/* * Copyright (C) 2005 Benjamin Otte * * 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, 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Id$ */ #ifndef __GAME_OBJECT_H__ #define __GAME_OBJECT_H__ #include G_BEGIN_DECLS #define GAME_TYPE_OBJECT (game_object_get_type ()) #define GAME_OBJECT(o) (G_TYPE_CHECK_INSTANCE_CAST ((o), GAME_TYPE_OBJECT, GameObject)) #define GAME_OBJECT_CLASS(k) (G_TYPE_CHECK_CLASS_CAST((k), GAME_TYPE_OBJECT, GameObjectClass)) #define GAME_IS_OBJECT(o) (G_TYPE_CHECK_INSTANCE_TYPE ((o), GAME_TYPE_OBJECT)) #define GAME_IS_OBJECT_CLASS(k) (G_TYPE_CHECK_CLASS_TYPE ((k), GAME_TYPE_OBJECT)) #define GAME_OBJECT_GET_CLASS(o) (G_TYPE_INSTANCE_GET_CLASS ((o), GAME_TYPE_OBJECT, GameObjectClass)) #define GAME_TICK_DEFAULT (0) #define GAME_TICK_PLAYER (-100) #define GAME_TICK_ACTOR (100) typedef void (* GameObjectTickFunc) (GameObject *); #define GAME_OBJECT_SAME_GAME(obj1, obj2) ((obj1) == NULL || (obj2) == NULL || GAME_OBJECT (obj1)->game == GAME_OBJECT (obj2)->game) struct _GameObject { GObject object; /*< protected >*/ GameGame * game; char * name; /* flags */ gboolean permanent :1; gboolean needs_flush :1; }; struct _GameObjectClass { GObjectClass parent_class; /* objects tick according to their priority. The lower the priority, the * earlier the object's tick function is called. */ int tick_priority; /* vfuncs */ void (* tick_func) (GameObject * object); void (* save) (GameObject * object, GVariantBuilder *builder); gboolean (* load) (GameObject * object, GVariantIter * iter); gboolean (* copy) (GameObject * dest, GameObject * src); void (* game_set) (GameObject * object); void (* flush) (GameObject * object); gchar * (* to_string) (GameObject * object); }; GType game_object_get_type (void) G_GNUC_CONST; GameObject * game_object_copy (GameObject * object); gchar * game_object_to_string (gpointer object); void game_object_queue_flush (GameObject * object); G_END_DECLS #endif /* __GAME_OBJECT_H__ */