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- #include "stdafx.h"
- #include "CCallback.h"
- #include "CPathfinder.h"
- #include "hch\CHeroHandler.h"
- #include "hch\CTownHandler.h"
- #include "CGameInfo.h"
- #include "hch\CAmbarCendamo.h"
- #include "mapHandler.h"
- #include "CGameState.h"
- #include "CPlayerInterface.h"
- #include "CLua.h"
- #include "hch/CGeneralTextHandler.h"
- #include "CAdvmapInterface.h"
- #include "CPlayerInterface.h"
- LUALIB_API int (luaL_error) (lua_State *L, const char *fmt, ...);
- int CCallback::lowestSpeed(CGHeroInstance * chi)
- {
- int min = 150;
- for ( std::map<int,std::pair<CCreature*,int> >::iterator i = chi->army.slots.begin();
- i!=chi->army.slots.end(); i++ )
- {
- if (min>(*i).second.first->speed)
- min = (*i).second.first->speed;
- }
- return min;
- }
- int CCallback::valMovePoints(CGHeroInstance * chi)
- {
- int ret = 1270+70*lowestSpeed(chi);
- if (ret>2000)
- ret=2000;
-
- //TODO: additional bonuses (but they aren't currently stored in chi)
- return ret;
- }
- void CCallback::newTurn()
- {
- //std::map<int, PlayerState>::iterator i = gs->players.begin() ;
- gs->day++;
- for (std::set<CCPPObjectScript *>::iterator i=gs->cppscripts.begin();i!=gs->cppscripts.end();i++)
- {
- (*i)->newTurn();
- }
- for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
- {
- for (int j=0;j<(*i).second.heroes.size();j++)
- {
- (*i).second.heroes[j]->movement = valMovePoints((*i).second.heroes[j]);
- }
- }
- }
- bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
- {
- CGHeroInstance * hero = NULL;
- if (idtype==0)
- {
- if (player==-1)
- hero=gs->players[player+1].heroes[ID];
- else
- hero=gs->players[player].heroes[ID];
- }
- else if (idtype==1 && player>=0) //looking for it in local area
- {
- for (int i=0; i<gs->players[player].heroes.size();i++)
- {
- if (gs->players[player].heroes[i]->type->ID == ID)
- hero = gs->players[player].heroes[i];
- }
- }
- else //idtype==1; player<0
- {
- for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)
- {
- for (int i=0; i<(*j).second.heroes.size();i++)
- {
- if ((*j).second.heroes[i]->type->ID == ID)
- {
- hero = (*j).second.heroes[i];
- }
- }
- }
- }
- if (!hero)
- return false; //can't find hero
- if(!verifyPath(path,!hero->canWalkOnSea()))//TODO: not check sea, if hero has flying or walking on water
- return false; //invalid path
- //check path format
- if (pathType==0)
- CPathfinder::convertPath(path,pathType);
- if (pathType>1)
- throw std::exception("Unknown path format");
- CPath * ourPath = path;
- if(!ourPath)
- return false;
- for(int i=ourPath->nodes.size()-1; i>0; i--)
- {
- int3 stpos, endpos;
- stpos = int3(ourPath->nodes[i].coord.x, ourPath->nodes[i].coord.y, hero->pos.z);
- endpos = int3(ourPath->nodes[i-1].coord.x, ourPath->nodes[i-1].coord.y, hero->pos.z);
- HeroMoveDetails curd;
- curd.src = stpos;
- curd.dst = endpos;
- curd.ho = hero;
- curd.owner = hero->getOwner();
- /*if(player!=-1)
- {
- hero->pos = endpos;
- }*/
- if((hero->movement>=CGI->mh->getCost(stpos, endpos, hero)) || player==-1)
- { //performing move
- hero->movement-=CGI->mh->getCost(stpos, endpos, hero);
-
- std::vector< CGObjectInstance * > vis = CGI->mh->getVisitableObjs(CGHeroInstance::convertPosition(curd.dst,false));
- bool blockvis = false;
- for (int pit = 0; pit<vis.size();pit++)
- if (vis[pit]->blockVisit)
- blockvis = true;
- if (!blockvis)
- {
- curd.successful = true;
- hero->pos = curd.dst;
