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/* 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;
};
MessageParamType _type;
};
// TODO: Disable heavy debug stuff in release mode
#define SetUpdateHandler(handler) \
do { \
_updateHandlerCb = static_cast <void (Entity::*)(void)> (handler); \
debug(5, "SetUpdateHandler(" #handler ")"); \
_updateHandlerCbName = #handler; \
} while (0)
#define SetMessageHandler(handler) \
do { \
_messageHandlerCb = static_cast <uint32 (Entity::*)(int messageNum, const MessageParam ¶m, Entity *sender)> (handler); \
debug(5, "SetMessageHandler(" #handler ")"); \
_messageHandlerCbName = #handler; \
} while (0)
const uint kMaxSoundResources = 16;
class Entity {
public:
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 != nullptr; }
protected:
void (Entity::*_updateHandlerCb)();
uint32 (Entity::*_messageHandlerCb)(int messageNum, const MessageParam ¶m, Entity *sender);
NeverhoodEngine *_vm;
int _priority;
SoundResource **_soundResources;
SoundResource *getSoundResource(uint index);
void loadSound(uint index, uint32 fileHash);
void playSound(uint index, uint32 fileHash = 0);
void stopSound(uint index);
bool isSoundPlaying(uint index);
void setSoundVolume(uint index, int volume);
void setSoundPan(uint index, int pan);
void deleteSoundResources();
};
} // End of namespace Neverhood
#endif /* NEVERHOOD_ENTITY_H */
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