// EntityMessage.h // // Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com // // Entity message structure. // // Usage: Message types are currently: EMSG_TICK: Sent once per sim frame. // EMSG_INIT: When a new entity is instantiated. // At map loading, do not issue this message immediately // for each entity as it is loaded; instead, wait for all // entities to be created, then issue this message to all // of them simultaneously. // EMSG_ORDER:To push a message into the entity's order queue /* #ifndef MESSAGING_INCLUDED #define MESSAGING_INCLUDED #include "EntityOrders.h" #include "EntitySupport.h" struct CMessage { enum EMessageType { EMSG_TICK, EMSG_INIT, EMSG_ORDER, EMSG_DAMAGE } type; CMessage( EMessageType _type ) { type = _type; } }; struct CMessageOrder : public CMessage { CMessageOrder( CEntityOrder& _order, bool _queue = false ) : CMessage( EMSG_ORDER ), order( _order ), queue( _queue ) {} CEntityOrder order; bool queue; }; struct CMessageDamage : public CMessage { CMessageDamage( HEntity _inflictor, CDamageType _damage ) : CMessage( EMSG_DAMAGE ), inflictor( inflictor ), damage( damage ) {} HEntity inflictor; CDamageType damage; } #endif */