diff options
Diffstat (limited to 'engines/neverhood/entity.h')
-rw-r--r-- | engines/neverhood/entity.h | 19 |
1 files changed, 11 insertions, 8 deletions
diff --git a/engines/neverhood/entity.h b/engines/neverhood/entity.h index e49aa94e08..582e93f77f 100644 --- a/engines/neverhood/entity.h +++ b/engines/neverhood/entity.h @@ -96,20 +96,23 @@ public: (this->*_updateHandlerCb)(); } bool hasMessageHandler() const { return _messageHandlerCb != NULL; } - uint32 sendMessage(int messageNum, const MessageParam ¶m, Entity *sender) { - debug(2, "sendMessage(%04X) -> [%s]", messageNum, _messageHandlerCbName.c_str()); + uint32 receiveMessage(int messageNum, const MessageParam ¶m, Entity *sender) { + debug(2, "receiveMessage(%04X) -> [%s]", messageNum, _messageHandlerCbName.c_str()); return _messageHandlerCb ? (this->*_messageHandlerCb)(messageNum, param, sender) : 0; } // 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(int messageNum, uint32 param, Entity *sender) { - return sendMessage(messageNum, MessageParam(param), sender); + uint32 sendMessage(Entity *receiver, int messageNum, const MessageParam ¶m) { + return receiver->receiveMessage(messageNum, param, this); } - uint32 sendPointMessage(int messageNum, const NPoint ¶m, Entity *sender) { - return sendMessage(messageNum, MessageParam(param), sender); + uint32 sendMessage(Entity *receiver, int messageNum, uint32 param) { + return receiver->receiveMessage(messageNum, MessageParam(param), this); } - uint32 sendEntityMessage(int messageNum, Entity *param, Entity *sender) { - return sendMessage(messageNum, MessageParam((Entity*)param), sender); + uint32 sendPointMessage(Entity *receiver, int messageNum, const NPoint ¶m) { + return receiver->receiveMessage(messageNum, MessageParam(param), this); + } + uint32 sendEntityMessage(Entity *receiver, int messageNum, Entity *param) { + return receiver->receiveMessage(messageNum, MessageParam((Entity*)param), this); } int getPriority() const { return _priority; } // Shortcuts for game variable access |