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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.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
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