/* Copyright (C) 2015 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. 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. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "ICmpFogging.h" #include "simulation2/scripting/ScriptComponent.h" #include "simulation2/system/InterfaceScripted.h" BEGIN_INTERFACE_WRAPPER(Fogging) END_INTERFACE_WRAPPER(Fogging) class CCmpFoggingScripted : public ICmpFogging { public: DEFAULT_SCRIPT_WRAPPER(FoggingScripted) virtual bool IsActivated() { return m_Script.Call("IsActivated"); } virtual bool WasSeen(player_id_t player) { return m_Script.Call("WasSeen", player); } virtual bool IsMiraged(player_id_t player) { return m_Script.Call("IsMiraged", player); } virtual void ForceMiraging(player_id_t player) { return m_Script.CallVoid("ForceMiraging", player); } }; REGISTER_COMPONENT_SCRIPT_WRAPPER(FoggingScripted)