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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name trigger.h - The game trigger headerfile. */
//
// (c) Copyright 2002-2007 by Lutz Sammer and Jimmy Salmon
//
// 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; only version 2 of the License.
//
// 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; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
#ifndef __TRIGGER_H__
#define __TRIGGER_H__
//@{
/*----------------------------------------------------------------------------
-- Declarations
----------------------------------------------------------------------------*/
class CUnit;
class CUnitType;
struct lua_State;
class CFile;
/**
** Timer structure
*/
class CTimer {
public:
CTimer() : Init(false), Running(false), Increasing(false), Cycles(0),
LastUpdate(0) {}
void Reset() {
Init = false;
Running = false;
Increasing = false;
Cycles = 0;
LastUpdate = 0;
}
bool Init; /// timer is initialized
bool Running; /// timer is running
bool Increasing; /// increasing or decreasing
long Cycles; /// current value in game cycles
unsigned long LastUpdate; /// GameCycle of last update
};
#define ANY_UNIT ((const CUnitType *)0)
#define ALL_UNITS ((const CUnitType *)-1)
#define ALL_FOODUNITS ((const CUnitType *)-2)
#define ALL_BUILDINGS ((const CUnitType *)-3)
/**
** Data to referer game info when game running.
*/
typedef struct {
CUnit *Attacker; /// Unit which send the missile.
CUnit *Defender; /// Unit which is hit by missile.
CUnit *Active; /// Unit which is selected or else under cursor unit.
} TriggerDataType;
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
extern CTimer GameTimer; /// the game timer
/// Some data accessible for script during the game.
extern TriggerDataType TriggerData;
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
extern int TriggerGetPlayer(lua_State *l);/// get player number.
extern const CUnitType *TriggerGetUnitType(lua_State *l); /// get the unit-type
extern bool TriggerMatchUnitType(const CUnit *unit, const CUnitType *triggerUnitType);
extern void TriggersEachCycle(void); /// test triggers
extern void TriggerCclRegister(void); /// Register ccl features
extern void SaveTriggers(CFile *file); /// Save the trigger module
extern void InitTriggers(void); /// Setup triggers
extern void CleanTriggers(void); /// Cleanup the trigger module
//@}
#endif // !__TRIGGER_H__
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