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#include "StdAfx.h"
// EventClient.cpp: implementation of the CEventClient class.
//
//////////////////////////////////////////////////////////////////////
#include "EventClient.h"
using std::string;
/******************************************************************************/
/******************************************************************************/
CEventClient::CEventClient(const string& _name, int _order, bool _synced)
: name(_name),
order(_order),
synced(_synced)
{
}
CEventClient::~CEventClient()
{
}
/******************************************************************************/
/******************************************************************************/
//
// Synced
//
void CEventClient::GamePreload() { return; }
void CEventClient::GameStart() { return; }
void CEventClient::GameOver() { return; }
void CEventClient::TeamDied(int teamID) { return; }
void CEventClient::TeamChanged(int teamID) { return; }
void CEventClient::PlayerChanged(int playerID) { return; }
void CEventClient::PlayerRemoved(int playerID, int reason) { return; }
void CEventClient::UnitCreated(const CUnit* unit, const CUnit* builder) { return; }
void CEventClient::UnitFinished(const CUnit* unit) { return; }
void CEventClient::UnitFromFactory(const CUnit* unit, const CUnit* factory,
bool userOrders) { return; }
void CEventClient::UnitDestroyed(const CUnit* unit, const CUnit* attacker) { return; }
void CEventClient::UnitTaken(const CUnit* unit, int newTeam) { return; }
void CEventClient::UnitGiven(const CUnit* unit, int oldTeam) { return; }
void CEventClient::UnitIdle(const CUnit* unit) { return; }
void CEventClient::UnitCommand(const CUnit* unit, const Command& command) { return; }
void CEventClient::UnitCmdDone(const CUnit* unit, int cmdType, int cmdTag) { return; }
void CEventClient::UnitDamaged(const CUnit* unit, const CUnit* attacker,
float damage, int weaponID, bool paralyzer) { return; }
void CEventClient::UnitExperience(const CUnit* unit, float oldExperience) { return; }
void CEventClient::UnitSeismicPing(const CUnit* unit, int allyTeam,
const float3& pos, float strength) { return; }
void CEventClient::UnitEnteredRadar(const CUnit* unit, int allyTeam) { return; }
void CEventClient::UnitEnteredLos(const CUnit* unit, int allyTeam) { return; }
void CEventClient::UnitLeftRadar(const CUnit* unit, int allyTeam) { return; }
void CEventClient::UnitLeftLos(const CUnit* unit, int allyTeam) { return; }
void CEventClient::UnitEnteredWater(const CUnit* unit) { return; }
void CEventClient::UnitEnteredAir(const CUnit* unit) { return; }
void CEventClient::UnitLeftWater(const CUnit* unit) { return; }
void CEventClient::UnitLeftAir(const CUnit* unit) { return; }
void CEventClient::UnitLoaded(const CUnit* unit, const CUnit* transport) { return; }
void CEventClient::UnitUnloaded(const CUnit* unit, const CUnit* transport) { return; }
void CEventClient::UnitCloaked(const CUnit* unit) { return; }
void CEventClient::UnitDecloaked(const CUnit* unit) { return; }
void CEventClient::UnitMoveFailed(const CUnit* unit) { return; }
void CEventClient::FeatureCreated(const CFeature* feature) { return; }
void CEventClient::FeatureDestroyed(const CFeature* feature) { return; }
void CEventClient::ProjectileCreated(const CProjectile* proj) { return; }
void CEventClient::ProjectileDestroyed(const CProjectile* proj) { return; }
void CEventClient::StockpileChanged(const CUnit* unit,
const CWeapon* weapon, int oldCount) { return; }
bool CEventClient::Explosion(int weaponID, const float3& pos, const CUnit* owner)
{
return false;
}
/******************************************************************************/
/******************************************************************************/
//
// Unsynced
//
void CEventClient::Update() { return; }
void CEventClient::ViewResize() { return; }
bool CEventClient::DefaultCommand(const CUnit* unit, const CFeature* feature, int& cmd)
{
return false;
}
void CEventClient::DrawGenesis() { return; }
void CEventClient::DrawWorld() { return; }
void CEventClient::DrawWorldPreUnit() { return; }
void CEventClient::DrawWorldShadow() { return; }
void CEventClient::DrawWorldReflection() { return; }
void CEventClient::DrawWorldRefraction() { return; }
void CEventClient::DrawScreenEffects() { return; }
void CEventClient::DrawScreen() { return; }
void CEventClient::DrawInMiniMap() { return; }
// from LuaUI
bool CEventClient::KeyPress(unsigned short key, bool isRepeat) { return false; }
bool CEventClient::KeyRelease(unsigned short key) { return false; }
bool CEventClient::MouseMove(int x, int y, int dx, int dy, int button) { return false; }
bool CEventClient::MousePress(int x, int y, int button) { return false; }
int CEventClient::MouseRelease(int x, int y, int button) { return -1; } // FIXME - bool / void?
bool CEventClient::MouseWheel(bool up, float value) { return false; }
bool CEventClient::JoystickEvent(const std::string& event, int val1, int val2) { return false; }
bool CEventClient::IsAbove(int x, int y) { return false; }
string CEventClient::GetTooltip(int x, int y) { return ""; }
bool CEventClient::CommandNotify(const Command& cmd) { return false; }
bool CEventClient::AddConsoleLine(const string& msg, const CLogSubsystem& subsystem) { return false; }
bool CEventClient::GroupChanged(int groupID) { return false; }
bool CEventClient::GameSetup(const string& state, bool& ready,
const map<int, string>& playerStates) { return false; }
string CEventClient::WorldTooltip(const CUnit* unit,
const CFeature* feature,
const float3* groundPos) { return false; }
bool CEventClient::MapDrawCmd(int playerID, int type,
const float3* pos0,
const float3* pos1,
const string* label) { return false; }
/******************************************************************************/
/******************************************************************************/
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