orator.cpp 7.7 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : Combat *
  23. * *
  24. * $Archive:: /Commando/Code/Combat/orator.cpp $*
  25. * *
  26. * Author:: Patrick Smith *
  27. * *
  28. * $Modtime:: 10/29/01 9:42p $*
  29. * *
  30. * $Revision:: 8 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "orator.h"
  36. #include "chunkio.h"
  37. #include "activeconversation.h"
  38. #include "physicalgameobj.h"
  39. #include "oratortypes.h"
  40. ////////////////////////////////////////////////////////////////
  41. // Constants
  42. ////////////////////////////////////////////////////////////////
  43. enum
  44. {
  45. CHUNKID_VARIABLES = 0x11060315,
  46. CHUNKID_GAMEOBJ
  47. };
  48. enum
  49. {
  50. VARID_ID = 1,
  51. VARID_OLD_PTR,
  52. VARID_CONVERSATION,
  53. VARID_POSITION,
  54. VARID_HASARRIVED,
  55. VARID_FLAGS,
  56. XXX_VARID_PLAYER_TYPE,
  57. VARID_ORATOR_TYPE,
  58. VARID_IS_INVISIBLE,
  59. VARID_LOOK_AT_OBJID
  60. };
  61. //////////////////////////////////////////////////////////////////////////////
  62. //
  63. // OratorClass
  64. //
  65. //////////////////////////////////////////////////////////////////////////////
  66. OratorClass::OratorClass (void) :
  67. Conversation (NULL),
  68. GameObj (NULL),
  69. Position (0, 0, 0),
  70. HasArrived (false),
  71. Flags (0),
  72. ID (-1),
  73. OratorType (0),
  74. IsInvisible (false),
  75. LookAtObjID (0)
  76. {
  77. return ;
  78. }
  79. //////////////////////////////////////////////////////////////////////////////
  80. //
  81. // ~OratorClass
  82. //
  83. //////////////////////////////////////////////////////////////////////////////
  84. OratorClass::~OratorClass (void)
  85. {
  86. return ;
  87. }
  88. //////////////////////////////////////////////////////////////////////////////
  89. //
  90. // Initialize
  91. //
  92. //////////////////////////////////////////////////////////////////////////////
  93. void
  94. OratorClass::Initialize (PhysicalGameObj *game_obj)
  95. {
  96. GameObj = game_obj;
  97. return ;
  98. }
  99. //////////////////////////////////////////////////////////////////////////////
  100. //
  101. // Set_Flags
  102. //
  103. //////////////////////////////////////////////////////////////////////////////
  104. void
  105. OratorClass::Set_Flags (int flags)
  106. {
  107. Flags = flags;
  108. if (Flags & FLAG_DONT_MOVE) {
  109. HasArrived = true;
  110. }
  111. return ;
  112. }
  113. //////////////////////////////////////////////////////////////////////////////
  114. //
  115. // Set_Flag
  116. //
  117. //////////////////////////////////////////////////////////////////////////////
  118. void
  119. OratorClass::Set_Flag (int flag, bool onoff)
  120. {
  121. Flags &= ~flag;
  122. if (onoff) {
  123. Flags |= flag;
  124. }
  125. if (Flags & FLAG_DONT_MOVE) {
  126. HasArrived = true;
  127. }
  128. return ;
  129. }
  130. //////////////////////////////////////////////////////////////////////////////
  131. //
  132. // Get_Flag
  133. //
  134. //////////////////////////////////////////////////////////////////////////////
  135. bool
  136. OratorClass::Get_Flag (int flag)
  137. {
  138. return bool((Flags & flag) == flag);
  139. }
  140. //////////////////////////////////////////////////////////////////////////////
  141. //
  142. // Get_Game_Obj
  143. //
  144. //////////////////////////////////////////////////////////////////////////////
  145. PhysicalGameObj *