- //inform leaved objects
- std::vector< CGObjectInstance * > leave = CGI->mh->getVisitableObjs(CGHeroInstance::convertPosition(curd.src,false));
- for (int iii=0; iii<leave.size(); iii++) //if object is visitable we call onHeroVisit
- {
- //TODO: allow to handle this in LUA
- if(leave[iii]->state) //hard-coded function
- leave[iii]->state->onHeroLeave(leave[iii],curd.ho->subID);
- }
- //reveal fog of war
- int heroSight = hero->getSightDistance();
- int xbeg = stpos.x - heroSight - 2;
- if(xbeg < 0)
- xbeg = 0;
- int xend = stpos.x + heroSight + 2;
- if(xend >= CGI->ac->map.width)
- xend = CGI->ac->map.width;
- int ybeg = stpos.y - heroSight - 2;
- if(ybeg < 0)
- ybeg = 0;
- int yend = stpos.y + heroSight + 2;
- if(yend >= CGI->ac->map.height)
- yend = CGI->ac->map.height;
- for(int xd=xbeg; xd<xend; ++xd) //revealing part of map around heroes
- {
- for(int yd=ybeg; yd<yend; ++yd)
- {
- int deltaX = (hero->getPosition(false).x-xd)*(hero->getPosition(false).x-xd);
- int deltaY = (hero->getPosition(false).y-yd)*(hero->getPosition(false).y-yd);
- if(deltaX+deltaY<hero->getSightDistance()*hero->getSightDistance())
- {
- if(gs->players[player].fogOfWarMap[xd][yd][hero->getPosition(false).z] == 0)
- {
- CGI->playerint[gs->players[player].serial]->tileRevealed(int3(xd, yd, hero->getPosition(false).z));
- }
- gs->players[player].fogOfWarMap[xd][yd][hero->getPosition(false).z] = 1;
- }
- }
- }
- //notify interfacesabout move
- int nn=0; //number of interfece of currently browsed player
- for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
- {
- if (j->first > PLAYER_LIMIT)
- break;
- if(j->second.fogOfWarMap[stpos.x-1][stpos.y][stpos.z] || j->second.fogOfWarMap[endpos.x-1][endpos.y][endpos.z])
- { //player should be notified
- CGI->playerint[j->second.serial]->heroMoved(curd);
- }
- ++nn;
- }
- //call objects if they arevisited
- for (int iii=0; iii<vis.size(); iii++) //if object is visitable we call onHeroVisit
- {
- if(gs->checkFunc(vis[iii]->ID,"heroVisit")) //script function
- gs->objscr[vis[iii]->ID]["heroVisit"]->onHeroVisit(vis[iii],curd.ho->subID);
- if(vis[iii]->state) //hard-coded function
- vis[iii]->state->onHeroVisit(vis[iii],curd.ho->subID);
- }
- }
- else //interaction with blocking object (like resources)
- {
- curd.successful = false;
- CGI->playerint[gs->players[hero->getOwner()].serial]->heroMoved(curd);
- for (int iii=0; iii<vis.size(); iii++) //if object is visitable we call onHeroVisit
- {
- if (vis[iii]->blockVisit)
- {
- if(gs->checkFunc(vis[iii]->ID,"heroVisit")) //script function
- gs->objscr[vis[iii]->ID]["heroVisit"]->onHeroVisit(vis[iii],curd.ho->subID);
- if(vis[iii]->state) //hard-coded function
- vis[iii]->state->onHeroVisit(vis[iii],curd.ho->subID);
- }
- }
- return false;
- }
- }
- else
- return true; //move ended - no more movement points
- }
- return true;
- }
- void CCallback::selectionMade(int selection, int asker)
- {
- //todo - jak bedzie multiplayer po sieci, to moze wymagac przerobek zaleznych od obranego modelu
- IChosen * ask = (IChosen *)asker;
- ask->chosen(selection);
- }
- int CCallback::howManyTowns()
- {
- return gs->players[gs->currentPlayer].towns.size();
- }
- const CGTownInstance * CCallback::getTownInfo(int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
- {
- if (!mode)
- return gs->players[gs->currentPlayer].towns[val];
- else
- {
- //TODO: add some smart ID to the CTownInstance
- //for (int i=0; i<gs->players[gs->currentPlayer].towns.size();i++)
