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https://github.com/vcmi/vcmi.git
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89cb5cb81b
* added interface for casting spells * artifact info in backpack * artifacts we pick up on the map go to the appropriate slot (if free)
75 lines
2.6 KiB
C++
75 lines
2.6 KiB
C++
#pragma once
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#include "../global.h"
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#include <vector>
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#include <set>
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#include "../client/FunctionList.h"
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class CVCMIServer;
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class CGameHandler;
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class SComponent;
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class CSelectableComponent;
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class IChosen;
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class CCreatureSet;
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class CGHeroInstance;
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class CGObjectInstance;
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class CGHeroInstance;
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class CGTownInstance;
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class CGameState;
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struct lua_State;
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struct MetaString;
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struct InfoWindow;
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struct ShowInInfobox;
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struct SelectionDialog;
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struct YesNoDialog;
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struct BattleResult;
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class CScriptCallback
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{
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CScriptCallback(void);
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public:
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~CScriptCallback(void);
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CGameHandler *gh;
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//get info
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static int3 getPos(CGObjectInstance * ob);
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int getOwner(int heroID);
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int getResource(int player, int which);
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int getSelectedHero();
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int getDate(int mode=0);
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const CGObjectInstance* getObj(int objid);
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const CGHeroInstance* getHero(int objid);
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const CGTownInstance* getTown(int objid);
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//do sth
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void changeSpells(int hid, bool give, const std::set<ui32> &spells);
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void removeObject(int objid);
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void setBlockVis(int objid, bool bv);
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void setOwner(int objid, ui8 owner);
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void setHoverName(int objid, MetaString * name);
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void changePrimSkill(int ID, int which, int val, bool abs=false);
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void showInfoDialog(InfoWindow *iw);
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void showYesNoDialog(YesNoDialog *iw, const CFunctionList<void(ui32)> &callback);
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void showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback); //returns question id
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void giveResource(int player, int which, int val);
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void showCompInfo(ShowInInfobox * comp);
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void heroVisitCastle(int obj, int heroID);
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void stopHeroVisitCastle(int obj, int heroID);
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void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack; pos==-2 - default if available or backpack
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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
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void startBattle(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
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void setAmount(int objid, ui32 val);
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void moveHero(int hid, int3 pos, bool instant);
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//friends
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friend class CGameHandler;
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};
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class CLuaCallback : public CScriptCallback
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{
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private:
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static void registerFuncs(lua_State * L);
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static int getPos(lua_State * L);//(CGObjectInstance * object);
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static int changePrimSkill(lua_State * L);//(int ID, int which, int val);
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static int getGnrlText(lua_State * L);//(int ID, int which, int val);
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static int getSelectedHero(lua_State * L);//()
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friend class CGameHandler;
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}; |