0ad/source/scripting/EventTypes.h
pyrolink 3408b078b7 #Unit formations and rank textures
-Added functionality for "casting" and creating net messages (without
JS)
-Rank textures-specified in XML
-Formations-currently don't attack correctly (i.e. travel like mobs) and
don't switch to their movement formations when tasked to go somewhere
(the pathfinder doesn't give any heads up about destination reached, so
there's no way to change back to the original).  Also, base switching is
untested so no garuntees for next and prior formation things.

This was SVN commit r3710.
2006-03-31 03:30:34 +00:00

56 lines
2.0 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_DEATH,
EVENT_TICK,
EVENT_GENERIC,
EVENT_START_PRODUCTION,
EVENT_CANCEL_PRODUCTION,
EVENT_FINISH_PRODUCTION,
EVENT_TARGET_CHANGED,
EVENT_PREPARE_ORDER,
EVENT_ORDER_TRANSITION,
EVENT_NOTIFICATION,
EVENT_FORMATION,
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_DEATH */ L"onDeath",
/* EVENT_TICK */ L"onTick",
/* EVENT_GENERIC */ L"onGeneric", /* For generic actions on a target unit, like attack or gather */
/* EVENT_START_PRODUCTION */ L"onStartProduction", /* We're about to start training/researching something (deduct resources, etc) */
/* EVENT_CANCEL_PRODUCTION */ L"onCancelProduction", /* Something in production has been cancelled */
/* EVENT_FINISH_PRODUCTION */ L"onFinishProduction", /* We've finished something in production */
/* 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...) */
/* EVENT_NOTIFICATION */ L"onNotification", /*When we receive a notification */
/* EVENT_FORMATION */ L"onFormation" /* When this unit does something with a formation */
};
#endif // #ifndef EVENTTYPES_H__