#pragma once #include "global.h" #include "lstate.h" #include #include class CLua; struct SDL_Surface; class CGObjectInstance; class CGameInfo; class CGHeroInstance; class CScriptCallback; class SComponent; class CSelectableComponent; class CGameState; struct Mapa; enum ESLan{UNDEF=-1,CPP,ERM,LUA}; class CObjectScript { public: int owner, language; std::string filename; int getOwner(){return owner;} //255 - neutral / 254 - not flaggable CObjectScript(); virtual ~CObjectScript(); //functions to be called in script //virtual void init(){}; virtual void newObject(CGObjectInstance *os){}; virtual void onHeroVisit(CGObjectInstance *os, int heroID){}; virtual void onHeroLeave(CGObjectInstance *os, int heroID){}; virtual std::string hoverText(CGObjectInstance *os){return "";}; virtual void newTurn (){}; //TODO: implement functions below: virtual void equipArtefact(int HID, int AID, int slot, bool putOn){}; //putOn==0 means that artifact is taken off virtual void battleStart(int phase){}; //phase==0 - very start, before initialization of battle; phase==1 - just before battle starts virtual void battleNewTurn (int turn){}; //turn==-1 is for tactic stage //virtual void battleAction (int type,int destination, int stack, int owner, int){}; //virtual void mouseClick (down,left,screen?, pos??){}; virtual void heroLevelUp (int HID){}; //add possibility of changing available sec. skills }; class CScript { public: CScript(); virtual ~CScript(); }; class IChosen { public: virtual void chosen(int which)=0; }; class CLua :public CScript { protected: lua_State * is; /// tez niebezpieczne!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (ale chwilowo okielznane) bool opened; public: CLua(std::string initpath); void open(std::string initpath); void registerCLuaCallback(); CLua(); virtual ~CLua(); void findF(std::string fname); void findF2(std::string fname); void findFS(std::string fname); friend CGameState; }; class CLuaObjectScript : public CLua, public CObjectScript { public: CLuaObjectScript(std::string filename); virtual ~CLuaObjectScript(); static std::string genFN(std::string base, int ID); void init(); void newObject(CGObjectInstance *os); void onHeroVisit(CGObjectInstance *os, int heroID); std::string hoverText(CGObjectInstance *os); friend CGameState; }; class CCPPObjectScript: public CObjectScript { protected: CScriptCallback * cb; CCPPObjectScript(CScriptCallback * CB){cb=CB;}; public: virtual std::vector yourObjects()=0; //returns IDs of objects which are handled by script virtual std::string hoverText(CGObjectInstance *os); }; class CVisitableOPH : public CCPPObjectScript //once per hero { CVisitableOPH(CScriptCallback * CB):CCPPObjectScript(CB){}; std::map > visitors; void onNAHeroVisit(CGObjectInstance *os, int heroID, bool alreadyVisited); void newObject(CGObjectInstance *os); void onHeroVisit(CGObjectInstance *os, int heroID); std::vector yourObjects(); //returns IDs of objects which are handled by script std::string hoverText(CGObjectInstance *os); friend CGameState; }; class CVisitableOPW : public CCPPObjectScript //once per week { CVisitableOPW(CScriptCallback * CB):CCPPObjectScript(CB){}; std::map visited; void onNAHeroVisit(CGObjectInstance *os, int heroID, bool alreadyVisited); void newObject(CGObjectInstance *os); void onHeroVisit(CGObjectInstance *os, int heroID); std::vector yourObjects(); //returns IDs of objects which are handled by script std::string hoverText(CGObjectInstance *os); void newTurn (); friend CGameState; }; class CMines : public CCPPObjectScript //flaggable, and giving resource at each day { CMines(CScriptCallback * CB):CCPPObjectScript(CB){}; std::vector ourObjs; void newObject(CGObjectInstance *os); void onHeroVisit(CGObjectInstance *os, int heroID); std::vector yourObjects(); //returns IDs of objects which are handled by script std::string hoverText(CGObjectInstance *os); void newTurn (); friend CGameState; }; class CPickable : public CCPPObjectScript, public IChosen //pickable - resources, artifacts, etc { std::vector tempStore; int player; CPickable(CScriptCallback * CB):CCPPObjectScript(CB){}; void chosen(int which); void newObject(CGObjectInstance *os); void onHeroVisit(CGObjectInstance *os, int heroID); std::string hoverText(CGObjectInstance *os); std::vector yourObjects(); //returns IDs of objects which are handled by script friend CGameState; }; class CTownScript : public CCPPObjectScript //pickable - resources, artifacts, etc { CTownScript(CScriptCallback * CB):CCPPObjectScript(CB){}; void onHeroVisit(CGObjectInstance *os, int heroID); void onHeroLeave(CGObjectInstance *os, int heroID); std::string hoverText(CGObjectInstance *os); std::vector yourObjects(); //returns IDs of objects which are handled by script friend CGameState; }; class CHeroScript : public CCPPObjectScript { std::map heroes; CHeroScript(CScriptCallback * CB):CCPPObjectScript(CB){}; void newObject(CGObjectInstance *os); void onHeroVisit(CGObjectInstance *os, int heroID); std::vector yourObjects(); //returns IDs of objects which are handled by script std::string hoverText(CGObjectInstance *os); friend CGameState; }; class CMonsterS : public CCPPObjectScript { std::map heroes; CMonsterS(CScriptCallback * CB):CCPPObjectScript(CB){}; void newObject(CGObjectInstance *os); std::string hoverText(CGObjectInstance *os); void onHeroVisit(CGObjectInstance *os, int heroID); std::vector yourObjects(); //returns IDs of objects which are handled by script friend CGameState; }; class CCreatureGen : public CCPPObjectScript { std::map amount; //amount of creatures in each dwelling CCreatureGen(CScriptCallback * CB):CCPPObjectScript(CB){}; void newObject(CGObjectInstance *os); std::string hoverText(CGObjectInstance *os); void onHeroVisit(CGObjectInstance *os, int heroID); std::vector yourObjects(); //returns IDs of objects which are handled by script friend CGameState; };