Always use underscores in event names

Follow-up of 3cbf249b. This commit changes event names to be written with
underscores everywhere where events are fired (or every place I found in a
quick search, anyway).
This commit is contained in:
Jyrki Vesterinen 2016-08-05 08:43:47 +03:00
parent b295aab4ba
commit a74f1054ca
20 changed files with 55 additions and 55 deletions

View file

@ -229,7 +229,7 @@
name=turn 8
[fire_event]
name=spawn creatures
name=spawn_creatures
[/fire_event]
[/event]
@ -249,7 +249,7 @@
[/filter]
[fire_event]
name=spawn creatures
name=spawn_creatures
[/fire_event]
[/event]

View file

@ -825,7 +825,7 @@
[/message]
[fire_event]
name=remove disguise
name=remove_disguise
[primary_unit]
x,y=$x1,$y1
@ -915,7 +915,7 @@
[/message]
[fire_event]
name=free heroes
name=free_heroes
[/fire_event]
[/event]
@ -937,7 +937,7 @@
[/message]
[fire_event]
name=free heroes
name=free_heroes
[/fire_event]
[/event]
@ -959,7 +959,7 @@
[/message]
[fire_event]
name=free heroes
name=free_heroes
[/fire_event]
[/event]
@ -972,7 +972,7 @@
[/message]
[fire_event]
name=remove disguise
name=remove_disguise
[primary_unit]
side=1

View file

@ -533,7 +533,7 @@
time=500
[/delay]
[fire_event]
name=home destroyed
name=home_destroyed
[/fire_event]
[/event]
@ -567,7 +567,7 @@
time=500
[/delay]
[fire_event]
name=home destroyed
name=home_destroyed
[/fire_event]
[/event]

View file

@ -343,7 +343,7 @@ Chapter Two"
[/filter]
[fire_event]
name=free cleodil
name=free_cleodil
[/fire_event]
[objectives]
@ -376,7 +376,7 @@ Chapter Two"
[/message]
[fire_event]
name=free cleodil
name=free_cleodil
[/fire_event]
[/then]
[/if]

View file

@ -387,7 +387,7 @@
message= _ "She is right. Dont let them lure you away from the Kalian, preparations for when more of them arrive must be made."
[/message]
[fire_event]
name=enemies defeated
name=enemies_defeated
[/fire_event]
[/then]
[/if]

View file

@ -1032,7 +1032,7 @@ Uu, Uu, Chr, Uh, Re, Uu, Uu, Uh, Uu, Chr, Chr
[/filter_second]
[fire_event]
name=last breath
name=last_breath
[primary_unit]
id=Dommel

View file

@ -226,7 +226,7 @@
name=time over
[fire_event]
name=victory cutscene
name=victory_cutscene
[/fire_event]
[endlevel]
@ -256,7 +256,7 @@
[/unstore_unit]
[fire_event]
name=victory cutscene
name=victory_cutscene
[/fire_event]
[endlevel]

View file

@ -509,7 +509,7 @@
[/message]
[fire_event]
name=bridge explode
name=bridge_explode
[/fire_event]
[endlevel]

View file

@ -1363,11 +1363,11 @@
{JEVGOLD}
[fire_event]
name=spawn corpses
name=spawn_corpses
[/fire_event]
[fire_event]
name=spawn skeletons
name=spawn_skeletons
[/fire_event]
[message]
@ -1565,7 +1565,7 @@
[/filter_condition]
[fire_event]
name=spawn corpses
name=spawn_corpses
[/fire_event]
{CLEAR_VARIABLE next_corpse_spawn_turn}
@ -1599,7 +1599,7 @@
[/filter_condition]
[fire_event]
name=spawn skeletons
name=spawn_skeletons
[/fire_event]
{CLEAR_VARIABLE next_skeleton_spawn_turn}

View file

@ -799,7 +799,7 @@
[/filter]
[fire_event]
name=stable found
name=stable_found
[primary_unit]
x=$x1
y=$y1
@ -1235,7 +1235,7 @@
[event]
name=turn 16
[fire_event]
name=hunting party
name=hunting_party
[/fire_event]
[/event]
@ -1287,7 +1287,7 @@
# Elvish hunting party arrives if the necromancer died before turn 16.
[fire_event]
name=hunting party
name=hunting_party
[/fire_event]
[message]

