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forked from 0ad/0ad
0ad/source/scripting/EventTypes.h
janwas 81eec3aa10 fix build breakage (baad!):
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.
2005-11-13 23:29:56 +00:00

50 lines
1.5 KiB
C

// EventTypes.h
// Fairly game-specific event declarations for use with DOMEvent.
// Creates unique (for the current target) names for each event.
// DOMEvent currently uses a preallocated array of EVENT_LAST elements,
// so these must be consecutive integers starting with 0.
#ifndef EVENTTYPES_H__
#define EVENTTYPES_H__
enum EEventType
{
// Entity events
EVENT_INITIALIZE = 0,
EVENT_TICK,
EVENT_ATTACK,
EVENT_GATHER,
EVENT_DAMAGE,
EVENT_HEAL,
EVENT_TARGET_CHANGED,
EVENT_PREPARE_ORDER,
EVENT_ORDER_TRANSITION,
EVENT_LAST,
// Projectile events
EVENT_IMPACT = 0,
EVENT_MISS,
// General events
EVENT_GAME_START = 0,
EVENT_GAME_TICK,
EVENT_SELECTION_CHANGED,
EVENT_WORLD_CLICK,
};
// Only used for entity events... (adds them as a property)
static const wchar_t* const EventNames[EVENT_LAST] =
{
/* EVENT_INITIALIZE */ L"onInitialize",
/* EVENT_TICK */ L"onTick",
/* EVENT_ATTACK */ L"onAttack", /* This unit is the one doing the attacking... */
/* EVENT_GATHER */ L"onGather", /* This unit is the one doing the gathering... */
/* EVENT_DAMAGE */ L"onTakesDamage",
/* EVENT_HEAL */ L"onHeal",
/* EVENT_TARGET_CHANGED */ L"onTargetChanged", /* If this unit is selected and the mouseover object changes */
/* EVENT_PREPARE_ORDER */ L"onPrepareOrder", /* To check if a unit can execute a given order */
/* EVENT_ORDER_TRANSITION */ L"onOrderTransition" /* When we change orders (sometimes...) */
};
#endif // #ifndef EVENTTYPES_H__