/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef NEVERHOOD_ENTITY_H #define NEVERHOOD_ENTITY_H #include "common/str.h" #include "neverhood/neverhood.h" #include "neverhood/gamevars.h" #include "neverhood/graphics.h" #include "neverhood/sound.h" namespace Neverhood { class Entity; class SoundResource; enum MessageParamType { mptInteger, mptPoint, mptEntity }; struct MessageParam { public: MessageParam(uint32 value) : _type(mptInteger), _integer(value) {} MessageParam(NPoint value) : _type(mptPoint), _point(value) {} MessageParam(Entity *entity) : _type(mptEntity), _entity(entity) {} uint32 asInteger() const; NPoint asPoint() const; Entity *asEntity() const; protected: union { uint32 _integer; NPoint _point; Entity *_entity; // TODO: Other types... }; MessageParamType _type; // TODO: Constructors for the param types... }; // TODO: Disable heavy debug stuff in release mode #define SetUpdateHandler(handler) \ _updateHandlerCb = static_cast (handler); \ debug(2, "SetUpdateHandler(" #handler ")"); \ _updateHandlerCbName = #handler #define SetMessageHandler(handler) \ _messageHandlerCb = static_cast (handler); \ debug(2, "SetMessageHandler(" #handler ")"); \ _messageHandlerCbName = #handler const uint kMaxSoundResources = 16; class Entity { public: Common::String _name; // Entity name for debugging purposes Common::String _updateHandlerCbName; Common::String _messageHandlerCbName; Entity(NeverhoodEngine *vm, int priority); virtual ~Entity(); virtual void draw(); void handleUpdate(); uint32 receiveMessage(int messageNum, const MessageParam ¶m, Entity *sender); // NOTE: These were overloaded before for the various message parameter types // it caused some problems so each type gets its own sendMessage variant now uint32 sendMessage(Entity *receiver, int messageNum, const MessageParam ¶m); uint32 sendMessage(Entity *receiver, int messageNum, uint32 param); uint32 sendPointMessage(Entity *receiver, int messageNum, const NPoint ¶m); uint32 sendEntityMessage(Entity *receiver, int messageNum, Entity *param); // Shortcuts for game variable access uint32 getGlobalVar(uint32 nameHash); void setGlobalVar(uint32 nameHash, uint32 value); uint32 getSubVar(uint32 nameHash, uint32 subNameHash); void setSubVar(uint32 nameHash, uint32 subNameHash, uint32 value); void incGlobalVar(uint32 nameHash, int incrValue); void incSubVar(uint32 nameHash, uint32 subNameHash, int incrValue); int getPriority() const { return _priority; } bool hasMessageHandler() const { return _messageHandlerCb != NULL; } protected: void (Entity::*_updateHandlerCb)(); uint32 (Entity::*_messageHandlerCb)(int messageNum, const MessageParam ¶m, Entity *sender); NeverhoodEngine *_vm; int _priority; SoundResource **_soundResources; SoundResource *getSoundResource(uint index); // TODO Add other sound stuff void loadSound(uint index, uint32 fileHash); void playSound(uint index, uint32 fileHash = 0); void deleteSoundResources(); }; } // End of namespace Neverhood #endif /* NEVERHOOD_ENTITY_H */