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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/orator.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 10/29/01 9:42p $*
- * *
- * $Revision:: 8 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "orator.h"
- #include "chunkio.h"
- #include "activeconversation.h"
- #include "physicalgameobj.h"
- #include "oratortypes.h"
- ////////////////////////////////////////////////////////////////
- // Constants
- ////////////////////////////////////////////////////////////////
- enum
- {
- CHUNKID_VARIABLES = 0x11060315,
- CHUNKID_GAMEOBJ
-
- };
- enum
- {
- VARID_ID = 1,
- VARID_OLD_PTR,
- VARID_CONVERSATION,
- VARID_POSITION,
- VARID_HASARRIVED,
- VARID_FLAGS,
- XXX_VARID_PLAYER_TYPE,
- VARID_ORATOR_TYPE,
- VARID_IS_INVISIBLE,
- VARID_LOOK_AT_OBJID
- };
- //////////////////////////////////////////////////////////////////////////////
- //
- // OratorClass
- //
- //////////////////////////////////////////////////////////////////////////////
- OratorClass::OratorClass (void) :
- Conversation (NULL),
- GameObj (NULL),
- Position (0, 0, 0),
- HasArrived (false),
- Flags (0),
- ID (-1),
- OratorType (0),
- IsInvisible (false),
- LookAtObjID (0)
- {
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // ~OratorClass
- //
- //////////////////////////////////////////////////////////////////////////////
- OratorClass::~OratorClass (void)
- {
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Initialize
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- OratorClass::Initialize (PhysicalGameObj *game_obj)
- {
- GameObj = game_obj;
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Set_Flags
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- OratorClass::Set_Flags (int flags)
- {
- Flags = flags;
- if (Flags & FLAG_DONT_MOVE) {
- HasArrived = true;
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Set_Flag
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- OratorClass::Set_Flag (int flag, bool onoff)
- {
- Flags &= ~flag;
- if (onoff) {
- Flags |= flag;
- }
- if (Flags & FLAG_DONT_MOVE) {
- HasArrived = true;
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Get_Flag
- //
- //////////////////////////////////////////////////////////////////////////////
- bool
- OratorClass::Get_Flag (int flag)
- {
- return bool((Flags & flag) == flag);
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Get_Game_Obj
- //
- //////////////////////////////////////////////////////////////////////////////
- PhysicalGameObj *
- OratorClass::Get_Game_Obj (void) const
- {
- PhysicalGameObj *game_obj = NULL;
- //
- // Do some RTTI to see if we can return the soldier pointer
- //
- if (GameObj != NULL) {
- game_obj = GameObj.Get_Ptr ()->As_PhysicalGameObj ();
- }
- return game_obj;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Save
- //
- //////////////////////////////////////////////////////////////////////////////
- bool
- OratorClass::Save (ChunkSaveClass &csave)
- {
- csave.Begin_Chunk (CHUNKID_VARIABLES);
- WRITE_MICRO_CHUNK (csave, VARID_ID, ID);
- WRITE_MICRO_CHUNK (csave, VARID_CONVERSATION, Conversation);
- WRITE_MICRO_CHUNK (csave, VARID_POSITION, Position);
- WRITE_MICRO_CHUNK (csave, VARID_HASARRIVED, HasArrived);
- WRITE_MICRO_CHUNK (csave, VARID_FLAGS, Flags);
- WRITE_MICRO_CHUNK (csave, VARID_ORATOR_TYPE, OratorType);
- WRITE_MICRO_CHUNK (csave, VARID_IS_INVISIBLE, IsInvisible);
- WRITE_MICRO_CHUNK (csave, VARID_LOOK_AT_OBJID, LookAtObjID);
-
- //
- // Save our current pointer so we can remap it on load
- //
- OratorClass *old_ptr = this;
- WRITE_MICRO_CHUNK (csave, VARID_OLD_PTR, old_ptr);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_GAMEOBJ);
- GameObj.Save (csave);
- csave.End_Chunk ();
- return true;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Load
- //
- //////////////////////////////////////////////////////////////////////////////
- bool
- OratorClass::Load (ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk ()) {
- switch (cload.Cur_Chunk_ID ()) {
- case CHUNKID_GAMEOBJ:
- GameObj.Load (cload);
- break;
- case CHUNKID_VARIABLES:
- Load_Variables (cload);
- break;
- }
- cload.Close_Chunk ();
- }
- return true;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Load_Variables
- //
- ///////////////////////////////////////////////////////////////////////
- void
- OratorClass::Load_Variables (ChunkLoadClass &cload)
- {
- OratorClass *old_ptr = NULL;
- //
- // Loop through all the microchunks that define the variables
- //
- while (cload.Open_Micro_Chunk ()) {
- switch (cload.Cur_Micro_Chunk_ID ()) {
- READ_MICRO_CHUNK (cload, VARID_ID, ID);
- READ_MICRO_CHUNK (cload, VARID_CONVERSATION, Conversation);
- READ_MICRO_CHUNK (cload, VARID_POSITION, Position);
- READ_MICRO_CHUNK (cload, VARID_HASARRIVED, HasArrived);
- READ_MICRO_CHUNK (cload, VARID_FLAGS, Flags);
- READ_MICRO_CHUNK (cload, VARID_OLD_PTR, old_ptr);
- READ_MICRO_CHUNK (cload, VARID_ORATOR_TYPE, OratorType);
- READ_MICRO_CHUNK (cload, VARID_IS_INVISIBLE, IsInvisible);
- READ_MICRO_CHUNK (cload, VARID_LOOK_AT_OBJID, LookAtObjID);
- }
- cload.Close_Micro_Chunk ();
- }
- //
- // Fixup the pointer
- //
- if (Conversation != NULL) {
- REQUEST_REF_COUNTED_POINTER_REMAP ((RefCountClass **)&Conversation);
- }
- //
- // Register our old pointer so other objects can safely remap to it
- //
- WWASSERT (old_ptr != NULL);
- SaveLoadSystemClass::Register_Pointer (old_ptr, this);
- return ;
- }
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