Universe_util.h
//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);