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/*! \file gameevents.h
\brief Interface to the event handling of ASC
*/
/*
This file is part of Advanced Strategic Command; http://www.asc-hq.de
Copyright (C) 1994-2010 Martin Bickel and Marc Schellenberger
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; see the file COPYING. If not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
#ifndef gameeventsH
#define gameeventsH
#include "typen.h"
#include "gameeventsystem.h"
#include "mappolygons.h"
#include "actions/context.h"
// The new event system here is not yet functional
// namespace GameEvents {
enum EventTrigger_ID {Trigger_NothingTrue,
Trigger_NothingFalse,
Trigger_TurnPassed,
Trigger_UnitLost,
Trigger_UnitConquered,
Trigger_UnitDestroyed,
Trigger_AllBuildingsLost,
Trigger_AllUnitsLost,
Trigger_BuildingConquered,
Trigger_BuildingLost,
Trigger_BuildingDestroyed,
Trigger_BuildingSeen,
Trigger_EventTriggered,
Trigger_AllEnemyUnitsDestroyed,
Trigger_AllEnemyBuildingsDestroyed,
Trigger_AnyUnitEntersPolygon,
Trigger_SpecificUnitEntersPolygon,
Trigger_ResourceTribute };
enum EventAction_ID { EventAction_Nothing,
EventAction_WindChange,
EventAction_ChangeGameParameter,
EventAction_DisplayMessage,
EventAction_WeatherChange,
EventAction_MapChange,
EventAction_AddObject,
EventAction_MapChangeCompleted,
EventAction_ChangeBuildingDamage,
EventAction_NextMap,
EventAction_LoseMap,
EventAction_DisplayEllipse,
EventAction_RemoveEllipse,
EventAction_ChangeBuildingOwner,
EventAction_RemoveAllObjects,
EventAction_DisplayImmediateMessage,
EventAction_AddProductionCapabiligy,
EventAction_ChangeDiplomaticStatus,
EventAction_AddResources,
EventAction_Reinforcements,
EventAction_SetViewSharing,
EventAction_ChangePlayerState };
class EventTriggered;
class FieldAddressing: protected PolygonPainterSquareCoordinate {
GameMap*& gameMap;
public:
typedef vector<MapCoordinate> Fields;
typedef vector< Poly_gon > Polygons;
void setField ( const MapCoordinate& pos );
void setPolygon ( const Poly_gon& poly_gon );
void setGlobal();
virtual ~FieldAddressing() {};
protected:
FieldAddressing( GameMap*& gamemap ) : gameMap(gamemap), addressingMode( none ) {};
enum AddressingMode { none, singleField, poly, global };
AddressingMode addressingMode;
Fields fields;
Polygons polygons;
void readMapModificationData ( tnstream& stream );
void writeMapModificationData ( tnstream& stream );
virtual void fieldOperator( const MapCoordinate& mc ) = 0;
void operate();
void setpointabs ( int x, int y );
void setup();
friend Event* readOldEvent( tnstream* stream, GameMap* gamemap, map<int,int>& eventTranslation, map<EventTriggered*,int>& eventTriggerEvents );
};
class TriggerNothing : public EventTrigger {
public:
TriggerNothing( EventTriggerID id ) : EventTrigger ( id ) {};
virtual void readData ( tnstream& stream ) ;
virtual void writeData ( tnstream& stream ) ;
void setup() {};
};
class TriggerNothingTrue: public TriggerNothing {
protected:
State getState( int player ) { return finally_fulfilled; };
public:
TriggerNothingTrue() : TriggerNothing( Trigger_NothingTrue ) {};
ASCString getTypeName() const { return "Nothing (always true)"; };
ASCString getDetailledName() const { return getTypeName(); };
};
class TriggerNothingFalse: public TriggerNothing {
protected:
State getState( int player ) { return finally_failed; };
public:
TriggerNothingFalse() : TriggerNothing( Trigger_NothingFalse ) {};
ASCString getTypeName() const { return "Nothing (always false)"; };
ASCString getDetailledName() const { return getTypeName(); };
};
class TurnPassed : public EventTrigger {
int turn;
int move;
protected:
virtual State getState( int player );
public:
TurnPassed() : EventTrigger ( Trigger_TurnPassed ), turn( -1 ), move( -1 ) {};
TurnPassed( int turn_, int move_ ) : EventTrigger ( Trigger_TurnPassed ), turn( turn_ ), move( move_ ) {};
virtual void readData ( tnstream& stream ) ;
virtual void writeData ( tnstream& stream ) ;
ASCString getTypeName() const;
ASCString getDetailledName() const;
void setup();
void arm();
};
class UnitTrigger : public EventTrigger, public SigC::Object {
protected:
int unitID;
