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game_events.hpp File Reference

Define the game's events mechanism. More...

#include "map.hpp"
#include "variable.hpp"
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Classes

struct  game_events::manager
struct  game_events::entity_location
struct  game_events::queued_event
class  game_events::event_handler

Namespaces

namespace  game_events
 

Domain specific events.


Typedefs

typedef void(* game_events::action_handler )(const game_events::queued_event &, const vconfig &)

Functions

void change_terrain (const map_location &loc, const t_translation::t_terrain &t, gamemap::tmerge_mode mode, bool replace_if_failed)
 Changes a terrain location.
void game_events::handle_event_commands (const queued_event &event_info, const vconfig &cfg)
 Runs the action handler associated to the command sequence cfg.
void game_events::handle_event_command (const std::string &cmd, const queued_event &event_info, const vconfig &cfg)
 Runs the action handler associated to cmd with parameters cfg.
void game_events::write_events (config &cfg)
void game_events::add_events (const config::const_child_itors &cfgs, const std::string &type)
bool game_events::unit_matches_filter (const unit &u, const vconfig &filter)
void game_events::handle_wml_log_message (const config &cfg)
 Used for [wml_message].
void game_events::handle_deprecated_message (const config &cfg)
 Used for [deprecated_message].
std::vector< int > game_events::get_sides_vector (const vconfig &cfg)
 Gets a vector of sides from side= attribute in a given config node.
bool game_events::fire (const std::string &event, const entity_location &loc1=map_location::null_location, const entity_location &loc2=map_location::null_location, const config &data=config())
 Function to fire an event.
void game_events::raise (const std::string &event, const entity_location &loc1, const entity_location &loc2, const config &data)
bool game_events::conditional_passed (const vconfig &cond, bool backwards_compat)
void game_events::commit ()
 Handles newly-created handlers.
bool game_events::pump ()

Detailed Description

Define the game's events mechanism.

Events might be units moving or fighting, or when victory or defeat occurs. A scenario's configuration file will define actions to take when certain events occur. This module is responsible for making sure that when the events occur, the actions take place.

Note that game events have nothing to do with SDL events, like mouse movement, keyboard events, etc. See events.hpp for how they are handled.

Definition in file game_events.hpp.


Function Documentation

void change_terrain ( const map_location loc,
const t_translation::t_terrain t,
gamemap::tmerge_mode  mode,
bool  replace_if_failed 
)

Changes a terrain location.

Ensures that villages are properly lost and that new terrains are discovered.

Definition at line 1769 of file game_events.cpp.

References preferences::encountered_terrains(), resources::game_map, gamemap::get_terrain(), gamemap::is_village(), gamemap::merge_terrains(), t_translation::NONE_TERRAIN, screen_needs_rebuild, gamemap::set_terrain(), gamemap::underlying_union_terrain(), and village_owner().

Referenced by intf_set_terrain().

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