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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-29 23:07:48 +02:00

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.
This commit is contained in:
AlexVinS
2018-03-17 17:58:30 +03:00
committed by AlexVinS
parent 11bb46780a
commit ecaa9f5d0b
475 changed files with 22491 additions and 7123 deletions

View File

@@ -9,6 +9,8 @@
*/
#pragma once
#include <vcmi/Metatype.h>
#include "CGameInfoCallback.h" // for CGameInfoCallback
#include "CRandomGenerator.h"
@@ -25,6 +27,13 @@ class CStackBasicDescriptor;
class CGCreature;
struct ShashInt3;
namespace scripting
{
class Context;
class Pool;
class Script;
}
class DLL_LINKAGE CPrivilegedInfoCallback : public CGameInfoCallback
{
public:
@@ -42,12 +51,16 @@ public:
void loadCommonState(Loader &in); //loads GS and VLC
};
class DLL_LINKAGE IGameEventCallback : public IGameEventRealizer
class DLL_LINKAGE IGameEventCallback
{
public:
virtual void setObjProperty(ObjectInstanceID objid, int prop, si64 val) = 0;
virtual void showInfoDialog(InfoWindow * iw) = 0;
virtual void showInfoDialog(const std::string & msg, PlayerColor player) = 0;
virtual void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)=0;
virtual bool removeObject(const CGObjectInstance * obj)=0;
virtual void setBlockVis(ObjectInstanceID objid, bool bv)=0;
virtual void setOwner(const CGObjectInstance * objid, PlayerColor owner)=0;
virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false)=0;
virtual void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false)=0;
@@ -76,7 +89,6 @@ public:
virtual void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) = 0;
virtual void removeArtifact(const ArtifactLocation &al) = 0;
virtual bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) = 0;
virtual void synchronizeArtifactHandlerLists() = 0;
virtual void showCompInfo(ShowInInfobox * comp)=0;
virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
@@ -85,7 +97,6 @@ public:
virtual void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr)=0; //use hero=nullptr for no hero
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false)=0; //if any of armies is hero, hero will be used
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
virtual void setAmount(ObjectInstanceID objid, ui32 val)=0;
virtual bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL)=0;
virtual void giveHeroBonus(GiveBonus * bonus)=0;
virtual void setMovePoints(SetMovePoints * smp)=0;
@@ -101,7 +112,7 @@ public:
class DLL_LINKAGE CNonConstInfoCallback : public CPrivilegedInfoCallback
{
public:
PlayerState *getPlayer(PlayerColor color, bool verbose = true);
PlayerState * getPlayerState(PlayerColor color, bool verbose = true);
TeamState *getTeam(TeamID teamID);//get team by team ID
TeamState *getPlayerTeam(PlayerColor color);// get team by player color
CGHeroInstance *getHero(ObjectInstanceID objid);
@@ -110,6 +121,8 @@ public:
CArtifactInstance * getArtInstance(ArtifactInstanceID aid);
CGObjectInstance * getObjInstance(ObjectInstanceID oid);
CArmedInstance * getArmyInstance(ObjectInstanceID oid);
virtual void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) = 0;
};
/// Interface class for handling general game logic and actions
@@ -118,9 +131,7 @@ class DLL_LINKAGE IGameCallback : public CPrivilegedInfoCallback, public IGameEv
public:
virtual ~IGameCallback(){};
//do sth
const CGObjectInstance *putNewObject(Obj ID, int subID, int3 pos);
const CGCreature *putNewMonster(CreatureID creID, int count, int3 pos);
virtual scripting::Pool * getGlobalContextPool() const = 0;
//get info
virtual bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero);