/* Crystal Space Entity Layer Copyright (C) 2001 by Jorrit Tyberghein This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef __CEL_BLTEST_BEHAVE__ #define __CEL_BLTEST_BEHAVE__ #include "cstypes.h" #include "csutil/scf.h" #include "csutil/util.h" #include "behaviourlayer/behave.h" struct iCelEntity; struct iObjectRegistry; /** * General behaviour class. */ class celBehaviourGeneral : public iCelBehaviour { protected: iCelEntity* entity; iCelBlLayer* bl; iObjectRegistry* object_reg; char* name; public: celBehaviourGeneral (iCelEntity* entity, iObjectRegistry* object_reg); virtual ~celBehaviourGeneral (); void SetName (const char* n) { delete[] name; name = csStrNew (n); } void SetBehaviourLayer (iCelBlLayer* bl) { celBehaviourGeneral::bl = bl; } SCF_DECLARE_IBASE; virtual const char* GetName () const { return name; } virtual iCelBlLayer* GetBehaviourLayer () const { return bl; } virtual bool SendMessage (const char* msg_id, iCelPropertyClass* pc, celData& ret, iCelParameterBlock* msg_info, ...); virtual void* GetInternalObject () { return 0; } }; /** * 'printer' behaviour. */ class celBehaviourPrinter : public celBehaviourGeneral { public: celBehaviourPrinter (iCelEntity* entity, iObjectRegistry* object_reg); virtual bool SendMessageV (const char* msg_id, iCelPropertyClass* pc, celData& ret, iCelParameterBlock* params, va_list arg); }; /** * 'box' behaviour. */ class celBehaviourBox : public celBehaviourGeneral { public: celBehaviourBox (iCelEntity* entity, iObjectRegistry* object_reg); virtual bool SendMessageV (const char* msg_id, iCelPropertyClass* pc, celData& ret, iCelParameterBlock* params, va_list arg); }; /** * 'room' behaviour. */ class celBehaviourRoom : public celBehaviourGeneral { public: celBehaviourRoom (iCelEntity* entity, iObjectRegistry* object_reg); virtual bool SendMessageV (const char* msg_id, iCelPropertyClass* pc, celData& ret, iCelParameterBlock* params, va_list arg); }; /** * 'quest' behaviour. */ class celBehaviourQuest : public celBehaviourGeneral { public: celBehaviourQuest (iCelEntity* entity, iObjectRegistry* object_reg); virtual bool SendMessageV (const char* msg_id, iCelPropertyClass* pc, celData& ret, iCelParameterBlock* params, va_list arg); }; /** * 'move' behaviour. */ class celBehaviourActor : public celBehaviourGeneral { int fpscam; float speed; csRef bhroom; public: celBehaviourActor (iCelEntity* entity, iObjectRegistry* object_reg); virtual ~celBehaviourActor(); virtual bool SendMessageV (const char* msg_id, iCelPropertyClass* pc, celData& ret, iCelParameterBlock* params, va_list arg); }; /** * 'move' behaviour. */ class celBehaviourDynActor : public celBehaviourGeneral { public: celBehaviourDynActor (iCelEntity* entity, iObjectRegistry* object_reg); virtual ~celBehaviourDynActor(); virtual bool SendMessageV (const char* msg_id, iCelPropertyClass* pc, celData& ret, iCelParameterBlock* params, va_list arg); }; /** * behaviour for a wheeled vehicle. */ class celBehaviourWheeled : public celBehaviourGeneral { public: celBehaviourWheeled (iCelEntity* entity, iObjectRegistry* object_reg); virtual ~celBehaviourWheeled(); virtual bool SendMessageV (const char* msg_id, iCelPropertyClass* pc, celData& ret, iCelParameterBlock* params, va_list arg); }; #endif // __CEL_BLTEST_BEHAVE__