Difference between revisions of "HowTo:Edit Missions:Python:Bindings:C plus plus"

From VsWiki
Jump to: navigation, search
 
(added redirect)
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{NAV_Manual |
+
#REDIRECT [[HowTo:Edit Missions:Python:Bindings:CPP]]
| previous=[[HowTo:Edit_Missions:Python:Missions]]
 
| up=[[HowTo:Edit_Missions]]
 
| next=[[HowTo:Edit_Missions:Python:Bindings]]
 
}}
 
----
 
 
 
===Universe_util.h===
 
<pre>
 
//this function sets the "current" system to be "name"  where name may be something like
 
//"sol_sector/sol"  or "vega_sector/vega"  this function may take some time if the system
 
//has not been loaded before
 
 
 
        void pushSystem (string name);
 
 
 
//this function restores the active system.... there must be an equal number of pushSystems
 
//and popSystems or else Vega Strike may behave unpredictably
 
        void popSystem ();
 
//This function gets the current system's official name
 
        string getSystemFile();
 
//this function gets the current system's nickname (not useful)
 
        string getSystemName();
 
//this function gets an iterator into the units in the current system... do NOT keep an iterator
 
//across a frame--it may get deleted!
 
        un_iter getUnitList();
 
//This function gets a unit given a number (how many iterations to go down in the iterator)
 
        Unit *getUnit(int index);
 
//this function launches a wormhole or ajump point.
 
        Unit *launchJumppoint(string name_string,
 
                        string faction_string,
 
                        string type_string,
 
                        string unittype_string,
 
                        string ai_string,
 
                        int nr_of_ships,
 
                        int nr_of_waves,
 
                        QVector pos,
 
                        string squadlogo,
 
                        string destinations);
 
//this function launches a normal fighter  the name is the flightgroup name, the type is the ship type,
 
//the faction is who it belongs to, the unittype is usually "unit" unless you want to make asteroids or
 
//nebulae or jump points or planets.  the aistring is either a python filename or "default"  the nr of
 
//ships is the number of ships to be launched with this group, the number of waves is num reinforcements...
 
//the position is a tuple (x,y,z) where they appear and the squadlogo is a squadron image...you can leave
 
//this the empty string '' for the default squadron logo.
 
        Unit* launch (string name_string,string type_string,string faction_string,string unittype,
 
                string ai_string,int nr_of_ships,int nr_of_waves, QVector pos, string sqadlogo);
 
//this gets a random cargo type (useful for cargo missions) from either any category if category is ''
 
//or else from a specific category  'Contraband'  comes to mind!
 
        Cargo getRandCargo(int quantity, string category);
 
//This gets the faction name of an index
 
        string GetFactionName(int index);
 
//this gets an index given a faction name
 
        int GetFactionIndex(string name);
 
//this gets a relationship between two factions
 
        float GetRelation(string myfaction,string theirfaction);
 
//this changes the relaationship based on the rank and how mad or happy they are (the relationship
 
//is between 0 and 1... so a adjustment of .01 with a rank of 1 is QUITE significant.
 
        void AdjustRelation(string myfaction,string theirfaction, float factor, float rank);
 
//this gets the number of factions in game
 
        int GetNumFactions ();
 
//this gets the current time in seconds
 
        float GetGameTime ();
 
//this sets the time compresison value to zero
 
        void SetTimeCompression ();
 
//this gets a string which has in it a space delimited list of neighmoring systems
 
        string GetAdjacentSystem (string str, int which);
 
//this gets a specific property of this system as found in universe/milky_way.xml
 
        string GetGalaxyProperty (string sys, string prop);
 
//this gets the number of systems adjacent to the sysname
 
        int GetNumAdjacentSystems (string sysname);
 
//this adds a playlist to the music and may be triggered with an int
 
        int musicAddList(string str);
 
//this plays a specific song
 
        void musicPlaySong(string str);
 
//this plays msuci from a given list (where the int is what was returned by musicAddList)
 
        void musicPlayList(int which);
 
//this gets the difficutly of the game... ranges between 0 and 1... many missions depend on it
 
//never going past .99 unless it's always at one.
 
        float GetDifficulty ();
 
//this sets the difficulty
 
        void SetDifficulty (float diff);
 
//this plays a sound at a location...if the sound has dual channels it will play in the center
 
        void playSound(string soundName, QVector loc, Vector speed);
 
//this plays an image (explosion or warp animation) at a location
 
        void playAnimation(string aniName, QVector loc, float size);
 
//this ends the mission with either success or failure
 
        void terminateMission(bool term);
 
//this gets the player belonging to this mission
 
        Unit *getPlayer();
 
//this gets a player number (if in splitscreen mode)
 
        Unit *getPlayerX(int which);
 
//this gets the number of active players
 
        int getNumPlayers ();
 
//this adds an objective for the cockpit to view ("go here and do this')
 
        int addObjective(string objective);
 
//this sets the objective's completeness (the int was returned by add objective)
 
        void setObjective(int which, string newobjective);
 
//this sets the completeness of a particular objective... chanigng the color onscreen
 
        void setCompleteness(int which, float completeNess);
 
//this gets that completeness
 
        float getCompleteness(int which);
 
//this sets the owner of a completeness
 
        void setOwner(int which,Unit *owner);
 
//this gets an owner of a completeness (NULL means all players can see this objective)
 
        Unit* getOwner(int which);
 
//this sends an IO message... I'm not sure if delay currently works, but from, to and message
 
//do :-) ... if you want to send to the bar do "bar" as the to string... if you want to make
 
//news for the news room specify "news"
 
    void IOmessage(int delay,string from,string to,string message);
 
//this gets a unit with 1 of each cargo type in it
 
        Unit *GetMasterPartList ();
 
//this gets a unit with a faction's contraband list... may be null (check with isNull)
 
        Unit *GetContrabandList (string faction);
 
//this sets whether or not a player may autopilot.  Normally they are both 0 and the autopiloting
 
//is allowed based on if enemies are near... if you pass in 1 then autopilot will be allowed no
 
//matter who is near... if you set -1 then autopilot is never allowed.  global affects all
 
//players... player just affects the player who accepted the mission.
 
        void SetAutoStatus (int global_auto, int player_auto);
 
</pre>
 

Latest revision as of 22:58, 23 March 2005