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forked from 0ad/0ad
0ad/source/simulation/EventHandlers.cpp
pyrolink f2e867e239 #Bar borders and angle penalty
-Changes to notifications. They take different parameters now-see
template_entity_script.js.  You can choose to destroy the notifiers
yourself in the script (useful for idle)
-Added "idle" event with registerIdle and registerDamage to assist with
the angle penalty.
-Bar border stuff
-Angle penalty is set up but untested-it just needs to use
this.getAttackDirections() to find the number of directions the entity
is being attacked from.  The penalty is specified in template_unit

There is a problem when the game exits-it attempts to destroy the
notifiers in entity.cpp's constructor, where it calls
DestroyAllNotifiers().  The problem is that the notifiers don't exist
any longer because they've been destroyed. I would fix it but I'm
leaving for vacation (Jason told me it was OK to comitt). Hope it isn't
too much of a problem.

This was SVN commit r3732.
2006-04-08 22:34:54 +00:00

117 lines
4.2 KiB
C++
Executable File

#include "precompiled.h"
#include "EventHandlers.h"
#include "Entity.h"
CEventGeneric::CEventGeneric( CEntity* target, int action ) : CScriptEvent( L"generic", EVENT_GENERIC, true)
{
m_target = target;
m_action = action;
AddLocalProperty( L"target", &m_target );
AddLocalProperty( L"action", &m_action );
}
CEventStartProduction::CEventStartProduction( int productionType, const CStrW& name )
: CScriptEvent( L"startProduction", EVENT_START_PRODUCTION, true)
{
m_productionType = productionType;
m_name = name;
m_time = -1;
AddLocalProperty( L"productionType", &m_productionType );
AddLocalProperty( L"name", &m_name );
AddLocalProperty( L"time", &m_time );
}
CEventFinishProduction::CEventFinishProduction( int productionType, const CStrW& name )
: CScriptEvent( L"finishProduction", EVENT_FINISH_PRODUCTION, true)
{
m_productionType = productionType;
m_name = name;
AddLocalProperty( L"productionType", &m_productionType );
AddLocalProperty( L"name", &m_name );
}
CEventCancelProduction::CEventCancelProduction( int productionType, const CStrW& name )
: CScriptEvent( L"cancelProduction", EVENT_CANCEL_PRODUCTION, true)
{
m_productionType = productionType;
m_name = name;
AddLocalProperty( L"productionType", &m_productionType );
AddLocalProperty( L"name", &m_name );
}
CEventTargetChanged::CEventTargetChanged( CEntity* target ) : CScriptEvent( L"targetChanged", EVENT_TARGET_CHANGED, false )
{
m_target = target;
m_defaultOrder = -1;
m_defaultAction = 0;
m_defaultCursor = L"arrow-default";
m_secondaryOrder = -1;
m_secondaryAction = 0;
m_secondaryCursor = L"arrow-default";
AddLocalProperty( L"target", &m_target, true );
AddLocalProperty( L"defaultOrder", &m_defaultOrder );
AddLocalProperty( L"defaultAction", &m_defaultAction );
AddLocalProperty( L"defaultCursor", &m_defaultCursor );
AddLocalProperty( L"secondaryOrder", &m_secondaryOrder );
AddLocalProperty( L"secondaryCursor", &m_secondaryCursor );
AddLocalProperty( L"secondaryAction", &m_secondaryAction );
}
CEventPrepareOrder::CEventPrepareOrder( CEntity* target, int orderType, int action, const CStrW& name)
: CScriptEvent( L"prepareOrder", EVENT_PREPARE_ORDER, true )
{
m_target = target;
m_orderType = orderType;
m_action = action;
m_name = name;
AddLocalProperty( L"target", &m_target, true );
AddLocalProperty( L"orderType", &m_orderType, true );
AddLocalProperty( L"action", &m_action );
AddLocalProperty( L"name", &m_name );
AddLocalProperty( L"notifyType", &m_notifyType );
AddLocalProperty( L"notifySource", &m_notifySource );
}
CEventOrderTransition::CEventOrderTransition( int orderPrevious, int orderCurrent, CEntity*& target, CVector3D& worldPosition )
: CScriptEvent( L"orderTransition", EVENT_ORDER_TRANSITION, true )
{
m_orderPrevious = orderPrevious;
m_orderCurrent = orderCurrent;
m_target = ⌖
m_worldPosition = &worldPosition;
AddLocalProperty( L"orderPrevious", &m_orderPrevious, true );
AddLocalProperty( L"orderCurrent", &m_orderCurrent );
AddLocalProperty( L"target", m_target );
AddLocalProperty( L"position", m_worldPosition );
}
CEventNotification::CEventNotification( CEntityOrder order, int notifyType ) : CScriptEvent( L"notification", EVENT_NOTIFICATION, true )
{
m_notifyType = notifyType;
m_target = order.m_data[0].entity;
CVector3D convert( order.m_data[0].location.x, 0.0f, order.m_data[0].location.y );
m_location = convert;
AddLocalProperty( L"notifyType", &m_notifyType );
AddLocalProperty( L"target", &m_target );
AddLocalProperty( L"location", &m_location );
}
CFormationEvent::CFormationEvent( int type ) : CScriptEvent( L"formationEvent", EVENT_FORMATION, true )
{
(int&) m_formationEvent = type;
AddLocalProperty( L"formationEvent", &m_formationEvent );
}
CIdleEvent::CIdleEvent( CEntityOrder order, int notifyType ) : CScriptEvent( L"idleEvent", EVENT_IDLE, false )
{
m_notifyType = notifyType;
m_orderType = order.m_type;
m_target = order.m_data[0].entity;
CVector3D convert( order.m_data[0].location.x, 0.0f, order.m_data[0].location.y );
m_location = convert;
AddLocalProperty( L"notifyType", &m_notifyType );
AddLocalProperty( L"orderType", &m_orderType );
AddLocalProperty( L"target", &m_target );
AddLocalProperty( L"location", &m_location );
}