/* Copyright (C) Steve Rabin, 2000. * All rights reserved worldwide. * * This software is provided "as is" without express or implied * warranties. You may freely copy and compile this source into * applications you distribute provided that the copyright text * below is included in the resulting source code, for example: * "Portions Copyright (C) Steve Rabin, 2000" */ ////////////////////////////////////////////////////////////// // // Filename: msgroute.h // // Author: Steve Rabin // E-mail: stevera@noa.nintendo.com // From the book "Game Programming Gems" // From the article "Designing a General Robust AI Engine" // // Brief Disclaimer: // This code is free to use for commercial use and is in the // public domain. You may distribute, copy, modify, or use as // is as long as this information is present. This code makes // no guarantees written or implied and is provided solely as // an example. Have a nice day! // // Purpose: // This file contains all of the critical messaging and routing // code that enables game objects to talk to each other. Delayed // messages (functionally timers) are also handled, stored, and // fired from this file. // ////////////////////////////////////////////////////////////// #ifndef _MSGROUTE_H #define _MSGROUTE_H #include "game_object.h" #include "msg.h" void SendMsg( MsgName name, unsigned int sender, unsigned int receiver ); void SendDelayedMsg( MsgName name, float delay, unsigned int sender, unsigned int receiver ); void SendDelayedMessages( void ); void RouteMessage( MsgObject* msg ); void InitDelayedMessages( void ); #endif