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0ad/source/simulation/EventHandlers.h

75 lines
1.5 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"
class CDamageType;
class CEventInitialize : public CScriptEvent
{
public:
CEventInitialize() : CScriptEvent( L"initialize", EVENT_INITIALIZE, false ) {}
};
class CEventTick : public CScriptEvent
{
public:
CEventTick() : CScriptEvent( L"tick", EVENT_TICK, false ) {}
};
class CEventAttack : public CScriptEvent
{
CEntity* m_target;
public:
CEventAttack( CEntity* target );
};
class CEventGather : public CScriptEvent
{
CEntity* m_target;
public:
CEventGather( CEntity* target );
};
class CEventDamage : public CScriptEvent
{
CEntity* m_inflictor;
CDamageType* m_damage;
public:
CEventDamage( CEntity* inflictor, CDamageType* damage );
};
class CEventTargetChanged : public CScriptEvent
{
CEntity* m_target;
public:
int m_defaultAction;
CStrW m_defaultCursor;
CEventTargetChanged( CEntity* target );
};
class CEventPrepareOrder : public CScriptEvent
{
CEntity* m_target;
int m_orderType;
public:
CEventPrepareOrder( CEntity* target, int orderType );
};
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 );
};
#endif