d30e10042f
This was SVN commit r1332.
90 lines
2.1 KiB
C++
Executable File
90 lines
2.1 KiB
C++
Executable File
// List of event handlers (for entities) the engine will call in to.
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// Using integer tags should be ever-so-slightly faster than the hashmap lookup
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// Also allows events to be renamed without affecting other code.
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#ifndef EVENT_HANDLERS_INCLUDED
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#define EVENT_HANDLERS_INCLUDED
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#include "scripting/DOMEvent.h"
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#include "Vector3D.h"
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class CDamageType;
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enum EEventType
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{
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EVENT_INITIALIZE,
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EVENT_TICK,
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EVENT_ATTACK,
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EVENT_DAMAGE,
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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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};
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static const wchar_t* EventNames[] =
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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_DAMAGE */ L"onTakesDamage",
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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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class CEventInitialize : public CScriptEvent
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{
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public:
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CEventInitialize() : CScriptEvent( L"initialize", false, EVENT_INITIALIZE ) {}
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};
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class CEventTick : public CScriptEvent
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{
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public:
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CEventTick() : CScriptEvent( L"tick", false, EVENT_TICK ) {}
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};
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class CEventAttack : public CScriptEvent
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{
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CEntity* m_target;
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public:
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CEventAttack( CEntity* target );
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};
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class CEventDamage : public CScriptEvent
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{
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CEntity* m_inflictor;
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CDamageType* m_damage;
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public:
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CEventDamage( CEntity* inflictor, CDamageType* damage );
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};
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class CEventTargetChanged : public CScriptEvent
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{
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CEntity* m_target;
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public:
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int m_defaultAction;
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CEventTargetChanged( CEntity* target );
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};
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class CEventPrepareOrder : public CScriptEvent
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{
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CEntity* m_target;
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int m_orderType;
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public:
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CEventPrepareOrder( CEntity* target, int orderType );
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};
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class CEventOrderTransition : public CScriptEvent
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{
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int m_orderPrevious;
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int m_orderCurrent;
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CEntity** m_target;
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CVector3D* m_worldPosition;
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public:
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CEventOrderTransition( int orderPrevious, int orderCurrent, CEntity*& target, CVector3D& worldPosition );
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};
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#endif
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