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ecaa9f5d0b
* 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.
34 lines
614 B
C++
34 lines
614 B
C++
/*
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* mock_IGameCallback.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "mock_IGameCallback.h"
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GameCallbackMock::GameCallbackMock(UpperCallback * upperCallback_)
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: upperCallback(upperCallback_)
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{
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}
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GameCallbackMock::~GameCallbackMock()
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{
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}
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void GameCallbackMock::setGameState(CGameState * gameState)
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{
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gs = gameState;
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}
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void GameCallbackMock::sendAndApply(CPackForClient * pack)
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{
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upperCallback->apply(pack);
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}
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