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simulation2
TypeList.h
Go to the documentation of this file.
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/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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// MESSAGE: message types
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// INTERFACE: component interface types
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// COMPONENT: component types
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// Components intended only for use in test cases:
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// (The tests rely on the enum IDs, so don't change the order of these)
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INTERFACE
(Test1)
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COMPONENT
(Test1A)
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COMPONENT
(Test1B)
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COMPONENT
(Test1Scripted)
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INTERFACE
(Test2)
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COMPONENT
(Test2A)
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COMPONENT
(Test2Scripted)
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// Message types:
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MESSAGE
(TurnStart)
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MESSAGE
(Update)
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MESSAGE
(Update_MotionFormation)
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MESSAGE
(Update_MotionUnit)
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MESSAGE
(Update_Final)
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MESSAGE
(
Interpolate
)
// non-deterministic (use with caution)
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MESSAGE
(RenderSubmit)
// non-deterministic (use with caution)
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MESSAGE
(
ProgressiveLoad
)
// non-deterministic (use with caution)
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MESSAGE
(Deserialized)
// non-deterministic (use with caution)
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MESSAGE
(Create)
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MESSAGE
(Destroy)
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MESSAGE
(OwnershipChanged)
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MESSAGE
(PositionChanged)
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MESSAGE
(InterpolatedPositionChanged)
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MESSAGE
(TerritoryPositionChanged)
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MESSAGE
(MotionChanged)
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MESSAGE
(RangeUpdate)
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MESSAGE
(TerrainChanged)
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MESSAGE
(VisibilityChanged)
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MESSAGE
(WaterChanged)
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MESSAGE
(ObstructionMapShapeChanged)
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MESSAGE
(TerritoriesChanged)
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MESSAGE
(PathResult)
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MESSAGE
(ValueModification)
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MESSAGE
(TemplateModification)
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MESSAGE
(VisionRangeChanged)
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MESSAGE
(VisionSharingChanged)
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MESSAGE
(MinimapPing)
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MESSAGE
(CinemaPathEnded)
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MESSAGE
(CinemaQueueEnded)
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// TemplateManager must come before all other (non-test) components,
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// so that it is the first to be (de)serialized
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INTERFACE
(TemplateManager)
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COMPONENT
(TemplateManager)
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// Special component for script component types with no native interface
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INTERFACE
(UnknownScript)
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COMPONENT
(UnknownScript)
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// In alphabetical order:
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INTERFACE
(AIInterface)
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COMPONENT
(AIInterfaceScripted)
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INTERFACE
(AIManager)
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COMPONENT
(AIManager)
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INTERFACE
(CinemaManager)
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COMPONENT
(CinemaManager)
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INTERFACE
(CommandQueue)
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COMPONENT
(CommandQueue)
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INTERFACE
(Decay)
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COMPONENT
(Decay)
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INTERFACE
(Fogging)
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COMPONENT
(FoggingScripted)
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// Note: The VisualActor component relies on this component being initialized before itself, in order to support using
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// an entity's footprint shape for the selection boxes. This dependency is not strictly necessary, but it does avoid
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// some extra plumbing code to set up on-demand initialization. If you find yourself forced to break this dependency,
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// see VisualActor's Init method for a description of how you can avoid it.
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INTERFACE
(Footprint)
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COMPONENT
(Footprint)
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INTERFACE
(GuiInterface)
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COMPONENT
(GuiInterfaceScripted)
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INTERFACE
(Identity)
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COMPONENT
(IdentityScripted)
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INTERFACE
(Minimap)
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COMPONENT
(Minimap)
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INTERFACE
(Mirage)
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COMPONENT
(MirageScripted)
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INTERFACE
(Motion)
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COMPONENT
(MotionBall)
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COMPONENT
(MotionScripted)
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INTERFACE
(Obstruction)
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COMPONENT
(Obstruction)
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INTERFACE
(ObstructionManager)
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COMPONENT
(ObstructionManager)
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INTERFACE
(
OverlayRenderer
)
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COMPONENT
(
OverlayRenderer
)
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INTERFACE
(Ownership)
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COMPONENT
(Ownership)
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INTERFACE
(ParticleManager)
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COMPONENT
(ParticleManager)
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INTERFACE
(Pathfinder)
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COMPONENT
(Pathfinder)
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INTERFACE
(Player)
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COMPONENT
(PlayerScripted)
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INTERFACE
(PlayerManager)
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COMPONENT
(PlayerManagerScripted)
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INTERFACE
(Position)
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COMPONENT
(Position)
// must be before VisualActor
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INTERFACE
(ProjectileManager)
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COMPONENT
(ProjectileManager)
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INTERFACE
(RallyPointRenderer)
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COMPONENT
(RallyPointRenderer)
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INTERFACE
(RangeManager)
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COMPONENT
(RangeManager)
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INTERFACE
(Selectable)
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COMPONENT
(Selectable)
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INTERFACE
(Settlement)
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COMPONENT
(SettlementScripted)
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INTERFACE
(SoundManager)
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COMPONENT
(SoundManager)
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INTERFACE
(ValueModificationManager)
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COMPONENT
(ValueModificationManagerScripted)
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INTERFACE
(DataTemplateManager)
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COMPONENT
(DataTemplateManagerScripted)
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INTERFACE
(Terrain)
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COMPONENT
(Terrain)
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INTERFACE
(TerritoryInfluence)
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COMPONENT
(TerritoryInfluence)
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INTERFACE
(TerritoryManager)
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COMPONENT
(TerritoryManager)
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INTERFACE
(UnitMotion)
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COMPONENT
(UnitMotion)
// must be after Obstruction
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COMPONENT
(UnitMotionScripted)
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INTERFACE
(UnitRenderer)
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COMPONENT
(UnitRenderer)
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INTERFACE
(Visibility)
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COMPONENT
(VisibilityScripted)
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INTERFACE
(Vision)
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COMPONENT
(Vision)
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// Note: this component relies on the Footprint component being initialized before itself. See the comments above for
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// the Footprint component to find out why.
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INTERFACE
(Visual)
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COMPONENT
(VisualActor)
// must be after Ownership (dependency in Deserialize) and Vision (dependency in Init)
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INTERFACE
(
WaterManager
)
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COMPONENT
(
WaterManager
)
Interpolate
T Interpolate(const T &a, const T &b, float l)
Definition:
MathUtil.h:26
ProgressiveLoad
static int ProgressiveLoad()
Definition:
main.cpp:182
OverlayRenderer
Class OverlayRenderer: Render various bits of data that overlay the game world (selection circles...
Definition:
OverlayRenderer.h:36
COMPONENT
#define COMPONENT(name)
MESSAGE
#define MESSAGE(name)
INTERFACE
#define INTERFACE(name)
WaterManager
Class WaterManager: Maintain rendering-related water settings and textures Anything that affects game...
Definition:
WaterManager.h:43
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