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engines/neverhood/entity.h
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119
engines/neverhood/entity.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef NEVERHOOD_ENTITY_H
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#define NEVERHOOD_ENTITY_H
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#include "common/str.h"
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#include "neverhood/neverhood.h"
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#include "neverhood/gamevars.h"
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#include "neverhood/graphics.h"
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#include "neverhood/sound.h"
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namespace Neverhood {
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class Entity;
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class SoundResource;
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enum MessageParamType {
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mptInteger,
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mptPoint,
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mptEntity
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};
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struct MessageParam {
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public:
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MessageParam(uint32 value) : _type(mptInteger), _integer(value) {}
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MessageParam(NPoint value) : _type(mptPoint), _point(value) {}
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MessageParam(Entity *entity) : _type(mptEntity), _entity(entity) {}
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uint32 asInteger() const;
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NPoint asPoint() const;
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Entity *asEntity() const;
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protected:
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union {
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uint32 _integer;
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NPoint _point;
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Entity *_entity;
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};
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MessageParamType _type;
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};
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// TODO: Disable heavy debug stuff in release mode
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#define SetUpdateHandler(handler) \
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do { \
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_updateHandlerCb = static_cast <void (Entity::*)(void)> (handler); \
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debug(5, "SetUpdateHandler(" #handler ")"); \
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_updateHandlerCbName = #handler; \
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} while (0)
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#define SetMessageHandler(handler) \
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do { \
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_messageHandlerCb = static_cast <uint32 (Entity::*)(int messageNum, const MessageParam ¶m, Entity *sender)> (handler); \
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debug(5, "SetMessageHandler(" #handler ")"); \
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_messageHandlerCbName = #handler; \
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} while (0)
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const uint kMaxSoundResources = 16;
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class Entity {
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public:
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Common::String _updateHandlerCbName;
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Common::String _messageHandlerCbName;
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Entity(NeverhoodEngine *vm, int priority);
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virtual ~Entity();
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virtual void draw();
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void handleUpdate();
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uint32 receiveMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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// NOTE: These were overloaded before for the various message parameter types
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// it caused some problems so each type gets its own sendMessage variant now
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uint32 sendMessage(Entity *receiver, int messageNum, const MessageParam ¶m);
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uint32 sendMessage(Entity *receiver, int messageNum, uint32 param);
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uint32 sendPointMessage(Entity *receiver, int messageNum, const NPoint ¶m);
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uint32 sendEntityMessage(Entity *receiver, int messageNum, Entity *param);
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// Shortcuts for game variable access
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uint32 getGlobalVar(uint32 nameHash);
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void setGlobalVar(uint32 nameHash, uint32 value);
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uint32 getSubVar(uint32 nameHash, uint32 subNameHash);
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void setSubVar(uint32 nameHash, uint32 subNameHash, uint32 value);
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void incGlobalVar(uint32 nameHash, int incrValue);
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void incSubVar(uint32 nameHash, uint32 subNameHash, int incrValue);
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int getPriority() const { return _priority; }
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bool hasMessageHandler() const { return _messageHandlerCb != nullptr; }
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protected:
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void (Entity::*_updateHandlerCb)();
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uint32 (Entity::*_messageHandlerCb)(int messageNum, const MessageParam ¶m, Entity *sender);
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NeverhoodEngine *_vm;
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int _priority;
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SoundResource **_soundResources;
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SoundResource *getSoundResource(uint index);
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void loadSound(uint index, uint32 fileHash);
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void playSound(uint index, uint32 fileHash = 0);
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void stopSound(uint index);
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bool isSoundPlaying(uint index);
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void setSoundVolume(uint index, int volume);
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void setSoundPan(uint index, int pan);
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void deleteSoundResources();
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};
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} // End of namespace Neverhood
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#endif /* NEVERHOOD_ENTITY_H */
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