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LuaPlayer.cpp File Reference


Detailed Description

Functions to manipulate Player Data.

System: Scar

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Functions

void Player_RestrictResearchOption (udword playerIndex, const char *research)
 Restrict the named research item for the given player, will fail if the research does not exist, is not available or is already done.

void Player_UnrestrictResearchOption (udword playerIndex, const char *research)
 Unrestrict the named research for the player if it exists and is already restricted.

void Player_GrantResearchOption (udword playerIndex, const char *research)
 Grant the research item for the player, all the modifiers and abilities granted by the research will be applied.

void Player_GrantAllResearch (udword playerIndex)
 Complete all the non restricted research for the player.

void Player_Research (udword playerIndex, const char *research)
 Start the named research item for the player, will not work if the item is not available to research (restricted, already being done or done).

void Player_CancelResearch (udword playerIndex, const char *research)
 cancel the named research, only works if the reseach is actually in progress

bool Player_HasResearch (udword playerIndex, const char *research)
 has the player completed the named research

bool Player_CanResearch (udword playerIndex, const char *research)
 is the reseach item currently available to the player?

bool Player_HasQueuedResearch (udword playerIndex, const char *research)
 is the named research being done or in the queue waiting to be done?

void Player_RestrictBuildOption (udword playerIndex, const char *buildoption)
 restrict the build option for the player

real32 Player_GetRU (udword playerIndex)
 get the current resource total for the player

void Player_SetRU (udword playerIndex, udword ru)
 set the resource total for the player

void Player_Kill (udword playerIndex)
 kill of the player and all their ships

bool Player_HasShipWithBuildQueue (udword playerIndex)
 does the player have a build capable ship?

bool Player_IsAlive (udword playerIndex)
 is the player alive, player is killed if they lose so it depends on the game rules being used

void Player_SetDefaultShipTactic (udword playerIndex, int tactic)
 set the tactics for all the ships in the player's fleet, valid tactics are: AggressiveTactics, DefensiveTactics and PassiveTactics

void Player_FillShipsByType (const char *sobGroupNameOut, udword playerID, const char *shipTypeName)
 returns SobGroupOut with only the ships of shipTypeName from playerID

const char * Player_GetShipsByType (udword playerID, const char *shipTypeName)
 Creates a runtime SobGroup with only the ships of shipTypeName from playerID.

void Player_FillSobGroupInVolume (const char *sobGroupNameOut, udword playerIndex, const char *volumeName)
 puts all the ships of the player that are within the volume in sobGroupNameOut

bool Player_IsShipInVolume (udword playerIndex, const char *volumeName)
 This will return true if any ship of the player is in the given volume, doesn't accept Point Volumes.

bool Player_FillProximitySobGroup (const char *sobGroupNameOut, sdword playerIndex, const char *sobGroupName, float distance)
 this will put in sobGroupOut containing the squadrons within range of sobGroupName

void Player_SetTeamColours (sdword playerIndex, vector3 baseColour, vector3 stripeColour)
 sets the base and stripe colour of the specified player

void Player_SetBadgeTexture (sdword playerIndex, const char *badgeTexture)
 sets the badge texture of a player

void Player_SetPlayerName (sdword playerIndex, const char *locPlayerName)
 set the name of the player, can be a localised string id

void Player_ShareVision (udword player1, udword player2, bool visible)
 share the vision of player1 with player2 so player2 will be able to see what player1 can see.

void Player_InstantDockAndParade (udword playerIndex, const char *sobGroupName, bool useHyperspaceEffect)
 make the player's fleet instantly dock (or parade if they can't go inside) with the first ship in the given sob group

udword Player_NumberOfAwakeShips (udword playerIndex)
 the number of awake (not in hyperspace or docked) ships in the player's fleet

void Player_InstantlyGatherAllResources (udword playerIndex)
 gather all the resources in the map and add to the player, does not actually remove the resources, just adds to the player's total, don't call multiple times!

bool Player_HasQueuedBuild (udword playerIndex, const char *shipType)
 returns true if the specified ship type is currently on a build queue

size_t Player_GetRace (udword playerIndex)
 returns the race of the player (Race_Hiigaran, Race_Vaygr, ...)

const wchar_t * Player_GetName (udword playerIndex)
 get the name of the player

void Player_AllowDockFromUIOverride (udword playerIndex, const char *shipTypeName)
 Go through all the ships of the type in the player's fleet and make it so that they can dock even if the ship tuning says that's not possible from the UI.

udword Player_GetNumberOfSquadronsOfTypeAwakeOrSleeping (udword playerIndex, const char *shipName)
 Get the total number of squadrons which contain ships of the given type. Counts both awake and sleeping squadrons.


Function Documentation

void Player_AllowDockFromUIOverride udword    playerIndex,
const char *    shipTypeName
 

Go through all the ships of the type in the player's fleet and make it so that they can dock even if the ship tuning says that's not possible from the UI.

Will not grant the ability to ships which don't have it.

void Player_GrantResearchOption udword    playerIndex,
const char *    research
 

Grant the research item for the player, all the modifiers and abilities granted by the research will be applied.

Will fail if the research does not exist, if it is restrcited or if it is already done.


Generated on Fri Oct 31 04:05:39 2003 for Scar by doxygen1.3-rc3