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- /*
- ** 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
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