mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-15 23:21:40 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
210
Code/Combat/activeconversation.h
Normal file
210
Code/Combat/activeconversation.h
Normal file
@@ -0,0 +1,210 @@
|
||||
/*
|
||||
** 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/activeconversation.h $*
|
||||
* *
|
||||
* Author:: Patrick Smith *
|
||||
* *
|
||||
* $Modtime:: 12/05/01 1:46p $*
|
||||
* *
|
||||
* $Revision:: 14 $*
|
||||
* *
|
||||
*---------------------------------------------------------------------------------------------*
|
||||
* Functions: *
|
||||
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||||
|
||||
#if defined(_MSC_VER)
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#ifndef __ACTIVE_CONVERSATION_H
|
||||
#define __ACTIVE_CONVERSATION_H
|
||||
|
||||
#include "refcount.h"
|
||||
#include "conversation.h"
|
||||
#include "vector.h"
|
||||
#include "vector3.h"
|
||||
#include "gameobjref.h"
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
// Forward declarations
|
||||
////////////////////////////////////////////////////////////////
|
||||
class ChunkSaveClass;
|
||||
class ChunkLoadClass;
|
||||
class PhysicalGameObj;
|
||||
class OratorClass;
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// ActiveConversationClass
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
class ActiveConversationClass : public RefCountClass
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
// Public constructors/destructors
|
||||
////////////////////////////////////////////////////////////////
|
||||
ActiveConversationClass (void);
|
||||
virtual ~ActiveConversationClass (void);
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
// Public methods
|
||||
////////////////////////////////////////////////////////////////
|
||||
|
||||
//
|
||||
// Save/load methods
|
||||
//
|
||||
bool Save (ChunkSaveClass &csave);
|
||||
bool Load (ChunkLoadClass &cload);
|
||||
|
||||
//
|
||||
// Identification
|
||||
//
|
||||
int Get_ID (void) const { return ID; }
|
||||
void Set_ID (int id) { ID = id; }
|
||||
|
||||
//
|
||||
// Conversation methods
|
||||
//
|
||||
ConversationClass * Peek_Conversation (void) const;
|
||||
void Set_Conversation (ConversationClass *conversation);
|
||||
|
||||
//
|
||||
// Conversation flow control
|
||||
//
|
||||
void Start_Conversation (void);
|
||||
void Stop_Conversation (ActionCompleteReason reason = ACTION_COMPLETE_CONVERSATION_ENDED);
|
||||
void Think (void);
|
||||
bool Is_Finished (void) { return bool(State == STATE_FINISHED); }
|
||||
|
||||
//
|
||||
// State evaluation methods
|
||||
//
|
||||
bool Get_Orator_Location (PhysicalGameObj *orator, Vector3 *position);
|
||||
bool Get_Current_Orator_Location (Vector3 *position);
|
||||
PhysicalGameObj * Get_Current_Orator (void);
|
||||
void Get_Conversation_Center (Vector3 *position);
|
||||
void Set_Orator_Arrived (PhysicalGameObj *orator, bool has_arrived);
|
||||
|
||||
void Control_Orator (SoldierGameObj *orator);
|
||||
|
||||
//
|
||||
// Orator methods
|
||||
//
|
||||
OratorClass * Add_Orator (PhysicalGameObj *orator);
|
||||
OratorClass * Get_Orator_Information (PhysicalGameObj *orator);
|
||||
|
||||
//
|
||||
// Monitor support
|
||||
//
|
||||
void Register_Monitor (ScriptableGameObj *game_obj);
|
||||
void Unregister_Monitor (ScriptableGameObj *game_obj);
|
||||
void Set_Action_ID (int id) { ActionID = id; }
|
||||
|
||||
//
|
||||
// Misc accessors
|
||||
//
|
||||
int Get_Priority (void) const { return Priority; }
|
||||
void Set_Priority (int priority) { Priority = priority; }
|
||||
|
||||
float Get_Max_Dist (void) const { return MaxDist; }
|
||||
void Set_Max_Dist (float max_dist) { MaxDist = max_dist; }
|
||||
|
||||
bool Is_Interruptable (void) const { return IsInterruptable; }
|
||||
void Set_Is_Interruptable (bool onoff) { IsInterruptable = onoff; }
|
||||
|
||||
//
|
||||
// Time estimation
|
||||
//
|
||||
float Get_Conversation_Time (void);
|
||||
|
||||
protected:
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
// Protected methods
|
||||
////////////////////////////////////////////////////////////////
|
||||
void Load_Variables (ChunkLoadClass &cload);
|
||||
void Free_Orator_List (void);
|
||||
|
||||
bool Is_Audience_In_Place (void);
|
||||
void Check_For_Audience (void);
|
||||
void Say_Next_Remark (void);
|
||||
void Stop_Current_Sound (void);
|
||||
|
||||
void Notify_Monitors_On_End (ActionCompleteReason id);
|
||||
void Notify_Monitors (int custom_event_id, int param);
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
// Protected data types
|
||||
////////////////////////////////////////////////////////////////
|
||||
enum
|
||||
{
|
||||
STATE_INITIALIZING = 0,
|
||||
STATE_WAITING_FOR_AUDIENCE,
|
||||
STATE_TALKING,
|
||||
STATE_FINISHED,
|
||||
STATE_INTERRUPTED = STATE_FINISHED
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
MAX_MONITORS = 10,
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
// Protected member data
|
||||
////////////////////////////////////////////////////////////////
|
||||
int ID;
|
||||
ConversationClass * Conversation;
|
||||
int CurrentRemark;
|
||||
float NextRemarkTimer;
|
||||
DynamicVectorClass<OratorClass *> OratorList;
|
||||
int ActionID;
|
||||
int OratorSpokenBitmask;
|
||||
Vector3 CentralPos;
|
||||
GameObjReference MonitorArray[MAX_MONITORS];
|
||||
AudibleSoundClass * CurrentSound;
|
||||
|
||||
int State;
|
||||
float InitializingTimeLeft;
|
||||
|
||||
int Priority;
|
||||
float MaxDist;
|
||||
bool IsInterruptable;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
// Peek_Conversation
|
||||
////////////////////////////////////////////////////////////////
|
||||
inline ConversationClass *
|
||||
ActiveConversationClass::Peek_Conversation (void) const
|
||||
{
|
||||
return Conversation;
|
||||
}
|
||||
|
||||
|
||||
#endif //__ACTIVE_CONVERSATION_H
|
||||
Reference in New Issue
Block a user