- //{
- // if (gs->players[gs->currentPlayer].towns[i]->someID==val)
- // return gs->players[gs->currentPlayer].towns[i];
- //}
- return NULL;
- }
- return NULL;
- }
- int CCallback::howManyHeroes()
- {
- return gs->players[player].heroes.size();
- }
- const CGHeroInstance * CCallback::getHeroInfo(int player, int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
- {
- if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info
- return NULL;
- if (!mode)
- if(val<gs->players[player].heroes.size())
- return gs->players[player].heroes[val];
- else return NULL;
- else
- {
- for (int i=0; i<gs->players[player].heroes.size();i++)
- {
- if (gs->players[player].heroes[i]->type->ID==val)
- return gs->players[player].heroes[i];
- }
- }
- return NULL;
- }
- int CCallback::getResourceAmount(int type)
- {
- return gs->players[player].resources[type];
- }
- int CCallback::getDate(int mode)
- {
- int temp;
- switch (mode)
- {
- case 0:
- return gs->day;
- break;
- case 1:
- temp = (gs->day)%7;
- if (temp)
- return temp;
- else return 7;
- break;
- case 2:
- temp = ((gs->day-1)/7)+1;
- if (!(temp%4))
- return 4;
- else
- return (temp%4);
- break;
- case 3:
- return ((gs->day-1)/28)+1;
- break;
- }
- return 0;
- }
- bool CCallback::verifyPath(CPath * path, bool blockSea)
- {
- for (int i=0;i<path->nodes.size();i++)
- {
- if ( CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].blocked
- && (! (CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].visitable)))
- return false; //path is wrong - one of the tiles is blocked
- if (blockSea)
- {
- if (i==0)
- continue;
- if (
- ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType==EterrainType::water)
- &&
- (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType!=EterrainType::water))
- ||
- ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType!=EterrainType::water)
- &&
- (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::water))
- ||
- (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::rock)
-
- )
- return false;
- }
- }
- return true;
- }
- std::vector < std::string > CCallback::getObjDescriptions(int3 pos)
- {
- if(gs->players[player].fogOfWarMap[pos.x][pos.y][pos.z])
- return CGI->mh->getObjDescriptions(pos);
- else return std::vector< std::string > ();
- }
- PseudoV< PseudoV< PseudoV<unsigned char> > > & CCallback::getVisibilityMap()
- {
- return gs->players[player].fogOfWarMap;
- }
- bool CCallback::isVisible(int3 pos, int Player)
- {
- return gs->players[Player].fogOfWarMap[pos.x][pos.y][pos.z];
- }
- std::vector < const CGHeroInstance *> CCallback::getHeroesInfo(bool onlyOur)
- {
- std::vector < const CGHeroInstance *> ret = std::vector < const CGHeroInstance *>();
- for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
- {
- for (int j=0;j<(*i).second.heroes.size();j++)
- {
- if ( ( isVisible((*i).second.heroes[j]->getPosition(false),player) ) || (*i).first==player)
- {
- ret.push_back((*i).second.heroes[j]);
- }
- }
- } // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
- return ret;
- }
- bool CCallback::isVisible(int3 pos)
- {
- return isVisible(pos,player);
- }
- int CCallback::getMyColor()
- {
- return player;
- }
- int CCallback::getHeroSerial(const CGHeroInstance * hero)
- {
- for (int i=0; i<gs->players[player].heroes.size();i++)
- {
- if (gs->players[player].heroes[i]==hero)
- return i;
- }
- return -1;
- }
- const CCreatureSet* CCallback::getGarrison(const CGObjectInstance *obj)