public:
UnitTrigger( EventTriggerID id ) : EventTrigger ( id ), unitID ( -1 ) {};
virtual void readData ( tnstream& stream ) ;
virtual void writeData ( tnstream& stream ) ;
ASCString getName() const;
void setup();
void triggered();
};
class UnitLost : public UnitTrigger {
protected:
virtual State getState( int player );
public:
UnitLost() : UnitTrigger ( Trigger_UnitLost ) {};
UnitLost( int unitID_) : UnitTrigger ( Trigger_UnitLost ) { unitID = unitID_;};
ASCString getTypeName() const;
ASCString getDetailledName() const;
void arm();
};
class UnitConquered : public UnitTrigger {
protected:
virtual State getState( int player );
public:
UnitConquered() : UnitTrigger ( Trigger_UnitConquered ) {};
UnitConquered( int unitID_) : UnitTrigger ( Trigger_UnitConquered ) { unitID = unitID_;};
ASCString getTypeName() const;
ASCString getDetailledName() const;
void arm();
};
class UnitDestroyed : public UnitTrigger {
protected:
virtual State getState( int player );
public:
UnitDestroyed() : UnitTrigger ( Trigger_UnitDestroyed ) {};
UnitDestroyed( int unitID_) : UnitTrigger ( Trigger_UnitDestroyed ) { unitID = unitID_;};
ASCString getTypeName() const;
ASCString getDetailledName() const;
void arm();
};
class AllBuildingsLost : public EventTrigger {
protected:
virtual State getState( int player );
public:
AllBuildingsLost() : EventTrigger ( Trigger_AllBuildingsLost ) {};
virtual void readData ( tnstream& stream ) { stream.readInt(); };
virtual void writeData ( tnstream& stream ) { stream.writeInt(1); };
ASCString getTypeName() const;
ASCString getDetailledName() const;
void setup() {};
};
class AllUnitsLost : public EventTrigger {
protected:
virtual State getState( int player );
public:
AllUnitsLost() : EventTrigger ( Trigger_AllUnitsLost ) {};
virtual void readData ( tnstream& stream ) { stream.readInt(); };
virtual void writeData ( tnstream& stream ) { stream.writeInt(1); };
ASCString getTypeName() const;
ASCString getDetailledName() const;
void setup() {};
};
class PositionTrigger : public EventTrigger {
protected:
MapCoordinate pos;
PositionTrigger( EventTriggerID id ) : EventTrigger( id ) {};
public:
virtual void readData ( tnstream& stream ) ;
virtual void writeData ( tnstream& stream ) ;
};
class BuildingPositionTrigger : public PositionTrigger {
protected:
BuildingPositionTrigger( EventTriggerID id ) : PositionTrigger( id ) {};
public:
ASCString getName() const;
void setup();
};
class BuildingConquered : public BuildingPositionTrigger, public SigC::Object {
protected:
BuildingConquered( EventTriggerID id ) : BuildingPositionTrigger( id ) {};
virtual State getState( int player );
public:
BuildingConquered() : BuildingPositionTrigger( Trigger_BuildingConquered ) {};
BuildingConquered( const MapCoordinate& position) : BuildingPositionTrigger( Trigger_BuildingConquered ) { pos = position;};
ASCString getTypeName() const { return "Building conquered"; };
ASCString getDetailledName() const { return BuildingPositionTrigger::getName() + " conquered"; };
void arm();
void triggered();
};
class BuildingLost: public BuildingConquered {
protected:
virtual State getState( int player );
public:
BuildingLost ( ) : BuildingConquered( Trigger_BuildingLost ) {};
BuildingLost( const MapCoordinate& position) : BuildingConquered( position ) {};
ASCString getTypeName() const { return "Building lost"; };
ASCString getDetailledName() const { return BuildingPositionTrigger::getName() + " conquered"; };
void arm();
};
class BuildingDestroyed : public BuildingPositionTrigger {
protected:
virtual State getState( int player );
public:
BuildingDestroyed() : BuildingPositionTrigger ( Trigger_BuildingDestroyed ) {};
BuildingDestroyed( const MapCoordinate& position) : BuildingPositionTrigger( Trigger_BuildingDestroyed ) { pos = position;};
ASCString getTypeName() const { return "Building destroyed"; };
ASCString getDetailledName() const { return BuildingPositionTrigger::getName() + " destroyed"; };
};
class BuildingSeen : public BuildingPositionTrigger, public SigC::Object {
protected:
virtual State getState( int player );
public:
BuildingSeen() : BuildingPositionTrigger ( Trigger_BuildingSeen ) {};
