| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231 | #include "CScriptCallback.h"#include "../lib/Connection.h"#include "CVCMIServer.h"#include "CGameHandler.h"#include "../CGameState.h"#include "../map.h"#include "../hch/CObjectHandler.h"#include "../hch/CTownHandler.h"#include "../hch/CHeroHandler.h"#include "../lib/NetPacks.h"#include "../lib/VCMI_Lib.h"#include <boost/bind.hpp>#include <boost/foreach.hpp>#include <boost/thread.hpp>CScriptCallback::CScriptCallback(void){}CScriptCallback::~CScriptCallback(void){}void CScriptCallback::setBlockVis(int objid, bool bv){	SetObjectProperty sop(objid,2,bv);	gh->sendAndApply(&sop);}void CScriptCallback::removeObject(int objid){	RemoveObject ro;	ro.id = objid;	gh->sendAndApply(&ro);}void CScriptCallback::setOwner(int objid, ui8 owner){	SetObjectProperty sop(objid,1,owner);	gh->sendAndApply(&sop);}const CGObjectInstance* CScriptCallback::getObj(int objid){	return gh->gs->map->objects[objid];}const CGHeroInstance* CScriptCallback::getHero(int objid){	return static_cast<const CGHeroInstance*>(gh->gs->map->objects[objid]);}const CGTownInstance* CScriptCallback::getTown(int objid){	return static_cast<const CGTownInstance*>(gh->gs->map->objects[objid]);}void CScriptCallback::setHoverName(int objid, MetaString* name){	SetHoverName shn(objid, *name);	gh->sendAndApply(&shn);}int3 CScriptCallback::getPos(CGObjectInstance * ob){	return ob->pos;}void CScriptCallback::changePrimSkill(int ID, int which, int val, bool abs){	gh->changePrimSkill(ID, which, val, abs);}int CScriptCallback::getHeroOwner(int heroID){	return gh->gs->map->objects[heroID]->tempOwner;}int CScriptCallback::getResource(int player, int which){	return gh->gs->players[player].resources[which];}void CScriptCallback::showInfoDialog(InfoWindow *iw){	gh->sendToAllClients(iw);}void CScriptCallback::showYesNoDialog( YesNoDialog *iw, const CFunctionList<void(ui32)> &callback ){	gh->ask(iw,iw->player,callback);}void CScriptCallback::showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback){	gh->ask(iw,iw->player,callback);}int CScriptCallback::getSelectedHero(){		//int ret;	//if (LOCPLINT->adventureInt->selection.type == HEROI_TYPE)	//	ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection.selected))->subID;	//else 	//	ret = -1;;	return -1;}int CScriptCallback::getDate(int mode){	return gh->gs->getDate(mode);}void CScriptCallback::giveResource(int player, int which, int val){	SetResource sr;	sr.player = player;	sr.resid = which;	sr.val = (gh->gs->players[player].resources[which]+val);	gh->sendAndApply(&sr);}void CScriptCallback::showCompInfo(ShowInInfobox * comp){	gh->sendToAllClients(comp);}void CScriptCallback::heroVisitCastle(int obj, int heroID){	HeroVisitCastle vc;	vc.hid = heroID;	vc.tid = obj;	vc.flags |= 1;	gh->sendAndApply(&vc);}void CScriptCallback::stopHeroVisitCastle(int obj, int heroID){	HeroVisitCastle vc;	vc.hid = heroID;	vc.tid = obj;	gh->sendAndApply(&vc);}void CScriptCallback::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack{	CGHeroInstance* h = gh->gs->map->getHero(hid,0);	if(position<0)	{		for(unsigned i=0;i<h->artifacts.size();i++)		{			if(!h->artifacts[i])			{				h->artifacts[i] = artid;				return;			}		}		h->artifacts.push_back(artid);		return;	}	else	{		if(h->artifWorn[position]) //slot is occupied		{			giveHeroArtifact(h->artifWorn[position],hid,-1);		}		h->artifWorn[position] = artid;	}}void CScriptCallback::startBattle(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) //use hero=NULL for no hero{	boost::thread(boost::bind(&CGameHandler::startBattle,gh,*(CCreatureSet *)army1,*(CCreatureSet *)army2,tile,(CGHeroInstance *)hero1,(CGHeroInstance *)hero2));}void CScriptCallback::startBattle(int heroID, CCreatureSet army, int3 tile) //for hero<=>neutral army{	CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));	startBattle(&h->army,&army,tile,h,NULL);	//gh->gs->battle(&h->army,army,tile,h,NULL);}void CLuaCallback::registerFuncs(lua_State * L){//	lua_newtable(L);////#define REGISTER_C_FUNC(x) \//	lua_pushstring(L, #x);      \//	lua_pushcfunction(L, x);    \//	lua_rawset(L, -3)////	REGISTER_C_FUNC(getPos);//	REGISTER_C_FUNC(changePrimSkill);//	REGISTER_C_FUNC(getGnrlText);//	REGISTER_C_FUNC(getSelectedHero);////	lua_setglobal(L, "vcmi");//	#undef REGISTER_C_FUNC}int CLuaCallback::getPos(lua_State * L)//(CGObjectInstance * object);{		//const int args = lua_gettop(L); // number of arguments	//if ((args < 1) || !lua_isnumber(L, 1) )	//	luaL_error(L,	//		"Incorrect arguments to getPos([Object address])");	//CGObjectInstance * object = (CGObjectInstance *)(lua_tointeger(L, 1));	//lua_pushinteger(L,object->pos.x);	//lua_pushinteger(L,object->pos.y);	//lua_pushinteger(L,object->pos.z);	return 3;}int CLuaCallback::changePrimSkill(lua_State * L)//(int ID, int which, int val);{		//const int args = lua_gettop(L); // number of arguments	//if ((args < 1) || !lua_isnumber(L, 1) ||	//    ((args >= 2) && !lua_isnumber(L, 2)) ||	//    ((args >= 3) && !lua_isnumber(L, 3))		)	//{	//	luaL_error(L,	//		"Incorrect arguments to changePrimSkill([Hero ID], [Which Primary skill], [Change by])");	//}	//int ID = lua_tointeger(L, 1),	//	which = lua_tointeger(L, 2),	//	val = lua_tointeger(L, 3);	//CScriptCallback::changePrimSkill(ID,which,val);	return 0;}int CLuaCallback::getGnrlText(lua_State * L) //(int which),returns string{	//const int args = lua_gettop(L); // number of arguments	//if ((args < 1) || !lua_isnumber(L, 1) )	//	luaL_error(L,	//		"Incorrect arguments to getGnrlText([Text ID])");	//int which = lua_tointeger(L,1);	//lua_pushstring(L,CGI->generaltexth->allTexts[which].c_str());	return 1;}int CLuaCallback::getSelectedHero(lua_State * L) //(),returns int (ID of hero, -1 if no hero is seleceted){	//int ret;	//if (LOCPLINT->adventureInt->selection.type == HEROI_TYPE)	//	ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection.selected))->subID;	//else 	//	ret = -1;	//lua_pushinteger(L,ret);	return 1;}
 |