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CnC_Renegade/Code/Combat/orator.cpp

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7.7 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/orator.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 10/29/01 9:42p $*
* *
* $Revision:: 8 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "orator.h"
#include "chunkio.h"
#include "activeconversation.h"
#include "physicalgameobj.h"
#include "oratortypes.h"
////////////////////////////////////////////////////////////////
// Constants
////////////////////////////////////////////////////////////////
enum
{
CHUNKID_VARIABLES = 0x11060315,
CHUNKID_GAMEOBJ
};
enum
{
VARID_ID = 1,
VARID_OLD_PTR,
VARID_CONVERSATION,
VARID_POSITION,
VARID_HASARRIVED,
VARID_FLAGS,
XXX_VARID_PLAYER_TYPE,
VARID_ORATOR_TYPE,
VARID_IS_INVISIBLE,
VARID_LOOK_AT_OBJID
};
//////////////////////////////////////////////////////////////////////////////
//
// OratorClass
//
//////////////////////////////////////////////////////////////////////////////
OratorClass::OratorClass (void) :
Conversation (NULL),
GameObj (NULL),
Position (0, 0, 0),
HasArrived (false),
Flags (0),
ID (-1),
OratorType (0),
IsInvisible (false),
LookAtObjID (0)
{
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// ~OratorClass
//
//////////////////////////////////////////////////////////////////////////////
OratorClass::~OratorClass (void)
{
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Initialize
//
//////////////////////////////////////////////////////////////////////////////
void
OratorClass::Initialize (PhysicalGameObj *game_obj)
{
GameObj = game_obj;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Set_Flags
//
//////////////////////////////////////////////////////////////////////////////
void
OratorClass::Set_Flags (int flags)
{
Flags = flags;
if (Flags & FLAG_DONT_MOVE) {
HasArrived = true;
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Set_Flag
//
//////////////////////////////////////////////////////////////////////////////
void
OratorClass::Set_Flag (int flag, bool onoff)
{
Flags &= ~flag;
if (onoff) {
Flags |= flag;
}
if (Flags & FLAG_DONT_MOVE) {
HasArrived = true;
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Get_Flag
//
//////////////////////////////////////////////////////////////////////////////
bool
OratorClass::Get_Flag (int flag)
{
return bool((Flags & flag) == flag);
}
//////////////////////////////////////////////////////////////////////////////
//
// Get_Game_Obj
//
//////////////////////////////////////////////////////////////////////////////
PhysicalGameObj *
OratorClass::Get_Game_Obj (void) const
{
PhysicalGameObj *game_obj = NULL;
//
// Do some RTTI to see if we can return the soldier pointer
//
if (GameObj != NULL) {
game_obj = GameObj.Get_Ptr ()->As_PhysicalGameObj ();
}
return game_obj;
}
//////////////////////////////////////////////////////////////////////////////
//
// Save
//
//////////////////////////////////////////////////////////////////////////////
bool
OratorClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_VARIABLES);
WRITE_MICRO_CHUNK (csave, VARID_ID, ID);
WRITE_MICRO_CHUNK (csave, VARID_CONVERSATION, Conversation);
WRITE_MICRO_CHUNK (csave, VARID_POSITION, Position);
WRITE_MICRO_CHUNK (csave, VARID_HASARRIVED, HasArrived);
WRITE_MICRO_CHUNK (csave, VARID_FLAGS, Flags);
WRITE_MICRO_CHUNK (csave, VARID_ORATOR_TYPE, OratorType);
WRITE_MICRO_CHUNK (csave, VARID_IS_INVISIBLE, IsInvisible);
WRITE_MICRO_CHUNK (csave, VARID_LOOK_AT_OBJID, LookAtObjID);
//
// Save our current pointer so we can remap it on load
//
OratorClass *old_ptr = this;
WRITE_MICRO_CHUNK (csave, VARID_OLD_PTR, old_ptr);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_GAMEOBJ);
GameObj.Save (csave);
csave.End_Chunk ();
return true;
}
//////////////////////////////////////////////////////////////////////////////
//
// Load
//
//////////////////////////////////////////////////////////////////////////////
bool
OratorClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_GAMEOBJ:
GameObj.Load (cload);
break;
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
}
cload.Close_Chunk ();
}
return true;
}
///////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
///////////////////////////////////////////////////////////////////////
void
OratorClass::Load_Variables (ChunkLoadClass &cload)
{
OratorClass *old_ptr = NULL;
//
// Loop through all the microchunks that define the variables
//
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
READ_MICRO_CHUNK (cload, VARID_ID, ID);
READ_MICRO_CHUNK (cload, VARID_CONVERSATION, Conversation);
READ_MICRO_CHUNK (cload, VARID_POSITION, Position);
READ_MICRO_CHUNK (cload, VARID_HASARRIVED, HasArrived);
READ_MICRO_CHUNK (cload, VARID_FLAGS, Flags);
READ_MICRO_CHUNK (cload, VARID_OLD_PTR, old_ptr);
READ_MICRO_CHUNK (cload, VARID_ORATOR_TYPE, OratorType);
READ_MICRO_CHUNK (cload, VARID_IS_INVISIBLE, IsInvisible);
READ_MICRO_CHUNK (cload, VARID_LOOK_AT_OBJID, LookAtObjID);
}
cload.Close_Micro_Chunk ();
}
//
// Fixup the pointer
//
if (Conversation != NULL) {
REQUEST_REF_COUNTED_POINTER_REMAP ((RefCountClass **)&Conversation);
}
//
// Register our old pointer so other objects can safely remap to it
//
WWASSERT (old_ptr != NULL);
SaveLoadSystemClass::Register_Pointer (old_ptr, this);
return ;
}