BuildingSeen( const MapCoordinate& position) : BuildingPositionTrigger( Trigger_BuildingSeen ) { pos = position;};
ASCString getTypeName() const { return "Building seen"; };
ASCString getDetailledName() const { return BuildingPositionTrigger::getName() + " seen"; };
void arm();
void triggered();
};
class EventTriggered : public EventTrigger, public SigC::Object {
int eventID;
Event* getTargetEventName() const;
protected:
virtual State getState( int player );
public:
EventTriggered( int eventID_ = -1 ) : EventTrigger ( Trigger_EventTriggered ), eventID( eventID_ ) {};
void setEventID( int eventID_ ) { eventID = eventID_; };
virtual void readData ( tnstream& stream );
virtual void writeData ( tnstream& stream );
ASCString getTypeName() const;
ASCString getDetailledName() const;
void setup();
void arm();
void triggered();
};
class AllEnemyUnitsDestroyed : public EventTrigger, public SigC::Object {
private:
void triggered();
protected:
virtual State getState( int player );
public:
AllEnemyUnitsDestroyed() : EventTrigger ( Trigger_AllEnemyUnitsDestroyed ) {};
virtual void readData ( tnstream& stream ) { stream.readInt(); };
virtual void writeData ( tnstream& stream ) { stream.writeInt(1); };
ASCString getTypeName() const;
ASCString getDetailledName() const;
void setup() {};
void arm();
};
class AllEnemyBuildingsDestroyed : public EventTrigger, public SigC::Object {
private:
void triggered();
protected:
virtual State getState( int player );
public:
AllEnemyBuildingsDestroyed() : EventTrigger ( Trigger_AllEnemyBuildingsDestroyed ) {};
virtual void readData ( tnstream& stream ) { stream.readInt(); };
virtual void writeData ( tnstream& stream ) { stream.writeInt(1); };
ASCString getTypeName() const;
ASCString getDetailledName() const;
void setup() {};
void arm();
};
class SpecificUnitEntersPolygon : public EventTrigger, public FieldAddressing, public SigC::Object {
int unitID;
bool found;
bool arming;
protected:
virtual State getState( int player );
public:
SpecificUnitEntersPolygon( int unitID_ = -1 ) : EventTrigger ( Trigger_SpecificUnitEntersPolygon ), FieldAddressing(gamemap),unitID( unitID_ ), found(false), arming(false) {};
virtual void readData ( tnstream& stream );
virtual void writeData ( tnstream& stream );
void setup();
void arm();
void triggered(const Context& context);
ASCString getTypeName() const;
ASCString getDetailledName() const;
protected:
void fieldOperator( const MapCoordinate& mc );
};
class AnyUnitEntersPolygon : public EventTrigger, public FieldAddressing, public SigC::Object {
int player;
bool found;
bool arming;
protected:
virtual State getState( int player );
public:
AnyUnitEntersPolygon( int player_ = 0 ) : EventTrigger ( Trigger_AnyUnitEntersPolygon ), FieldAddressing(gamemap), player( player_ ), found(false), arming(false) {};
virtual void readData ( tnstream& stream );
virtual void writeData ( tnstream& stream );
void setup();
void arm();
void triggered(const Context& context );
ASCString getTypeName() const;
ASCString getDetailledName() const;
protected:
void fieldOperator( const MapCoordinate& mc );
};
class ResourceTribute : public EventTrigger, public SigC::Object {
Resources demand;
int payingPlayer;
protected:
virtual State getState( int player );
public:
ResourceTribute() : EventTrigger ( Trigger_ResourceTribute ), payingPlayer( -1 ) {};
virtual void readData ( tnstream& stream );
virtual void writeData ( tnstream& stream );
ASCString getTypeName() const;
ASCString getDetailledName() const;
void setup();
void arm();
void triggered();
};
class Action_Nothing: public EventAction {
public:
Action_Nothing( ) : EventAction( EventAction_Nothing ) {};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void execute( MapDisplayInterface* md ) {};
void setup() {};
ASCString getName() const { return "-nothing-"; };
};
class WindChange: public EventAction {
int speed;
int direction;
public:
WindChange() : EventAction( EventAction_WindChange ),
speed(0),
direction(0){};
WindChange( int Speed, int Direction) : EventAction( EventAction_WindChange ),
speed ( Speed ),
direction ( Direction ) {};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void execute( MapDisplayInterface* md );