- {
- if(!obj)
- return NULL;
- if(obj->ID == 34)
- return &(dynamic_cast<const CGHeroInstance*>(obj))->army;
- else if(obj->ID == 98)
- return &(dynamic_cast<const CGTownInstance*>(obj)->garrison);
- else return NULL;
- }
- int CCallback::swapCreatures(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)
- {
- CCreatureSet *S1 = const_cast<CCreatureSet*>(getGarrison(s1)), *S2 = const_cast<CCreatureSet*>(getGarrison(s2));
- if (false)
- {
- //TODO: check if we are allowed to swap these creatures
- return -1;
- }
- //if(S1->slots[p1].first)
- {
- //if(s2->slots[p2].first)
- {
- CCreature * pom = S2->slots[p2].first;
- S2->slots[p2].first = S1->slots[p1].first;
- S1->slots[p1].first = pom;
- int pom2 = S2->slots[p2].second;
- S2->slots[p2].second = S1->slots[p1].second;
- S1->slots[p1].second = pom2;
- if(!S1->slots[p1].first)
- S1->slots.erase(p1);
- if(!S2->slots[p2].first)
- S2->slots.erase(p2);
- if(s1->tempOwner<PLAYER_LIMIT)
- CGI->playerint[s1->tempOwner]->garrisonChanged(s1);
- if((s2->tempOwner<PLAYER_LIMIT) && (s2 != s1))
- CGI->playerint[s2->tempOwner]->garrisonChanged(s2);
- return 0;
- }
- }
- return -1;
- }
- int CCallback::mergeStacks(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)
- {
- return -1;
- }
- int CCallback::splitStack(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2, int val)
- {
- return -1;
- }
- bool CCallback::dismissHero(const CGHeroInstance *hero)
- {
- CGHeroInstance * Vhero = const_cast<CGHeroInstance *>(hero);
- CGI->mh->removeObject(Vhero);
- std::vector<CGHeroInstance*>::iterator nitr = find(CGI->state->players[player].heroes.begin(), CGI->state->players[player].heroes.end(), Vhero);
- CGI->state->players[player].heroes.erase(nitr);
- LOCPLINT->adventureInt->heroList.updateHList();
- return false;
- }
- int CCallback::getMySerial()
- {
- return gs->players[player].serial;
- }
- bool CCallback::swapArifacts(const CGHeroInstance * hero1, bool worn1, int pos1, const CGHeroInstance * hero2, bool worn2, int pos2)
- {
- if(!hero1 || !hero2) //incorrect data
- return false;
- CGHeroInstance * Uhero1 = const_cast<CGHeroInstance *>(hero1);
- CGHeroInstance * Uhero2 = const_cast<CGHeroInstance *>(hero2);
- if(worn1 && worn2)
- {
- std::swap(Uhero1->artifWorn[pos1], Uhero2->artifWorn[pos2]);
- }
- else if(worn1 && !worn2)
- {
- std::swap(Uhero1->artifWorn[pos1], Uhero2->artifacts[pos2]);
- }
- else if(!worn1 && worn2)
- {
- std::swap(Uhero1->artifacts[pos1], Uhero2->artifWorn[pos2]);
- }
- else
- {
- std::swap(Uhero1->artifacts[pos1], Uhero2->artifacts[pos2]);
- }
-
- return true;
- }
- int3 CScriptCallback::getPos(CGObjectInstance * ob)
- {
- return ob->pos;
- }
- void CScriptCallback::changePrimSkill(int ID, int which, int val)
- {
- CGHeroInstance * hero = CGI->state->getHero(ID,0);
- if (which<PRIMARY_SKILLS)
- {
- hero->primSkills[which]+=val;
- for (int i=0; i<CGI->playerint.size(); i++)
- {
- if (CGI->playerint[i]->playerID == hero->getOwner())
- {
- CGI->playerint[i]->heroPrimarySkillChanged(hero, which, val);
- break;
- }
- }
- }
- else if (which==4)
- {
- hero->exp+=val;
- std::cout << "Bohater o ID " << ID <<" (" <<CGI->heroh->heroes[ID]->name <<") dostaje "<<val<<" expa, ale nic z tym nie umiem zrobic :("<<std::endl;
- //TODO - powiadomic interfejsy, sprawdzic czy nie ma awansu itp
- }
- }
- int CScriptCallback::getHeroOwner(int heroID)
- {
- CGHeroInstance * hero = CGI->state->getHero(heroID,0);
