410 lines
9.8 KiB
C++
410 lines
9.8 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 : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Combat/dialogue.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 9/14/01 12:10p $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "dialogue.h"
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#include "chunkio.h"
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#include "wwmath.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_OPTION_VARIABLES = 0x08040528,
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CHUNKID_DIALOGUE_VARIABLES = 0x08040529,
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CHUNKID_DIALOGUE_OPTION
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};
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enum
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{
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VARID_WEIGHT = 0,
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XXX_VARID_REMARK_TEXT_ID,
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VARID_CONVERSATION_ID,
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VARID_DIALOGUE_SILENCE = 0,
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};
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const char * const DIALOG_EVENT_NAMES[DIALOG_MAX] =
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{
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"TAKE_DAMAGE_FROM_FRIEND",
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"TAKE_DAMAGE_FROM_ENEMY",
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"DAMAGE_FRIEND",
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"DAMAGE_ENEMY",
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"KILLED_FRIEND",
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"KILLED_ENEMY",
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"SAW_FRIEND",
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"SAW_ENEMY",
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"OBSOLETE_01",
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"OBSOLETE_02",
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"DIE",
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"POKE_IDLE",
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"POKE_SEARCH",
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"POKE_COMBAT",
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"IDLE_TO_COMBAT",
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"IDLE_TO_SEARCH",
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"SEARCH_TO_COMBAT",
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"SEARCH_TO_IDLE",
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"COMBAT_TO_SEARCH",
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"COMBAT_TO_IDLE"
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};
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////////////////////////////////////////////////////////////////
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//
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// DialogueOptionClass
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//
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////////////////////////////////////////////////////////////////
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DialogueOptionClass::DialogueOptionClass (void)
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: Weight (1),
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ConversationID (0)
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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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// DialogueOptionClass
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//
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////////////////////////////////////////////////////////////////
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DialogueOptionClass::DialogueOptionClass (const DialogueOptionClass &src)
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: Weight (1),
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ConversationID (0)
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{
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(*this) = src;
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// ~DialogueOptionClass
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//
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////////////////////////////////////////////////////////////////
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DialogueOptionClass::~DialogueOptionClass (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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// operator=
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//
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////////////////////////////////////////////////////////////////
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const DialogueOptionClass &
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DialogueOptionClass::operator= (const DialogueOptionClass &src)
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{
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Weight = src.Weight;
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ConversationID = src.ConversationID;
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return (*this);
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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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void
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DialogueOptionClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_OPTION_VARIABLES);
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WRITE_MICRO_CHUNK (csave, VARID_WEIGHT, Weight);
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WRITE_MICRO_CHUNK (csave, VARID_CONVERSATION_ID, ConversationID);
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csave.End_Chunk ();
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return ;
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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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void
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DialogueOptionClass::Load (ChunkLoadClass &cload)
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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_OPTION_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 ;
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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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DialogueOptionClass::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_WEIGHT, Weight);
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READ_MICRO_CHUNK (cload, VARID_CONVERSATION_ID, ConversationID);
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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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// DialogueClass
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//
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////////////////////////////////////////////////////////////////
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DialogueClass::DialogueClass (void)
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: SilenceWeight (1)
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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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// DialogueClass
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//
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////////////////////////////////////////////////////////////////
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DialogueClass::DialogueClass (const DialogueClass &src)
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: SilenceWeight (1)
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{
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(*this) = src;
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// ~DialogueClass
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//
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////////////////////////////////////////////////////////////////
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DialogueClass::~DialogueClass (void)
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{
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Free_Options ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// operator=
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//
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////////////////////////////////////////////////////////////////
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const DialogueClass &
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DialogueClass::operator= (const DialogueClass &src)
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{
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SilenceWeight = src.SilenceWeight;
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//
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// Free any option objects we may contain
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//
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Free_Options ();
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//
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// Copy all the option objects from the src object
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//
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for (int index = 0; index < src.OptionList.Count (); index ++) {
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DialogueOptionClass *option = src.OptionList[index];
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if (option != NULL) {
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OptionList.Add (new DialogueOptionClass (*option));
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}
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}
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return (*this);
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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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void
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DialogueClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_DIALOGUE_VARIABLES);
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WRITE_MICRO_CHUNK (csave, VARID_DIALOGUE_SILENCE, SilenceWeight);
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csave.End_Chunk ();
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//
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// Save the options
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//
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for (int index = 0; index < OptionList.Count (); index ++) {
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csave.Begin_Chunk (CHUNKID_DIALOGUE_OPTION);
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OptionList[index]->Save (csave);
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csave.End_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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// Load
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//
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////////////////////////////////////////////////////////////////
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void
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DialogueClass::Load (ChunkLoadClass &cload)
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{
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Free_Options ();
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_DIALOGUE_VARIABLES:
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Load_Variables (cload);
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break;
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case CHUNKID_DIALOGUE_OPTION:
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{
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//
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// Create a new option object and add it to the list
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//
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DialogueOptionClass *option = new DialogueOptionClass;
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option->Load (cload);
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OptionList.Add (option);
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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 ;
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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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DialogueClass::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_DIALOGUE_SILENCE, SilenceWeight);
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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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// Free_Options
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//
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///////////////////////////////////////////////////////////////////////
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void
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DialogueClass::Free_Options (void)
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{
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for (int index = 0; index < OptionList.Count (); index ++) {
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DialogueOptionClass *option = OptionList[index];
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if (option != NULL) {
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delete option;
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}
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}
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OptionList.Delete_All ();
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return ;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Get_Conversation
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//
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///////////////////////////////////////////////////////////////////////
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int
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DialogueClass::Get_Conversation (void)
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{
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int conv_id = 0;
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//
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// Make a number we can use to index linearly into the option list
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// to determine which one to use.
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//
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float total = SilenceWeight;
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for (int index = 0; index < OptionList.Count (); index ++) {
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total += OptionList[index]->Get_Weight ();
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}
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//
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// Choose a random value in this linear range
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//
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float value = WWMath::Random_Float (0, total);
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//
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// Now find the object this value corresponds to
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//
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float count = SilenceWeight;
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for (index = 0; value > count && index < OptionList.Count (); index ++) {
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conv_id = OptionList[index]->Get_Conversation_ID ();
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count += OptionList[index]->Get_Weight ();
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}
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return conv_id;
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}
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