void setup();
ASCString getName() const { return "Wind change"; };
};
class ChangeGameParameter: public EventAction {
int parameterNum;
int parameterValue;
int selectgameparameter( int para );
public:
ChangeGameParameter(): EventAction( EventAction_ChangeGameParameter ),
parameterNum(-1),
parameterValue(0){};
ChangeGameParameter( int ParameterNum, int ParameterValue): EventAction( EventAction_ChangeGameParameter ),
parameterNum(ParameterNum),
parameterValue(ParameterValue){};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void execute( MapDisplayInterface* md );
void setup();
ASCString getName() const { return "Change game parameter"; };
};
class DisplayMessage: public EventAction {
int messageNum;
void viewtextmessage ( GameMap* actmap, int id, int player );
public:
DisplayMessage(): EventAction( EventAction_DisplayMessage ),
messageNum(-1) {};
DisplayMessage( int messageNumber ) : EventAction( EventAction_DisplayMessage ),
messageNum( messageNumber ) {};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void execute( MapDisplayInterface* md );
void setup();
ASCString getName() const { return "Display Message (from text file)"; };
};
class MapModificationEvent : public EventAction, public FieldAddressing {
protected:
MapModificationEvent ( EventActionID id ) : EventAction ( id ), FieldAddressing(gamemap) {};
public:
void execute( MapDisplayInterface* md );
};
class WeatherChange : public MapModificationEvent {
int weather;
protected:
void fieldOperator( const MapCoordinate& mc );
public:
WeatherChange( int weather_ = -1 ): MapModificationEvent( EventAction_WeatherChange ),
weather( weather_ ) {};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void setup();
ASCString getName() const { return "Weather change"; };
};
class MapChange : public MapModificationEvent {
int terrainID;
protected:
void fieldOperator( const MapCoordinate& mc );
public:
MapChange( int terrainID_ = -1 ): MapModificationEvent( EventAction_MapChange ),
terrainID( terrainID_ ) {};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void setup();
ASCString getName() const { return "Map Change"; };
};
class AddObject : public MapModificationEvent {
int objectID;
protected:
void fieldOperator( const MapCoordinate& mc );
public:
AddObject(): MapModificationEvent( EventAction_AddObject ),
objectID(-1) {};
AddObject( int objectID_ ): MapModificationEvent( EventAction_AddObject ),
objectID(objectID_) {};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void setup();
ASCString getName() const { return "Add object"; };
};
class MapChangeCompleted : public EventAction {
public:
MapChangeCompleted(): EventAction( EventAction_MapChangeCompleted ) {};
void readData ( tnstream& stream ) {};
void writeData ( tnstream& stream ) {};
void execute( MapDisplayInterface* md );
void setup() {};
ASCString getName() const { return "map change completed"; };
};
class ChangeBuildingDamage: public EventAction {
int damage;
MapCoordinate position;
public:
ChangeBuildingDamage() : EventAction( EventAction_ChangeBuildingDamage ),
damage(0) {};
ChangeBuildingDamage( const MapCoordinate& pos, int dam ): EventAction( EventAction_ChangeBuildingDamage ),
damage(dam), position(pos) {};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void execute( MapDisplayInterface* md );
void setup();
ASCString getName() const { return "Change building damage"; };
};
class NextMap : public EventAction {
int mapID;
public:
NextMap() : EventAction ( EventAction_NextMap ), mapID(0) {};
NextMap( int mapID_ ) : EventAction ( EventAction_NextMap ), mapID(mapID_) {};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void execute( MapDisplayInterface* md );
void setup();
ASCString getName() const { return "Next Map in Campaign"; };
};
class LoseMap : public EventAction {
public:
LoseMap(): EventAction( EventAction_LoseMap ) {};
void readData ( tnstream& stream ) {};
void writeData ( tnstream& stream ) {};
void execute( MapDisplayInterface* md );
void setup() {};
ASCString getName() const { return "Lose Map"; };
};
class DisplayEllipse : public EventAction {
