0ad/source/simulation/EventHandlers.h
pyrolink f2e867e239 #Bar borders and angle penalty
-Changes to notifications. They take different parameters now-see
template_entity_script.js.  You can choose to destroy the notifiers
yourself in the script (useful for idle)
-Added "idle" event with registerIdle and registerDamage to assist with
the angle penalty.
-Bar border stuff
-Angle penalty is set up but untested-it just needs to use
this.getAttackDirections() to find the number of directions the entity
is being attacked from.  The penalty is specified in template_unit

There is a problem when the game exits-it attempts to destroy the
notifiers in entity.cpp's constructor, where it calls
DestroyAllNotifiers().  The problem is that the notifiers don't exist
any longer because they've been destroyed. I would fix it but I'm
leaving for vacation (Jason told me it was OK to comitt). Hope it isn't
too much of a problem.

This was SVN commit r3732.
2006-04-08 22:34:54 +00:00

137 lines
3.0 KiB
C++
Executable File

// List of event handlers (for entities) the engine will call in to.
// Using integer tags should be ever-so-slightly faster than the hashmap lookup
// Also allows events to be renamed without affecting other code.
#ifndef EVENT_HANDLERS_INCLUDED
#define EVENT_HANDLERS_INCLUDED
#include "scripting/DOMEvent.h"
#include "Vector3D.h"
#include "EntityOrders.h"
class CEventInitialize : public CScriptEvent
{
public:
CEventInitialize() : CScriptEvent( L"initialize", EVENT_INITIALIZE, false ) {}
};
class CEventDeath : public CScriptEvent
{
public:
CEventDeath() : CScriptEvent( L"death", EVENT_DEATH, false ) {}
};
class CEventTick : public CScriptEvent
{
public:
CEventTick() : CScriptEvent( L"tick", EVENT_TICK, false ) {}
};
class CEventGeneric : public CScriptEvent
{
CEntity* m_target;
int m_action;
public:
CEventGeneric( CEntity* target, int action );
};
class CEventStartProduction : public CScriptEvent
{
int m_productionType;
CStrW m_name;
float m_time;
public:
CEventStartProduction( int productionType, const CStrW& name );
inline float GetTime() { return m_time; }
};
class CEventFinishProduction : public CScriptEvent
{
int m_productionType;
CStrW m_name;
public:
CEventFinishProduction( int productionType, const CStrW& name );
};
class CEventCancelProduction : public CScriptEvent
{
int m_productionType;
CStrW m_name;
public:
CEventCancelProduction( int productionType, const CStrW& name );
};
class CEventTargetChanged : public CScriptEvent
{
CEntity* m_target;
public:
int m_defaultOrder;
int m_defaultAction;
CStrW m_defaultCursor;
CStrW m_secondaryCursor;
int m_secondaryOrder;
int m_secondaryAction;
CEventTargetChanged( CEntity* target );
};
class CEventPrepareOrder : public CScriptEvent
{
public:
CEntity* m_target;
int m_orderType;
int m_action;
CStrW m_name;
CEntity* m_notifySource;
int m_notifyType;
CEventPrepareOrder( CEntity* target, int orderType, int action, const CStrW& name );
};
class CEventOrderTransition : public CScriptEvent
{
int m_orderPrevious;
int m_orderCurrent;
CEntity** m_target;
CVector3D* m_worldPosition;
public:
CEventOrderTransition( int orderPrevious, int orderCurrent, CEntity*& target, CVector3D& worldPosition );
};
class CEventNotification : public CScriptEvent
{
//Same as CEntityOrder data for support of all orders
CEntity* m_target;
int m_action; //u64 is unsupported...will this work?
int m_notifyType;
CVector3D m_location; //No real use for y, but CVector2D unsupported
public:
CEventNotification( CEntityOrder order, int notifyType );
};
class CFormationEvent : public CScriptEvent
{
int m_formationEvent;
public:
CFormationEvent( int type );
enum FormationEventType
{
FORMATION_ENTER,
FORMATION_LEAVE,
FORMATION_DAMAGE,
FORMATION_ATTACK,
FORMATION_LAST
};
};
class CIdleEvent : public CScriptEvent
{
int m_notifyType; //previous order in notification code form
int m_orderType;
int m_action; //previous order in terms of generic order action
CVector3D m_location;
CEntity* m_target;
public:
CIdleEvent( CEntityOrder order, int notifyType );
};
#endif