1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68
|
%module asc
%{
#include <string>
#include "commands.h"
#include "../gamemap.h"
#include "../actions/actionresult.h"
#include "../dialog.h"
%}
%include "common.i"
%rename(loadGame) loadGameLua;
GameMap* loadGameLua( const char* filename );
class ActionResult {
protected:
ActionResult();
public:
bool successful();
};
extern void displayActionError( const ActionResult& result );
ActionResult unitAttack( GameMap* actmap, int veh, const MapCoordinate& destination, int weapon = -1 );
ActionResult unitMovement( GameMap* actmap, int unitID, const MapCoordinate& destination, int destinationHeigth );
ActionResult unitMovement( GameMap* actmap, int unitID, const MapCoordinate& destination );
%rename(unitPutMine) putMineFunc;
extern ActionResult putMineFunc( GameMap* actmap, int veh, const MapCoordinate& destination, int mineType );
%rename(unitRemoveMine) removeMineFunc;
extern ActionResult removeMineFunc( GameMap* actmap, int veh, const MapCoordinate& destination );
extern ActionResult unitPutObject ( GameMap* actmap, int veh, const MapCoordinate& destination, int objectID );
extern ActionResult unitRemoveObject( GameMap* actmap, int veh, const MapCoordinate& destination, int objectID );
extern ActionResult unitDestructBuilding( GameMap* actmap, int veh, const MapCoordinate& destination );
extern ActionResult transferControl( GameMap* actmap, int containerID, int newOwner );
extern ActionResult trainUnit( GameMap* actmap, int containerID, int unitID );
extern ActionResult constructUnit( GameMap* actmap, int containerID, const MapCoordinate& position, int unitID );
extern ActionResult constructBuilding( GameMap* actmap, int unitID, const MapCoordinate& position, int buildingTypeID );
extern ActionResult serviceCommand( GameMap* actmap, int providingContainerID, int receivingContainerID, int type, int amount );
extern ActionResult repairUnit( GameMap* actmap, int repairerID, int damagedUnitID );
extern ActionResult unitReactionFireEnable( GameMap* actmap, int unitID, int enabled );
extern ActionResult unitPowerGenerationEnable( GameMap* actmap, int unitID, int enabled );
extern ActionResult unitJump( GameMap* actmap, int veh, const MapCoordinate& destination );
extern ActionResult selfDestruct( GameMap* actmap, int containerID );
extern ActionResult recycleUnit( GameMap* actmap, int containerID, int unitID );
extern ActionResult buildProductionLine( GameMap* actmap, int containerID, int vehicleTypeID );
extern ActionResult removeProductionLine( GameMap* actmap, int containerID, int vehicleTypeID );
extern ActionResult repairBuilding( GameMap* actmap, int buildingID );
extern ActionResult setResourceProcessingRate( GameMap* actmap, int containerID, int amount );
extern ActionResult cargoUnitMove( GameMap* actmap, int unitID, int targetContainerID );
extern ActionResult setDiplomacy( GameMap* actmap, int actingPlayer, int towardsPlayer, bool sneak, int newState );
extern ActionResult cancelResearch( GameMap* actmap, int actingPlayer );
extern ActionResult setResearchGoal( GameMap* actmap, int actingPlayer, int techID );
extern void endTurn();
/** returns the unit under the cursor, provided that there is a unit and it belongs to the active player
return NULL otherwise
*/
extern Vehicle* getSelectedUnit( GameMap* map );
|