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