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#ifndef mapedcommandsH
#define mapedcommandsH
#include "../typen.h"
class GameMap;
class ObjectType;
class BuildingType;
class Vehicletype;
class TerrainType;
class Building;
class Vehicle;
class Object;
class Resources;
class ContainerBase;
extern void clearField( GameMap* map, const MapCoordinate& pos );
extern Building* placeBuilding( GameMap* map, const MapCoordinate& pos, const BuildingType* bld, int owner );
extern Vehicle* placeUnit( GameMap* map, const MapCoordinate& pos, const Vehicletype* veh, int owner );
extern Object* placeObject( GameMap* map, const MapCoordinate& pos, const ObjectType* obj, bool force = false );
extern bool placeTerrain( GameMap* map, const MapCoordinate& pos, const TerrainType* terrain, int weather = 0 );
extern int selectPlayer( GameMap* map );
extern MapCoordinate selectPosition();
extern Resources putResources( ContainerBase* container, const Resources& resources );
class FieldVector : public vector<MapCoordinate> {
public:
FieldVector();
unsigned int size();
MapCoordinate getItem( int i ); // i is 1..N in best LUA tradition...
};
extern FieldVector getFieldsInDistance( GameMap* map, const MapCoordinate& position, int distance );
extern void setReactionFire( Vehicle* vehicle, bool state );
#endif
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