f2e867e239
-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.
117 lines
4.2 KiB
C++
Executable File
117 lines
4.2 KiB
C++
Executable File
#include "precompiled.h"
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#include "EventHandlers.h"
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#include "Entity.h"
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CEventGeneric::CEventGeneric( CEntity* target, int action ) : CScriptEvent( L"generic", EVENT_GENERIC, true)
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{
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m_target = target;
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m_action = action;
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AddLocalProperty( L"target", &m_target );
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AddLocalProperty( L"action", &m_action );
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}
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CEventStartProduction::CEventStartProduction( int productionType, const CStrW& name )
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: CScriptEvent( L"startProduction", EVENT_START_PRODUCTION, true)
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{
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m_productionType = productionType;
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m_name = name;
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m_time = -1;
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AddLocalProperty( L"productionType", &m_productionType );
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AddLocalProperty( L"name", &m_name );
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AddLocalProperty( L"time", &m_time );
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}
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CEventFinishProduction::CEventFinishProduction( int productionType, const CStrW& name )
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: CScriptEvent( L"finishProduction", EVENT_FINISH_PRODUCTION, true)
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{
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m_productionType = productionType;
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m_name = name;
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AddLocalProperty( L"productionType", &m_productionType );
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AddLocalProperty( L"name", &m_name );
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}
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CEventCancelProduction::CEventCancelProduction( int productionType, const CStrW& name )
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: CScriptEvent( L"cancelProduction", EVENT_CANCEL_PRODUCTION, true)
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{
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m_productionType = productionType;
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m_name = name;
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AddLocalProperty( L"productionType", &m_productionType );
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AddLocalProperty( L"name", &m_name );
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}
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CEventTargetChanged::CEventTargetChanged( CEntity* target ) : CScriptEvent( L"targetChanged", EVENT_TARGET_CHANGED, false )
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{
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m_target = target;
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m_defaultOrder = -1;
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m_defaultAction = 0;
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m_defaultCursor = L"arrow-default";
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m_secondaryOrder = -1;
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m_secondaryAction = 0;
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m_secondaryCursor = L"arrow-default";
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AddLocalProperty( L"target", &m_target, true );
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AddLocalProperty( L"defaultOrder", &m_defaultOrder );
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AddLocalProperty( L"defaultAction", &m_defaultAction );
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AddLocalProperty( L"defaultCursor", &m_defaultCursor );
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AddLocalProperty( L"secondaryOrder", &m_secondaryOrder );
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AddLocalProperty( L"secondaryCursor", &m_secondaryCursor );
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AddLocalProperty( L"secondaryAction", &m_secondaryAction );
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}
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CEventPrepareOrder::CEventPrepareOrder( CEntity* target, int orderType, int action, const CStrW& name)
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: CScriptEvent( L"prepareOrder", EVENT_PREPARE_ORDER, true )
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{
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m_target = target;
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m_orderType = orderType;
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m_action = action;
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m_name = name;
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AddLocalProperty( L"target", &m_target, true );
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AddLocalProperty( L"orderType", &m_orderType, true );
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AddLocalProperty( L"action", &m_action );
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AddLocalProperty( L"name", &m_name );
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AddLocalProperty( L"notifyType", &m_notifyType );
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AddLocalProperty( L"notifySource", &m_notifySource );
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}
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CEventOrderTransition::CEventOrderTransition( int orderPrevious, int orderCurrent, CEntity*& target, CVector3D& worldPosition )
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: CScriptEvent( L"orderTransition", EVENT_ORDER_TRANSITION, true )
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{
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m_orderPrevious = orderPrevious;
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m_orderCurrent = orderCurrent;
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m_target = ⌖
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m_worldPosition = &worldPosition;
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AddLocalProperty( L"orderPrevious", &m_orderPrevious, true );
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AddLocalProperty( L"orderCurrent", &m_orderCurrent );
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AddLocalProperty( L"target", m_target );
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AddLocalProperty( L"position", m_worldPosition );
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}
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CEventNotification::CEventNotification( CEntityOrder order, int notifyType ) : CScriptEvent( L"notification", EVENT_NOTIFICATION, true )
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{
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m_notifyType = notifyType;
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m_target = order.m_data[0].entity;
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CVector3D convert( order.m_data[0].location.x, 0.0f, order.m_data[0].location.y );
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m_location = convert;
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AddLocalProperty( L"notifyType", &m_notifyType );
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AddLocalProperty( L"target", &m_target );
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AddLocalProperty( L"location", &m_location );
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}
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CFormationEvent::CFormationEvent( int type ) : CScriptEvent( L"formationEvent", EVENT_FORMATION, true )
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{
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(int&) m_formationEvent = type;
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AddLocalProperty( L"formationEvent", &m_formationEvent );
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}
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CIdleEvent::CIdleEvent( CEntityOrder order, int notifyType ) : CScriptEvent( L"idleEvent", EVENT_IDLE, false )
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{
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m_notifyType = notifyType;
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m_orderType = order.m_type;
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m_target = order.m_data[0].entity;
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CVector3D convert( order.m_data[0].location.x, 0.0f, order.m_data[0].location.y );
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m_location = convert;
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AddLocalProperty( L"notifyType", &m_notifyType );
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AddLocalProperty( L"orderType", &m_orderType );
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AddLocalProperty( L"target", &m_target );
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AddLocalProperty( L"location", &m_location );
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} |