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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.
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@@ -9,20 +9,39 @@
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*/
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#pragma once
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#include "IGameEventsReceiver.h"
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#include <vcmi/scripting/Service.h>
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class IGameEventRealizer;
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class CPrivilegedInfoCallback;
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namespace spells
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{
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namespace effects
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{
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class Registry;
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}
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}
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class CScriptingModule : public IGameEventsReceiver, public IBattleEventsReceiver
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namespace scripting
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{
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class DLL_LINKAGE ContextBase : public Context
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{
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public:
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virtual void executeUserCommand(const std::string &cmd){};
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virtual void init(){}; //called upon the start of game (after map randomization, before first turn)
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virtual void giveActionCB(IGameEventRealizer *cb){};
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virtual void giveInfoCB(CPrivilegedInfoCallback *cb){};
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CScriptingModule(){}
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virtual ~CScriptingModule(){}
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ContextBase(vstd::CLoggerBase * logger_);
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virtual ~ContextBase();
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protected:
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vstd::CLoggerBase * logger;
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};
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class DLL_LINKAGE Module
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{
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public:
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Module();
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virtual ~Module();
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virtual std::string compile(const std::string & name, const std::string & source, vstd::CLoggerBase * logger) const = 0;
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virtual std::shared_ptr<ContextBase> createContextFor(const Script * source, const Environment * env) const = 0;
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virtual void registerSpellEffect(spells::effects::Registry * registry, const Script * source) const = 0;
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};
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}
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