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vcmi/server/CScriptCallback.h
Michał W. Urbańczyk 89cb5cb81b * added calls for battle action start/end
* added interface for casting spells
* artifact info in backpack
* artifacts we pick up on the map go to the appropriate slot (if free)
2008-09-28 21:01:49 +00:00

75 lines
2.6 KiB
C++

#pragma once
#include "../global.h"
#include <vector>
#include <set>
#include "../client/FunctionList.h"
class CVCMIServer;
class CGameHandler;
class SComponent;
class CSelectableComponent;
class IChosen;
class CCreatureSet;
class CGHeroInstance;
class CGObjectInstance;
class CGHeroInstance;
class CGTownInstance;
class CGameState;
struct lua_State;
struct MetaString;
struct InfoWindow;
struct ShowInInfobox;
struct SelectionDialog;
struct YesNoDialog;
struct BattleResult;
class CScriptCallback
{
CScriptCallback(void);
public:
~CScriptCallback(void);
CGameHandler *gh;
//get info
static int3 getPos(CGObjectInstance * ob);
int getOwner(int heroID);
int getResource(int player, int which);
int getSelectedHero();
int getDate(int mode=0);
const CGObjectInstance* getObj(int objid);
const CGHeroInstance* getHero(int objid);
const CGTownInstance* getTown(int objid);
//do sth
void changeSpells(int hid, bool give, const std::set<ui32> &spells);
void removeObject(int objid);
void setBlockVis(int objid, bool bv);
void setOwner(int objid, ui8 owner);
void setHoverName(int objid, MetaString * name);
void changePrimSkill(int ID, int which, int val, bool abs=false);
void showInfoDialog(InfoWindow *iw);
void showYesNoDialog(YesNoDialog *iw, const CFunctionList<void(ui32)> &callback);
void showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback); //returns question id
void giveResource(int player, int which, int val);
void showCompInfo(ShowInInfobox * comp);
void heroVisitCastle(int obj, int heroID);
void stopHeroVisitCastle(int obj, int heroID);
void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack; pos==-2 - default if available or backpack
void startBattle(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
void startBattle(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
void setAmount(int objid, ui32 val);
void moveHero(int hid, int3 pos, bool instant);
//friends
friend class CGameHandler;
};
class CLuaCallback : public CScriptCallback
{
private:
static void registerFuncs(lua_State * L);
static int getPos(lua_State * L);//(CGObjectInstance * object);
static int changePrimSkill(lua_State * L);//(int ID, int which, int val);
static int getGnrlText(lua_State * L);//(int ID, int which, int val);
static int getSelectedHero(lua_State * L);//()
friend class CGameHandler;
};