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:
167
Code/Combat/orator.h
Normal file
167
Code/Combat/orator.h
Normal file
@@ -0,0 +1,167 @@
|
||||
/*
|
||||
** 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.h $*
|
||||
* *
|
||||
* Author:: Patrick Smith *
|
||||
* *
|
||||
* $Modtime:: 10/30/01 2:43p $*
|
||||
* *
|
||||
* $Revision:: 9 $*
|
||||
* *
|
||||
*---------------------------------------------------------------------------------------------*
|
||||
* Functions: *
|
||||
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||||
|
||||
#if defined(_MSC_VER)
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#ifndef __ORATOR_H
|
||||
#define __ORATOR_H
|
||||
|
||||
#include "vector3.h"
|
||||
#include "gameobjref.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
// Forward declarations
|
||||
////////////////////////////////////////////////////////////////
|
||||
class ChunkSaveClass;
|
||||
class ChunkLoadClass;
|
||||
class PhysicalGameObj;
|
||||
class ActiveConversationClass;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// OratorClass
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
class OratorClass
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
// Public flags
|
||||
////////////////////////////////////////////////////////////////
|
||||
typedef enum
|
||||
{
|
||||
FLAG_DONT_MOVE = 0x00000001,
|
||||
FLAG_DONT_TURN_HEAD = 0x00000002,
|
||||
FLAG_TEMP_DONT_FACE = 0x00000004,
|
||||
FLAG_DONT_FACE = 0x00000008,
|
||||
|
||||
} FLAGS;
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
// Public constructors/destructors
|
||||
////////////////////////////////////////////////////////////////
|
||||
OratorClass (void);
|
||||
~OratorClass (void);
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
// Public operators
|
||||
////////////////////////////////////////////////////////////////
|
||||
bool operator== (const OratorClass &src) { return (ID == src.ID); }
|
||||
bool operator!= (const OratorClass &src) { return (ID != src.ID); }
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
// Public methods
|
||||
////////////////////////////////////////////////////////////////
|
||||
|
||||
//
|
||||
// Initialization
|
||||
//
|
||||
void Initialize (PhysicalGameObj *game_obj);
|
||||
|
||||
//
|
||||
// Inline accessors
|
||||
//
|
||||
void Set_Position (const Vector3 &pos) { Position = pos; }
|
||||
const Vector3 & Get_Position (void) const { return Position; }
|
||||
|
||||
void Set_Has_Arrived (bool has_arrived) { HasArrived = has_arrived; }
|
||||
bool Has_Arrived (void) const { return HasArrived; }
|
||||
|
||||
PhysicalGameObj * Get_Game_Obj (void) const;
|
||||
|
||||
int Get_Orator_Type (void) const { return OratorType; }
|
||||
void Set_Orator_Type (int type) { OratorType = type; }
|
||||
|
||||
bool Is_Invisible (void) const { return IsInvisible; }
|
||||
void Set_Is_Invisible (bool onoff) { IsInvisible = onoff; }
|
||||
|
||||
void Set_Look_At_Obj (int obj_id) { LookAtObjID = obj_id; }
|
||||
int Get_Look_At_Obj (void) const { return LookAtObjID; }
|
||||
|
||||
//
|
||||
// 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; }
|
||||
|
||||
//
|
||||
// Flags
|
||||
//
|
||||
void Set_Flags (int flags);
|
||||
void Set_Flag (int flag, bool onoff);
|
||||
bool Get_Flag (int flag);
|
||||
|
||||
//
|
||||
// Conversation access
|
||||
//
|
||||
ActiveConversationClass * Peek_Conversation (void) const { return Conversation; }
|
||||
void Set_Conversation (ActiveConversationClass *conversation) { Conversation = conversation; }
|
||||
|
||||
private:
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
// Private methods
|
||||
////////////////////////////////////////////////////////////////
|
||||
void Load_Variables (ChunkLoadClass &cload);
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
// Private member data
|
||||
////////////////////////////////////////////////////////////////
|
||||
ActiveConversationClass * Conversation;
|
||||
GameObjReference GameObj;
|
||||
Vector3 Position;
|
||||
bool HasArrived;
|
||||
int Flags;
|
||||
int ID;
|
||||
int OratorType;
|
||||
int LookAtObjID;
|
||||
bool IsInvisible;
|
||||
};
|
||||
|
||||
|
||||
#endif //__ORATOR_H
|
||||
Reference in New Issue
Block a user