1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/CCallback.h
Michał W. Urbańczyk 736af28c05 Working windmill, water wheel, mystical garden (not tested).
Info windows.
Minor changes.
2007-11-23 22:33:55 +00:00

80 lines
2.7 KiB
C++

#ifndef CCALLBACK_H
#define CCALLBACK_H
#include "mapHandler.h"
#include "tchar.h"
class CGameState;
class CHeroInstance;
class CTownInstance;
class CPath;
class CGObjectInstance;
struct SComponent;
typedef struct lua_State lua_State;
struct HeroMoveDetails
{
int3 src, dst; //source and destination points
CGHeroInstance * ho; //object instance of this hero
int owner;
};
class CCallback
{
private:
void newTurn();
CCallback(CGameState * GS, int Player):gs(GS),player(Player){};
CGameState * gs;
int lowestSpeed(CGHeroInstance * chi); //speed of the slowest stack
int valMovePoints(CGHeroInstance * chi);
bool isVisible(int3 pos, int Player);
protected:
int player;
public:
//commands
bool moveHero(int ID, CPath * path, int idtype, int pathType=0);//idtype: 0 - position in vector of heroes (of that player); 1 - ID of hero
//pathType: 0 - nodes are manifestation pos, 1 - nodes are object pos
//get info
bool verifyPath(CPath * path, bool blockSea);
int getDate(int mode=0); //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
PseudoV< PseudoV< PseudoV<unsigned char> > > & getVisibilityMap(); //returns visibility map (TODO: make it const)
const CGHeroInstance * getHeroInfo(int player, int val, bool mode); //mode = 0 -> val = serial; mode = 1 -> val = ID
int getResourceAmount(int type);
int howManyHeroes();
const CGTownInstance * getTownInfo(int val, bool mode); //mode = 0 -> val = serial; mode = 1 -> val = ID
int howManyTowns();
std::vector < std::string > getObjDescriptions(int3 pos); //returns descriptions of objects at pos in order from the lowest to the highest
std::vector < const CGHeroInstance *> * getHeroesInfo(bool onlyOur=true);
bool isVisible(int3 pos);
//friends
friend int _tmain(int argc, _TCHAR* argv[]);
};
class CScriptCallback
{
public:
CGameState * gs;
static int3 getPos(CGObjectInstance * ob);
static void changePrimSkill(int ID, int which, int val);
void showInfoDialog(int player, std::string text, std::vector<SComponent*> * components);
int getHeroOwner(int heroID);
int getSelectedHero();
int getDate(int mode=0);
void giveResource(int player, int which, int val);
friend void initGameState(CGameInfo * cgi);
};
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 void initGameState(CGameInfo * cgi);
};
#endif //CCALLBACK_H