Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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/*
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* GenericEvents.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "GenericEvents.h"
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#include "../../LuaStack.h"
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#include "../../LuaCallWrapper.h"
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#include "../Registry.h"
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#include "SubscriptionRegistryProxy.h"
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namespace scripting
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{
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namespace api
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{
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namespace events
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{
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using ::events::GameResumed;
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using ::events::PlayerGotTurn;
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using ::events::TurnStarted;
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VCMI_REGISTER_SCRIPT_API(GameResumedProxy, "events.GameResumed");
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VCMI_REGISTER_SCRIPT_API(PlayerGotTurnProxy, "events.PlayerGotTurn");
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VCMI_REGISTER_SCRIPT_API(TurnStartedProxy, "events.TurnStarted");
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const std::vector<GameResumedProxy::CustomRegType> GameResumedProxy::REGISTER_CUSTOM =
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{
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{
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"subscribeBefore",
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&SubscriptionRegistryProxy<GameResumedProxy>::subscribeBefore,
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true
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},
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{
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"subscribeAfter",
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&SubscriptionRegistryProxy<GameResumedProxy>::subscribeAfter,
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true
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}
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};
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const std::vector<PlayerGotTurnProxy::CustomRegType> PlayerGotTurnProxy::REGISTER_CUSTOM =
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{
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{
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"subscribeBefore",
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&SubscriptionRegistryProxy<PlayerGotTurnProxy>::subscribeBefore,
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true
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},
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{
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"subscribeAfter",
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&SubscriptionRegistryProxy<PlayerGotTurnProxy>::subscribeAfter,
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true
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2021-02-16 16:07:30 +02:00
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},
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{
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"getPlayer",
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LuaMethodWrapper<PlayerGotTurn, decltype(&PlayerGotTurn::getPlayerIndex), &PlayerGotTurn::getPlayerIndex>::invoke,
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false
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},
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{
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"setPlayer",
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LuaMethodWrapper<PlayerGotTurn, decltype(&PlayerGotTurn::setPlayerIndex), &PlayerGotTurn::setPlayerIndex>::invoke,
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false
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},
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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};
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const std::vector<TurnStartedProxy::CustomRegType> TurnStartedProxy::REGISTER_CUSTOM =
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{
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{
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"subscribeBefore",
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&SubscriptionRegistryProxy<TurnStartedProxy>::subscribeBefore,
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true
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},
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{
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"subscribeAfter",
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&SubscriptionRegistryProxy<TurnStartedProxy>::subscribeAfter,
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true
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}
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};
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}
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}
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}
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