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CnC_Renegade/Code/Combat/conversationremark.cpp

177 lines
5.2 KiB
C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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/conversationremark.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 1/25/01 3:09p $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "conversationremark.h"
#include "chunkio.h"
////////////////////////////////////////////////////////////////
// Constants
////////////////////////////////////////////////////////////////
enum
{
CHUNKID_BASE_CLASS = 0x01250306,
CHUNKID_VARIABLES,
};
enum
{
VARID_ORATORID = 0,
VARID_TEXTID,
VARID_ANIMATION_NAME
};
////////////////////////////////////////////////////////////////
//
// ConversationRemarkClass
//
////////////////////////////////////////////////////////////////
ConversationRemarkClass::ConversationRemarkClass (void) :
OratorID (0),
TextID (0)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// ConversationRemarkClass
//
////////////////////////////////////////////////////////////////
ConversationRemarkClass::ConversationRemarkClass (const ConversationRemarkClass &src) :
OratorID (0),
TextID (0)
{
(*this) = src;
return ;
}
////////////////////////////////////////////////////////////////
//
// ~ConversationRemarkClass
//
////////////////////////////////////////////////////////////////
ConversationRemarkClass::~ConversationRemarkClass (void)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// operator=
//
////////////////////////////////////////////////////////////////
const ConversationRemarkClass &
ConversationRemarkClass::operator= (const ConversationRemarkClass &src)
{
OratorID = src.OratorID;
TextID = src.TextID;
AnimationName = src.AnimationName;
return *this;
}
////////////////////////////////////////////////////////////////
//
// Save
//
////////////////////////////////////////////////////////////////
bool
ConversationRemarkClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_VARIABLES);
WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_ANIMATION_NAME, AnimationName);
WRITE_MICRO_CHUNK (csave, VARID_ORATORID, OratorID);
WRITE_MICRO_CHUNK (csave, VARID_TEXTID, TextID);
csave.End_Chunk ();
return true;
}
////////////////////////////////////////////////////////////////
//
// Load
//
////////////////////////////////////////////////////////////////
bool
ConversationRemarkClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
}
cload.Close_Chunk ();
}
return true;
}
///////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
///////////////////////////////////////////////////////////////////////
void
ConversationRemarkClass::Load_Variables (ChunkLoadClass &cload)
{
//
// Loop through all the microchunks that define the variables
//
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
READ_MICRO_CHUNK_WWSTRING (cload, VARID_ANIMATION_NAME, AnimationName);
READ_MICRO_CHUNK (cload, VARID_ORATORID, OratorID);
READ_MICRO_CHUNK (cload, VARID_TEXTID, TextID);
}
cload.Close_Micro_Chunk ();
}
return ;
}