View file

@ -1546,7 +1546,7 @@
#at next turn create haunt trainer and ghost novices
name=new turn
[fire_event]
name=start training
name=start_training
[/fire_event]
[/event]
[/event]

View file

@ -507,7 +507,7 @@
[/print]
[fire_event]
name=menu item ai_controller
name=menu_item_ai_controller
[primary_unit]
x=$ai_controller_{AFFIX}.defend_location.original_controller_invokation_x

View file

@ -1107,7 +1107,7 @@ namespace {
dat.add_child("first", d_weapon_cfg);
dat.add_child("second", a_weapon_cfg);
resources::game_events->pump().fire("last breath", death_loc, attacker_loc, dat);
resources::game_events->pump().fire("last_breath", death_loc, attacker_loc, dat);
refresh_bc();
if (!defender.valid() || defender.get_unit().hitpoints() > 0) {
@ -1160,7 +1160,7 @@ namespace {
units_.add(death_loc, newunit);
game_events::entity_location reanim_loc(defender.loc_, newunit.underlying_id());
resources::game_events->pump().fire("unit placed", reanim_loc);
resources::game_events->pump().fire("unit_placed", reanim_loc);
preferences::encountered_units().insert(newunit.type_id());
if (update_display_) {
@ -1490,7 +1490,7 @@ void advance_unit_at(const advance_unit_params& params)
if(params.fire_events_)
{
LOG_NG << "Firing pre advance event at " << params.loc_ <<".\n";
resources::game_events->pump().fire("pre advance", params.loc_);
resources::game_events->pump().fire("pre_advance", params.loc_);
//TODO: maybe use id instead of location here ?.
u = resources::units->find(params.loc_);
if(!unit_helper::will_certainly_advance(u))
@ -1621,7 +1621,7 @@ void advance_unit(map_location loc, const std::string &advance_to,
if(fire_event)
{
LOG_NG << "Firing post_advance event at " << loc << ".\n";
resources::game_events->pump().fire("post advance",loc);
resources::game_events->pump().fire("post_advance",loc);
}
// "sighted" event(s).

View file

@ -636,7 +636,7 @@ place_recruit_result place_recruit(unit_ptr u, const map_location &recruit_locat
recruit_checksums(*u, wml_triggered);
resources::whiteboard->on_gamestate_change();
resources::game_events->pump().fire("unit placed", current_loc);
resources::game_events->pump().fire("unit_placed", current_loc);
if ( fire_event ) {
const std::string event_name = is_recall ? "prerecall" : "prerecruit";

View file

@ -217,7 +217,7 @@ void unit_creator::post_create(const map_location &loc, const unit &new_unit, bo
// Only fire the events if it's safe; it's not if we're in the middle of play_controller::reset_gamestate()
if (resources::lua_kernel != nullptr) {
resources::game_events->pump().fire("unit placed", loc);
resources::game_events->pump().fire("unit_placed", loc);
}
if (resources::screen!=nullptr) {

View file

@ -789,7 +789,7 @@ void manager::play_turn( side_number side ){
/*hack. @todo 1.9 rework via extended event system*/
get_ai_info().recent_attacks.clear();
ai_composite& ai_obj = get_active_ai_for_side(side);
resources::game_events->pump().fire("ai turn");
resources::game_events->pump().fire("ai_turn");
raise_turn_started();
if (resources::tod_manager->has_tod_bonus_changed()) {
raise_tod_changed();

