/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_MESSAGETYPES #define INCLUDED_MESSAGETYPES #include "simulation2/system/Components.h" #include "simulation2/system/Entity.h" #include "simulation2/system/Message.h" #include "simulation2/system/Position.h" #include "maths/Fixed.h" #define DEFAULT_MESSAGE_IMPL(name) \ virtual EMessageTypeId GetType() const { return MT_##name; } \ virtual const char* GetScriptHandlerName() const { return "On" #name; } \ virtual const char* GetScriptGlobalHandlerName() const { return "OnGlobal" #name; } \ virtual jsval ToJSVal(ScriptInterface& scriptInterface) const; \ static CMessage* FromJSVal(ScriptInterface&, jsval val); class SceneCollector; class CFrustum; class CMessageTurnStart : public CMessage { public: DEFAULT_MESSAGE_IMPL(TurnStart) CMessageTurnStart() { } }; class CMessageUpdate : public CMessage { public: DEFAULT_MESSAGE_IMPL(Update) CMessageUpdate(CFixed_23_8 turnLength) : turnLength(turnLength) { } CFixed_23_8 turnLength; }; class CMessageInterpolate : public CMessage { public: DEFAULT_MESSAGE_IMPL(Interpolate) CMessageInterpolate(float frameTime, float offset) : frameTime(frameTime), offset(offset) { } float frameTime; // time in seconds since previous interpolate float offset; // range [0, 1] (inclusive); fractional time of current frame between previous/next simulation turns }; class CMessageRenderSubmit : public CMessage { public: DEFAULT_MESSAGE_IMPL(RenderSubmit) CMessageRenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling) : collector(collector), frustum(frustum), culling(culling) { } SceneCollector& collector; const CFrustum& frustum; bool culling; }; /** * This is sent immediately before a destroyed entity is flushed and really destroyed. * (That is, after CComponentManager::DestroyComponentsSoon and inside FlushDestroyedComponents). * The entity will still exist at the time this message is sent. * It's possible for this message to be sent multiple times for one entity, but all its components * will have been deleted after the first time. */ class CMessageDestroy : public CMessage { public: DEFAULT_MESSAGE_IMPL(Destroy) CMessageDestroy() { } }; class CMessageOwnershipChanged : public CMessage { public: DEFAULT_MESSAGE_IMPL(OwnershipChanged) CMessageOwnershipChanged(entity_id_t entity, int32_t from, int32_t to) : entity(entity), from(from), to(to) { } entity_id_t entity; int32_t from; int32_t to; }; /** * Sent during TurnStart. * * If @c inWorld is false, then the other fields are invalid and meaningless. * Otherwise they represent the current position. */ class CMessagePositionChanged : public CMessage { public: DEFAULT_MESSAGE_IMPL(PositionChanged) CMessagePositionChanged(bool inWorld, entity_pos_t x, entity_pos_t z, entity_angle_t a) : inWorld(inWorld), x(x), z(z), a(a) { } bool inWorld; entity_pos_t x, z; entity_angle_t a; }; /** * Sent by CCmpUnitMotion during Update, whenever the motion status has changed * since the previous update. */ class CMessageMotionChanged : public CMessage { public: DEFAULT_MESSAGE_IMPL(MotionChanged) CMessageMotionChanged(CFixed_23_8 speed) : speed(speed) { } CFixed_23_8 speed; // metres per second, or 0 if not moving }; #endif // INCLUDED_MESSAGETYPES