(svn r23621) -Add: allow manipulation of signs via GameScripts
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39
src/script/api/game/game_sign.hpp.sq
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39
src/script/api/game/game_sign.hpp.sq
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* THIS FILE IS AUTO-GENERATED; PLEASE DO NOT ALTER MANUALLY */
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#include "../script_sign.hpp"
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#include "../template/template_sign.hpp.sq"
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template <> const char *GetClassName<ScriptSign, ST_GS>() { return "GSSign"; }
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void SQGSSign_Register(Squirrel *engine)
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{
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DefSQClass<ScriptSign, ST_GS> SQGSSign("GSSign");
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SQGSSign.PreRegister(engine);
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SQGSSign.AddConstructor<void (ScriptSign::*)(), 1>(engine, "x");
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SQGSSign.DefSQConst(engine, ScriptSign::ERR_SIGN_BASE, "ERR_SIGN_BASE");
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SQGSSign.DefSQConst(engine, ScriptSign::ERR_SIGN_TOO_MANY_SIGNS, "ERR_SIGN_TOO_MANY_SIGNS");
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ScriptError::RegisterErrorMap(STR_ERROR_TOO_MANY_SIGNS, ScriptSign::ERR_SIGN_TOO_MANY_SIGNS);
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ScriptError::RegisterErrorMapString(ScriptSign::ERR_SIGN_TOO_MANY_SIGNS, "ERR_SIGN_TOO_MANY_SIGNS");
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SQGSSign.DefSQStaticMethod(engine, &ScriptSign::IsValidSign, "IsValidSign", 2, ".i");
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SQGSSign.DefSQStaticMethod(engine, &ScriptSign::SetName, "SetName", 3, ".i.");
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SQGSSign.DefSQStaticMethod(engine, &ScriptSign::GetName, "GetName", 2, ".i");
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SQGSSign.DefSQStaticMethod(engine, &ScriptSign::GetLocation, "GetLocation", 2, ".i");
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SQGSSign.DefSQStaticMethod(engine, &ScriptSign::BuildSign, "BuildSign", 3, ".i.");
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SQGSSign.DefSQStaticMethod(engine, &ScriptSign::RemoveSign, "RemoveSign", 2, ".i");
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SQGSSign.PostRegister(engine);
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}
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@@ -24,7 +24,7 @@
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/* static */ bool ScriptSign::IsValidSign(SignID sign_id)
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{
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const Sign *si = ::Sign::GetIfValid(sign_id);
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return si != NULL && si->owner == _current_company;
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return si != NULL && (si->owner == _current_company || si->owner == OWNER_DEITY);
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}
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/* static */ bool ScriptSign::SetName(SignID sign_id, const char *name)
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@@ -16,7 +16,7 @@
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/**
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* Class that handles all sign related functions.
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* @api ai
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* @api ai game
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*/
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class ScriptSign : public ScriptObject {
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public:
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