- return hero->getOwner();
- }
- void CScriptCallback::showInfoDialog(int player, std::string text, std::vector<SComponent*> * components)
- {
- //TODO: upewniac sie ze mozemy to zrzutowac (przy customowych interfejsach cos moze sie kopnac)
- if (player>=0)
- {
- CGameInterface * temp = CGI->playerint[CGI->state->players[player].serial];
- if (temp->human)
- ((CPlayerInterface*)(temp))->showInfoDialog(text,*components);
- return;
- }
- else
- {
- for (int i=0; i<CGI->playerint.size();i++)
- {
- if (CGI->playerint[i]->human)
- ((CPlayerInterface*)(CGI->playerint[i]))->showInfoDialog(text,*components);
- }
- }
- }
- void CScriptCallback::showSelDialog(int player, std::string text, std::vector<CSelectableComponent*>*components, IChosen * asker)
- {
- CGameInterface * temp = CGI->playerint[CGI->state->players[player].serial];
- if (temp->human)
- ((CPlayerInterface*)(temp))->showSelDialog(text,*components,(int)asker);
- return;
- }
- int CScriptCallback::getSelectedHero()
- {
- int ret;
- if (LOCPLINT->adventureInt->selection.type == HEROI_TYPE)
- ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection.selected))->subID;
- else
- ret = -1;;
- return ret;
- }
- int CScriptCallback::getDate(int mode)
- {
- int temp;
- switch (mode)
- {
- case 0:
- return gs->day;
- break;
- case 1:
- temp = (gs->day)%7;
- if (temp)
- return temp;
- else return 7;
- break;
- case 2:
- temp = ((gs->day-1)/7)+1;
- if (!(temp%4))
- return 4;
- else
- return (temp%4);
- break;
- case 3:
- return ((gs->day-1)/28)+1;
- break;
- }
- return 0;
- }
- void CScriptCallback::giveResource(int player, int which, int val)
- {
- gs->players[player].resources[which]+=val;
- CGI->playerint[gs->players[player].serial]->receivedResource(which,val);
- }
- void CScriptCallback::showCompInfo(int player, SComponent * comp)
- {
- CPlayerInterface * i = dynamic_cast<CPlayerInterface*>(CGI->playerint[gs->players[player].serial]);
- if(i)
- i->showComp(*comp);
- }
- void CScriptCallback::heroVisitCastle(CGObjectInstance * ob, int heroID)
- {
- CGTownInstance * n;
- if(n = dynamic_cast<CGTownInstance*>(ob))
- {
- n->visitingHero = CGI->state->getHero(heroID,0);
- CGI->playerint[getHeroOwner(heroID)]->heroVisitsTown(CGI->state->getHero(heroID,0),n);
- }
- else
- return;
- }
- void CScriptCallback::stopHeroVisitCastle(CGObjectInstance * ob, int heroID)
- {
- CGTownInstance * n;
- if(n = dynamic_cast<CGTownInstance*>(ob))
- {
- if(n->visitingHero->type->ID == heroID)
- n->visitingHero = NULL;
- }
- else
- return;
- }
- void CScriptCallback::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
- {
- CGHeroInstance* h = gs->getHero(hid,0);
- if(position<0)
- {
- for(int i=0;i<h->artifacts.size();i++)
- {
- if(!h->artifacts[i])
- {
- h->artifacts[i] = &CGI->arth->artifacts[artid];
- return;
- }
- }
- h->artifacts.push_back(&CGI->arth->artifacts[artid]);
- return;
- }
- else
- {
- if(h->artifWorn[position]) //slot is occupied
- {
- giveHeroArtifact(h->artifWorn[position]->id,hid,-1);
- }
- h->artifWorn[position] = &CGI->arth->artifacts[artid];
- }
- }
- 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);
- /*
- REGISTER_C_FUNC(changePrimSkill);
- REGISTER_C_FUNC(getGnrlText);
- REGISTER_C_FUNC(changePrimSkill);
- REGISTER_C_FUNC(getGnrlText);
- REGISTER_C_FUNC(changePrimSkill);
- REGISTER_C_FUNC(getGnrlText);*/
-
- 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;
- }
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