//BSD License  
//DXGfx® - http://www.eteractions.com
//Copyright (c) 2005
//by Guillaume Randon
//Permission is hereby granted, free of charge, to any person obtaining a copy of this software
//and associated documentation files (the "Software"), to deal in the Software without restriction,
//including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
//and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
//subject to the following conditions:
//The above copyright notice and this permission notice shall be included in all copies or substantial
//portions of the Software.
//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, 
//INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE 
//AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, 
//DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.DirectX.DirectSound;
using DXGfxLib;

namespace Game
{
    public interface IWorldEntity
    {
        SceneObject SceneObject { get; set;}
        void Selected();
        void UpdateIA(float elapsedTime, double absTime);
    }

    public class WorldEntity :IWorldEntity
    {
        protected SceneObject sceneObj = new SceneObject();

        public SceneObject SceneObject
        {
            get { return sceneObj; }
            set { sceneObj = value; }
        }

        public SecondaryBuffer selectSound;
        public String selectString;

        public List<Mission> missions;

        public WorldEntity()
        {
            missions = new List<Mission>();
            channels = new List<IAChannel>();
        }

        public void Selected()
        {
            // Afficher le selectString + Jouer le selectSound!!
            // Lorsque le boutton avec le select string est appuyé on arrête le son en cours, on affiche le texte de la mission
            // et on joue le son associé !!
        }

        public List<IAChannel> channels;
        public bool IAKnowledgeChanged = false;

        public virtual void UpdateIA(float elapsedTime, double absTime)
        {
            foreach (IAChannel channel in channels)
            {
                channel.Run(this);
            }
        }
    }
}
