janwas
81eec3aa10
EventTypes.h: was missing comma. also insert onHeal string since that array seems to depend on index values matching the enums (would be a very insidious error!) entity/entityorders: fix typo - ORDER_HEAL_NOTPATHING -> ORDER_HEAL_NOPATHING eventhandlers: was missing semicolon This was SVN commit r3133.
50 lines
1.5 KiB
C
50 lines
1.5 KiB
C
// EventTypes.h
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// Fairly game-specific event declarations for use with DOMEvent.
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// Creates unique (for the current target) names for each event.
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// DOMEvent currently uses a preallocated array of EVENT_LAST elements,
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// so these must be consecutive integers starting with 0.
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#ifndef EVENTTYPES_H__
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#define EVENTTYPES_H__
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enum EEventType
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{
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// Entity events
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EVENT_INITIALIZE = 0,
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EVENT_TICK,
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EVENT_ATTACK,
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EVENT_GATHER,
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EVENT_DAMAGE,
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EVENT_HEAL,
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EVENT_TARGET_CHANGED,
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EVENT_PREPARE_ORDER,
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EVENT_ORDER_TRANSITION,
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EVENT_LAST,
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// Projectile events
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EVENT_IMPACT = 0,
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EVENT_MISS,
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// General events
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EVENT_GAME_START = 0,
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EVENT_GAME_TICK,
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EVENT_SELECTION_CHANGED,
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EVENT_WORLD_CLICK,
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};
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// Only used for entity events... (adds them as a property)
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static const wchar_t* const EventNames[EVENT_LAST] =
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{
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/* EVENT_INITIALIZE */ L"onInitialize",
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/* EVENT_TICK */ L"onTick",
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/* EVENT_ATTACK */ L"onAttack", /* This unit is the one doing the attacking... */
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/* EVENT_GATHER */ L"onGather", /* This unit is the one doing the gathering... */
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/* EVENT_DAMAGE */ L"onTakesDamage",
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/* EVENT_HEAL */ L"onHeal",
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/* EVENT_TARGET_CHANGED */ L"onTargetChanged", /* If this unit is selected and the mouseover object changes */
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/* EVENT_PREPARE_ORDER */ L"onPrepareOrder", /* To check if a unit can execute a given order */
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/* EVENT_ORDER_TRANSITION */ L"onOrderTransition" /* When we change orders (sometimes...) */
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};
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#endif // #ifndef EVENTTYPES_H__
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