ScummVM API documentation
Entity.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 *
20 */
21
22/*
23 * Copyright (C) 2006-2010 - Frictional Games
24 *
25 * This file is part of HPL1 Engine.
26 */
27
28#ifndef HPL_ENTITY_H
29#define HPL_ENTITY_H
30
31#include "hpl1/engine/game/SaveGame.h"
32#include "hpl1/engine/math/MathTypes.h"
33#include "hpl1/engine/system/SystemTypes.h"
34
35namespace hpl {
36
37class iNode;
38
39//------------------------------------
40
41kSaveData_BaseClass(iEntity) {
42 kSaveData_ClassInit(iEntity) public : int mlParentNodeId;
43 tString msName;
44 bool mbIsVisible;
45 bool mbIsActive;
46};
47
48//------------------------------------
49
50class iEntity : public iSaveObject {
51 typedef iSaveObject super;
52
53public:
54 iEntity(tString asName) : msName(asName), mbIsVisible(true),
55 mbIsActive(true), mpParentNode(NULL) {}
56
57 virtual ~iEntity();
58
59 virtual tString GetEntityType() = 0;
60
61 virtual void UpdateLogic(float afTimeStep) {}
62
63 tString &GetName() { return msName; }
64 void SetName(const tString &asName) { msName = asName; }
65
66 iNode *GetParent() { return mpParentNode; }
67 void SetParent(iNode *apNode) { mpParentNode = apNode; }
68 bool HasParent() { return mpParentNode != NULL; }
69
70 bool IsActive() { return mbIsActive; }
71 void SetActive(bool abActive) { mbIsActive = abActive; }
72 virtual bool IsVisible() { return mbIsVisible; }
73 virtual void SetVisible(bool abVisible) { mbIsVisible = abVisible; }
74
75 // SaveObject implementation
77 virtual void SaveToSaveData(iSaveData *apSaveData);
78 virtual void LoadFromSaveData(iSaveData *apSaveData);
79 virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
80
81protected:
82 iNode *mpParentNode;
83
84 tString msName;
85 bool mbIsVisible;
86 bool mbIsActive;
87};
88
91
93
94} // namespace hpl
95
96#endif // HPL_ENTITY2D_H
Definition: str.h:59
Definition: Game.h:91
Definition: SystemTypes.h:411
Definition: SaveGame.h:183
Definition: Entity.h:50
virtual void SaveToSaveData(iSaveData *apSaveData)
virtual void LoadFromSaveData(iSaveData *apSaveData)
virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame)
virtual iSaveData * CreateSaveData()
Definition: Node.h:55
Definition: SaveGame.h:111
Definition: SaveGame.h:130
Definition: list_intern.h:54