  146. OratorClass::Get_Game_Obj (void) const
  147. {
  148. PhysicalGameObj *game_obj = NULL;
  149. //
  150. // Do some RTTI to see if we can return the soldier pointer
  151. //
  152. if (GameObj != NULL) {
  153. game_obj = GameObj.Get_Ptr ()->As_PhysicalGameObj ();
  154. }
  155. return game_obj;
  156. }
  157. //////////////////////////////////////////////////////////////////////////////
  158. //
  159. // Save
  160. //
  161. //////////////////////////////////////////////////////////////////////////////
  162. bool
  163. OratorClass::Save (ChunkSaveClass &csave)
  164. {
  165. csave.Begin_Chunk (CHUNKID_VARIABLES);
  166. WRITE_MICRO_CHUNK (csave, VARID_ID, ID);
  167. WRITE_MICRO_CHUNK (csave, VARID_CONVERSATION, Conversation);
  168. WRITE_MICRO_CHUNK (csave, VARID_POSITION, Position);
  169. WRITE_MICRO_CHUNK (csave, VARID_HASARRIVED, HasArrived);
  170. WRITE_MICRO_CHUNK (csave, VARID_FLAGS, Flags);
  171. WRITE_MICRO_CHUNK (csave, VARID_ORATOR_TYPE, OratorType);
  172. WRITE_MICRO_CHUNK (csave, VARID_IS_INVISIBLE, IsInvisible);
  173. WRITE_MICRO_CHUNK (csave, VARID_LOOK_AT_OBJID, LookAtObjID);
  174. //
  175. // Save our current pointer so we can remap it on load
  176. //
  177. OratorClass *old_ptr = this;
  178. WRITE_MICRO_CHUNK (csave, VARID_OLD_PTR, old_ptr);
  179. csave.End_Chunk ();
  180. csave.Begin_Chunk (CHUNKID_GAMEOBJ);
  181. GameObj.Save (csave);
  182. csave.End_Chunk ();
  183. return true;
  184. }
  185. //////////////////////////////////////////////////////////////////////////////
  186. //
  187. // Load
  188. //
  189. //////////////////////////////////////////////////////////////////////////////
  190. bool
  191. OratorClass::Load (ChunkLoadClass &cload)
  192. {
  193. while (cload.Open_Chunk ()) {
  194. switch (cload.Cur_Chunk_ID ()) {
  195. case CHUNKID_GAMEOBJ:
  196. GameObj.Load (cload);
  197. break;
  198. case CHUNKID_VARIABLES:
  199. Load_Variables (cload);
  200. break;
  201. }
  202. cload.Close_Chunk ();
  203. }
  204. return true;
  205. }
  206. ///////////////////////////////////////////////////////////////////////
  207. //
  208. // Load_Variables
  209. //
  210. ///////////////////////////////////////////////////////////////////////
  211. void
  212. OratorClass::Load_Variables (ChunkLoadClass &cload)
  213. {
  214. OratorClass *old_ptr = NULL;
  215. //
  216. // Loop through all the microchunks that define the variables
  217. //
  218. while (cload.Open_Micro_Chunk ()) {
  219. switch (cload.Cur_Micro_Chunk_ID ()) {
  220. READ_MICRO_CHUNK (cload, VARID_ID, ID);
  221. READ_MICRO_CHUNK (cload, VARID_CONVERSATION, Conversation);
  222. READ_MICRO_CHUNK (cload, VARID_POSITION, Position);
  223. READ_MICRO_CHUNK (cload, VARID_HASARRIVED, HasArrived);
  224. READ_MICRO_CHUNK (cload, VARID_FLAGS, Flags);
  225. READ_MICRO_CHUNK (cload, VARID_OLD_PTR, old_ptr);
  226. READ_MICRO_CHUNK (cload, VARID_ORATOR_TYPE, OratorType);
  227. READ_MICRO_CHUNK (cload, VARID_IS_INVISIBLE, IsInvisible);
  228. READ_MICRO_CHUNK (cload, VARID_LOOK_AT_OBJID, LookAtObjID);
  229. }
  230. cload.Close_Micro_Chunk ();
  231. }
  232. //
  233. // Fixup the pointer
  234. //
  235. if (Conversation != NULL) {
  236. REQUEST_REF_COUNTED_POINTER_REMAP ((RefCountClass **)&Conversation);
  237. }
  238. //
  239. // Register our old pointer so other objects can safely remap to it
  240. //
  241. WWASSERT (old_ptr != NULL);
  242. SaveLoadSystemClass::Register_Pointer (old_ptr, this);
  243. return ;
  244. }