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0ad/source/simulation/EntityMessage.h
olsner 30ad195c0b Linux/GCC Compat
This was SVN commit r1393.
2004-11-23 23:56:10 +00:00

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C
Executable File

// 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
*/