int x1,y1,x2,y2;
bool alignRight;
bool alignBottom;
public:
DisplayEllipse(): EventAction( EventAction_DisplayEllipse ),
x1(-1),y1(-1),x2(-1),y2(-1),
alignRight(false),alignBottom(false) {};
DisplayEllipse(int x1_, int y1_, int x2_, int y2_, bool alignRight_, bool alignBottom_): EventAction( EventAction_DisplayEllipse ),
x1(x1_),y1(y1_),x2(x2_),y2(y2_),
alignRight(alignRight_),alignBottom(alignBottom_) {};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void execute( MapDisplayInterface* md );
void setup();
ASCString getName() const { return "Display Ellipse (legacy event)"; };
};
class RemoveEllipse : public EventAction {
public:
RemoveEllipse(): EventAction( EventAction_RemoveEllipse ) {};
void readData ( tnstream& stream ) {};
void writeData ( tnstream& stream ) {};
void execute( MapDisplayInterface* md );
void setup() {};
ASCString getName() const { return "Remove ellipse (legacy event)"; };
};
class RemoveAllObjects : public MapModificationEvent {
protected:
void fieldOperator( const MapCoordinate& mc );
public:
RemoveAllObjects(): MapModificationEvent( EventAction_RemoveAllObjects ) {};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void setup();
ASCString getName() const { return "Remove all objects"; };
};
class ChangeBuildingOwner : public EventAction {
MapCoordinate pos;
int newOwner;
public:
ChangeBuildingOwner(): EventAction( EventAction_ChangeBuildingOwner ), newOwner(0) {};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void execute( MapDisplayInterface* md );
void setup();
ASCString getName() const { return "Change Building Owner"; };
};
class DisplayImmediateMessage: public EventAction {
ASCString message;
int recipients;
public:
DisplayImmediateMessage(): EventAction( EventAction_DisplayImmediateMessage ), recipients(0) {};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void execute( MapDisplayInterface* md );
ASCString getLocalizationString() const;;
void setLocalizationString( const ASCString& s );
void setup();
ASCString getName() const { return "Display Message (immediate text)"; };
};
class AddProductionCapability : public EventAction {
MapCoordinate pos;
int vehicleTypeID;
public:
AddProductionCapability(): EventAction( EventAction_AddProductionCapabiligy ), vehicleTypeID(-1) {};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void execute( MapDisplayInterface* md );
void setup();
ASCString getName() const { return "Add Production Capability"; };
};
class ChangeDiplomaticStatus : public EventAction {
int proposingPlayer;
int targetPlayer;
enum Proposal { Peace, War, SneakAttack } proposal;
public:
ChangeDiplomaticStatus(): EventAction( EventAction_ChangeDiplomaticStatus ), proposingPlayer(0), targetPlayer(0), proposal(Peace){};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void execute( MapDisplayInterface* md );
void setup();
ASCString getName() const { return "Change Diplomatic Status"; };
};
class SetViewSharing : public EventAction {
int viewingPlayer;
int providingPlayer;
bool enable;
public:
SetViewSharing(): EventAction( EventAction_SetViewSharing ), viewingPlayer(0), providingPlayer(0), enable(true){};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void execute( MapDisplayInterface* md );
void setup();
ASCString getName() const { return "Set view sharing"; };
};
class AddResources : public EventAction {
MapCoordinate pos;
Resources res;
public:
AddResources(): EventAction( EventAction_AddResources ) {};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void execute( MapDisplayInterface* md );
void setup();
ASCString getName() const { return "Add Resources to Building"; };
};
class Reinforcements : public EventAction {
MemoryStreamStorage buf;
int objectNum;
friend class ReinforcementSelector;
enum Type { ReinfVehicle, ReinfBuilding };
public:
Reinforcements(): EventAction( EventAction_Reinforcements ), objectNum(0) {};
void readData ( tnstream& stream );
void writeData ( tnstream& stream );
void execute( MapDisplayInterface* md );
void setup();
ASCString getName() const { return "Reinforcements"; };
};
// }; // namespace GameEvents
#endif
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