View file

@ -369,7 +369,7 @@ void play_controller::fire_prestart()
// Fire these right before prestart events, to catch only the units sides
// have started with.
for (const unit& u : gamestate().board_.units()) {
pump().fire("unit placed", map_location(u.get_location()));
pump().fire("unit_placed", map_location(u.get_location()));
}
pump().fire("prestart");
@ -448,15 +448,15 @@ void play_controller::do_init_side()
// We might have skipped some sides because they were empty so it is not enough to check for side_num==1
if(!gamestate().tod_manager_.has_turn_event_fired())
{
pump().fire("turn " + turn_num);
pump().fire("new turn");
pump().fire("turn_" + turn_num);
pump().fire("new_turn");
gamestate().tod_manager_.turn_event_fired();
}
pump().fire("side turn");
pump().fire("side " + side_num + " turn");
pump().fire("side turn " + turn_num);
pump().fire("side " + side_num + " turn " + turn_num);
pump().fire("side_turn");
pump().fire("side_" + side_num + "_turn");
pump().fire("side_turn_" + turn_num);
pump().fire("side_" + side_num + "_turn_" + turn_num);
// We want to work out if units for this player should get healed,
// and the player should get income now.
@ -481,10 +481,10 @@ void play_controller::do_init_side()
// Prepare the undo stack.
undo_stack().new_side_turn(current_side());
pump().fire("turn refresh");
pump().fire("side " + side_num + " turn refresh");
pump().fire("turn " + turn_num + " refresh");
pump().fire("side " + side_num + " turn " + turn_num + " refresh");
pump().fire("turn_refresh");
pump().fire("side_" + side_num + "_turn_refresh");
pump().fire("turn_" + turn_num + "_refresh");
pump().fire("side_" + side_num + "_turn_" + turn_num + "_refresh");
// Make sure vision is accurate.
actions::clear_shroud(current_side(), true);
@ -543,10 +543,10 @@ void play_controller::finish_side_turn()
// Clear shroud, in case units had been slowed for the turn.
actions::clear_shroud(current_side());
pump().fire("side turn end");
pump().fire("side "+ side_num + " turn end");
pump().fire("side turn " + turn_num + " end");
pump().fire("side " + side_num + " turn " + turn_num + " end");
pump().fire("side_turn_end");
pump().fire("side_"+ side_num + "_turn_end");
pump().fire("side_turn_" + turn_num + "_end");
pump().fire("side_" + side_num + "_turn_" + turn_num + "_end");
// This is where we refog, after all of a side's events are done.
actions::recalculate_fog(current_side());
check_victory();
@ -562,8 +562,8 @@ void play_controller::finish_turn()
{
set_scontext_synced sync(2);
const std::string turn_num = std::to_string(turn());
pump().fire("turn end");
pump().fire("turn " + turn_num + " end");
pump().fire("turn_end");
pump().fire("turn_" + turn_num + "_end");
sync.do_final_checkup();
}
@ -1228,7 +1228,7 @@ void play_controller::check_time_over()
if(!time_left) {
LOG_NG << "firing time over event...\n";
set_scontext_synced_base sync;
pump().fire("time over");
pump().fire("time_over");
LOG_NG << "done firing time over event...\n";
// If turns are added while handling 'time over' event.
if (gamestate().tod_manager_.is_time_left()) {

View file

@ -289,7 +289,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(const config& level)
{ // Block for set_scontext_synced_base
set_scontext_synced_base sync;
pump().fire(end_level.proceed_to_next_level ? "victory" : "defeat");
pump().fire("scenario end");
pump().fire("scenario_end");
}
if(end_level.proceed_to_next_level) {
gamestate().board_.heal_all_survivors();

View file

@ -2556,7 +2556,7 @@ int game_lua_kernel::intf_put_unit(lua_State *L)
units().insert(u);
}
if(unit_arg != 1 || luaW_toboolean(L, 3)) {
play_controller_.pump().fire("unit placed", loc);
play_controller_.pump().fire("unit_placed", loc);
}
return 0;
}
@ -3880,7 +3880,7 @@ int game_lua_kernel::intf_kill(lua_State *L)
}
}
if (fire_event) {
play_controller_.pump().fire("last breath", death_loc, killer_loc);
play_controller_.pump().fire("last_breath", death_loc, killer_loc);
}
// Visual consequences of the kill.

View file

@ -477,7 +477,7 @@ SYNCED_COMMAND_HANDLER_FUNCTION(debug_create_unit, child, use_undo, /*show*/, e
// Add the unit to the board.
std::pair<unit_map::iterator, bool> add_result = resources::units->replace(loc, created);
resources::screen->invalidate_unit();
resources::game_events->pump().fire("unit placed", loc);
resources::game_events->pump().fire("unit_placed", loc);
unit_display::unit_recruited(loc);
// Village capture?
@ -517,7 +517,7 @@ SYNCED_COMMAND_HANDLER_FUNCTION(debug_kill, child, use_undo, /*show*/, /*error_h
const unit_map::iterator i = resources::units->find(loc);
if (i != resources::units->end()) {
const int dying_side = i->side();
resources::controller->pump().fire("last breath", loc, loc);
resources::controller->pump().fire("last_breath", loc, loc);
if (i.valid()) {
unit_display::unit_die(loc, *i);
}