TeapotEvents.cpp 4.1 KB

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  1. //========================================================================
  2. // TeapotEvents.cpp : defines game-specific events for TeapotWars
  3. //
  4. // Part of the GameCode4 Application
  5. //
  6. // GameCode4 is the sample application that encapsulates much of the source code
  7. // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
  8. // "Rez" Graham, published by Charles River Media.
  9. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
  10. //
  11. // If this source code has found it's way to you, and you think it has helped you
  12. // in any way, do the authors a favor and buy a new copy of the book - there are
  13. // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
  14. // by clicking here:
  15. // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
  16. //
  17. // There's a companion web site at http://www.mcshaffry.com/GameCode/
  18. //
  19. // The source code is managed and maintained through Google Code:
  20. // http://code.google.com/p/gamecode4/
  21. //
  22. // (c) Copyright 2012 Michael L. McShaffry and David Graham
  23. //
  24. // This program is free software; you can redistribute it and/or
  25. // modify it under the terms of the GNU Lesser GPL v3
  26. // as published by the Free Software Foundation.
  27. //
  28. // This program is distributed in the hope that it will be useful,
  29. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  30. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See
  31. // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
  32. //
  33. // You should have received a copy of the GNU Lesser GPL v3
  34. // along with this program; if not, write to the Free Software
  35. // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  36. //
  37. //========================================================================
  38. #include "Unix/TeapotWarsStd.h"
  39. #include "TeapotEvents.h"
  40. #include "../GCC4/LUAScripting/LuaStateManager.h"
  41. // Note: these are game specific events, which really should be in TeapotEvents.cpp.
  42. // They aren't because of an annoying dependancy in Network.cpp, which creates events
  43. // from a bitstream. Once we get "real" streaming code in we can move these back to TeapotEvents.cpp.
  44. // const EventType EvtData_Fire_Weapon::sk_EventType(0x1b15b6a7);
  45. // const EventType EvtData_StartThrust::sk_EventType(0x1d62d48c);
  46. // const EventType EvtData_EndThrust::sk_EventType(0xe60f88a4);
  47. // const EventType EvtData_StartSteer::sk_EventType(0xf0b5b4fd);
  48. // const EventType EvtData_EndSteer::sk_EventType(0x176645ef);
  49. //const EventType EvtData_PlaySound::sk_EventType(0x3d8118ee);
  50. // const EventType EvtData_Gameplay_UI_Update::sk_EventType(0x1002ded2);
  51. const EventType EvtData_Set_Controlled_Actor::sk_EventType(0xbe5e3388);
  52. const EventType EvtData_ScriptEventTest_ToLua::sk_EventType(0x56cff2bc);
  53. const EventType EvtData_ScriptEventTest_FromLua::sk_EventType(0x53fbab61);
  54. bool EvtData_Set_Controlled_Actor::VBuildEventFromScript(void)
  55. {
  56. if (m_eventData.is<int>())
  57. {
  58. m_id = m_eventData.as<int>();
  59. return true;
  60. }
  61. return false;
  62. }
  63. void EvtData_ScriptEventTest_ToLua::VBuildEventData(void)
  64. {
  65. sol::state_view lua = LuaStateManager::Get()->GetLuaState();
  66. m_eventData = sol::make_object(lua, m_num);
  67. }
  68. bool EvtData_ScriptEventTest_FromLua::VBuildEventFromScript(void)
  69. {
  70. if (m_eventData.is<int>())
  71. {
  72. m_num = m_eventData.as<int>();
  73. return true;
  74. }
  75. return false;
  76. }
  77. void RegisterTeapotScriptEvents(void)
  78. {
  79. // REGISTER_SCRIPT_EVENT(EvtData_Fire_Weapon, EvtData_Fire_Weapon::sk_EventType);
  80. // REGISTER_SCRIPT_EVENT(EvtData_Gameplay_UI_Update, EvtData_Gameplay_UI_Update::sk_EventType);
  81. REGISTER_SCRIPT_EVENT(EvtData_Set_Controlled_Actor, EvtData_Set_Controlled_Actor::sk_EventType);
  82. // REGISTER_SCRIPT_EVENT(EvtData_StartThrust, EvtData_StartThrust::sk_EventType);
  83. // REGISTER_SCRIPT_EVENT(EvtData_EndThrust, EvtData_EndThrust::sk_EventType);
  84. // REGISTER_SCRIPT_EVENT(EvtData_StartSteer, EvtData_StartSteer::sk_EventType);
  85. // REGISTER_SCRIPT_EVENT(EvtData_EndSteer, EvtData_EndSteer::sk_EventType);
  86. // // tests
  87. REGISTER_SCRIPT_EVENT(EvtData_ScriptEventTest_ToLua, EvtData_ScriptEventTest_ToLua::sk_EventType);
  88. REGISTER_SCRIPT_EVENT(EvtData_ScriptEventTest_FromLua, EvtData_ScriptEventTest_FromLua::sk_EventType);
  89. }