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Initial commit of Command & Conquer Renegade source code.
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176
Code/Combat/conversation.h
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176
Code/Combat/conversation.h
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/*
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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/conversation.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 10/29/01 10:23p $*
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* *
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* $Revision:: 8 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __CONVERSATION_H
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#define __CONVERSATION_H
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#include "wwstring.h"
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#include "vector.h"
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#include "refcount.h"
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#include "orator.h"
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#include "soldier.h"
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#include "conversationremark.h"
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////////////////////////////////////////////////////////////////
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// Forward declarations
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////////////////////////////////////////////////////////////////
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class ChunkSaveClass;
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class ChunkLoadClass;
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////////////////////////////////////////////////////////////////
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//
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// ConversationClass
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//
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////////////////////////////////////////////////////////////////
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class ConversationClass : public RefCountClass
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{
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public:
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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ConversationClass (void);
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ConversationClass (const ConversationClass &src);
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virtual ~ConversationClass (void);
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////////////////////////////////////////////////////////////////
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// Public operators
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////////////////////////////////////////////////////////////////
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const ConversationClass & operator= (const ConversationClass &src);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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//
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// Save/load methods
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//
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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//
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// Identification methods
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//
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int Get_ID (void) const { return ID; }
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void Set_ID (int id) { ID = id; }
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const char * Get_Name (void) const { return Name; }
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void Set_Name (const char *name) { Name = name; }
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//
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// Orator information
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//
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int Get_Orator_Count (void) const;
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OratorClass * Get_Orator (int index);
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OratorClass * Find_Orator (int orator_id);
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void Add_Orator (const OratorClass &orator);
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void Clear_Orators (void);
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//
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// State requirements
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//
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SoldierAIState Get_AI_State( void ) const { return AIState; }
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void Set_AI_State( SoldierAIState state ) { AIState = state; }
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//
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// Remark access
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//
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int Get_Remark_Count (void) const { return RemarkList.Count (); }
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bool Get_Remark_Info (int index, ConversationRemarkClass &remark);
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void Add_Remark (const ConversationRemarkClass &remark);
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void Clear_Remarks (void);
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//
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// Accessors
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//
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bool Is_Innate (void) const { return IsInnate; }
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void Set_Is_Innate (bool is_innate) { IsInnate = is_innate; }
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bool Is_Key (void) const { return IsKey; }
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void Set_Is_Key (bool is_key) { IsKey = is_key; }
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float Get_Probability (void) const { return Probability; }
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void Set_Probability (float percent) { Probability = percent; }
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int Get_Category_ID (void) const { return CategoryID; }
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void Set_Category_ID (int id) { CategoryID = id; }
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int Get_Look_At_Obj_ID (void) const { return LookAtObjID; }
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void Set_Look_At_Obj_ID (int id) { LookAtObjID = id; }
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int Get_Priority (void) const { return Priority; }
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void Set_Priority (int priority) { Priority = priority; }
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float Get_Max_Dist (void) const { return MaxDist; }
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void Set_Max_Dist (float max_dist) { MaxDist = max_dist; }
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bool Is_Interruptable (void) const { return IsInterruptable; }
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void Set_Is_Interruptable (bool onoff) { IsInterruptable = onoff; }
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protected:
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////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////
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void Load_Variables (ChunkLoadClass &cload);
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////////////////////////////////////////////////////////////////
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// Protected member data
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////////////////////////////////////////////////////////////////
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StringClass Name;
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int ID;
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DynamicVectorClass<ConversationRemarkClass> RemarkList;
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DynamicVectorClass<OratorClass> OratorList;
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SoldierAIState AIState;
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bool IsInnate;
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bool IsKey;
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float Probability;
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int CategoryID;
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int LookAtObjID;
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int Priority;
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float MaxDist;
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bool IsInterruptable;
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};
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#endif //__CONVERSATION_H
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