|
ActiveConversationList.Delete (index);
|
|
REF_PTR_RELEASE (active_conversation);
|
|
} else {
|
|
release_key_conv = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Loop over all the remaining active conversations
|
|
//
|
|
int count = ActiveConversationList.Count ();
|
|
for (int index = 0; index < count; index ++) {
|
|
ActiveConversationClass *active_conversation = ActiveConversationList[index];
|
|
|
|
//
|
|
// Let this conversation process
|
|
//
|
|
bool remove_from_list = true;
|
|
if (active_conversation != NULL) {
|
|
active_conversation->Think ();
|
|
remove_from_list = active_conversation->Is_Finished ();
|
|
}
|
|
|
|
//
|
|
// Remove this conversation from our control (if necessary)
|
|
//
|
|
if (remove_from_list) {
|
|
ActiveConversationList.Delete (index);
|
|
REF_PTR_RELEASE (active_conversation);
|
|
index --;
|
|
count --;
|
|
}
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Add_Conversation
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
ConversationMgrClass::Add_Conversation (ConversationClass *conversation)
|
|
{
|
|
WWASSERT (conversation != NULL);
|
|
if (conversation == NULL) {
|
|
return ;
|
|
}
|
|
|
|
//
|
|
// Assign this conversation an ID (if necessary)
|
|
//
|
|
if (conversation->Get_ID () == 0) {
|
|
|
|
if (conversation->Get_Category_ID () == CATEGORY_LEVEL) {
|
|
conversation->Set_ID (NextLevelConversationID ++);
|
|
} else {
|
|
conversation->Set_ID (NextGlobalConversationID ++);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Add a reference to the converation, then add it to our list
|
|
//
|
|
conversation->Add_Ref ();
|
|
ConversationList[conversation->Get_Category_ID ()].Add (conversation);
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Create_New_Conversation
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
ActiveConversationClass *
|
|
ConversationMgrClass::Create_New_Conversation (ConversationClass *conversation)
|
|
{
|
|
ActiveConversationClass *active_conversation = NULL;
|
|
|
|
if (conversation != NULL) {
|
|
|
|
//
|
|
// Allocate the new conversation
|
|
//
|
|
active_conversation = new ActiveConversationClass;
|
|
active_conversation->Set_Conversation (conversation);
|
|
|
|
//
|
|
// Add it to our active conversation list
|
|
//
|
|
active_conversation->Set_ID (NextActiveConversationID ++);
|
|
ActiveConversationList.Add (active_conversation);
|
|
active_conversation->Add_Ref ();
|
|
}
|
|
|
|
//
|
|
// Return a pointer to the conversation. Note: This object has
|
|
// an extra ref count on it, its the caller's responsibility to release
|
|
// this ref count when they are finished with it.
|
|
//
|
|
return active_conversation;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Remove_Conversation
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
ConversationMgrClass::Remove_Conversation (ConversationClass *conversation)
|
|
{
|
|
int cat_index = conversation->Get_Category_ID ();
|
|
int count = ConversationList[cat_index].Count ();
|
|
|
|
//
|
|
// Loop over all the conversations in this category
|
|
//
|
|
for (int index = 0; index < count; index ++) {
|
|
ConversationClass *curr_conversation = ConversationList[cat_index][index];
|
|
if (conversation == curr_conversation) {
|
|
|
|
//
|
|
// Remove this conversation from the list
|
|
//
|
|
ConversationList[cat_index].Delete (index);
|
|
conversation->Set_ID (0);
|
|
REF_PTR_RELEASE (conversation);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return ;
|
|
}
|