Difference between revisions of "HowTo:Edit Missions:Python:Bindings:CPP"
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===Universe_util.h=== | ===Universe_util.h=== | ||
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+ | Declaration in: src/universe_util.h<br> | ||
+ | Definition in: src/universe_util_generic.cpp<br> | ||
+ | Usage from Python: VS.functionName()<br> | ||
+ | |||
<pre> | <pre> | ||
//this function sets the "current" system to be "name" where name may be something like | //this function sets the "current" system to be "name" where name may be something like | ||
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//this function restores the active system.... there must be an equal number of pushSystems | //this function restores the active system.... there must be an equal number of pushSystems | ||
//and popSystems or else Vega Strike may behave unpredictably | //and popSystems or else Vega Strike may behave unpredictably | ||
+ | |||
void popSystem (); | void popSystem (); | ||
+ | |||
//This function gets the current system's official name | //This function gets the current system's official name | ||
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string getSystemFile(); | string getSystemFile(); | ||
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//this function gets the current system's nickname (not useful) | //this function gets the current system's nickname (not useful) | ||
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string getSystemName(); | string getSystemName(); | ||
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//this function gets an iterator into the units in the current system... do NOT keep an iterator | //this function gets an iterator into the units in the current system... do NOT keep an iterator | ||
//across a frame--it may get deleted! | //across a frame--it may get deleted! | ||
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un_iter getUnitList(); | un_iter getUnitList(); | ||
+ | |||
//This function gets a unit given a number (how many iterations to go down in the iterator) | //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); | Unit *getUnit(int index); | ||
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//this function launches a wormhole or ajump point. | //this function launches a wormhole or ajump point. | ||
+ | |||
Unit *launchJumppoint(string name_string, | Unit *launchJumppoint(string name_string, | ||
string faction_string, | string faction_string, | ||
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string squadlogo, | string squadlogo, | ||
string destinations); | string destinations); | ||
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//this function launches a normal fighter the name is the flightgroup name, the type is the ship type, | //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 | //the faction is who it belongs to, the unittype is usually "unit" unless you want to make asteroids or | ||
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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 | //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. | //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, | 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); | 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 '' | //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! | //or else from a specific category 'Contraband' comes to mind! | ||
+ | |||
Cargo getRandCargo(int quantity, string category); | Cargo getRandCargo(int quantity, string category); | ||
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//This gets the faction name of an index | //This gets the faction name of an index | ||
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string GetFactionName(int index); | string GetFactionName(int index); | ||
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//this gets an index given a faction name | //this gets an index given a faction name | ||
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int GetFactionIndex(string name); | int GetFactionIndex(string name); | ||
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//this gets a relationship between two factions | //this gets a relationship between two factions | ||
+ | |||
float GetRelation(string myfaction,string theirfaction); | 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 | //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. | //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); | void AdjustRelation(string myfaction,string theirfaction, float factor, float rank); | ||
+ | |||
//this gets the number of factions in game | //this gets the number of factions in game | ||
+ | |||
int GetNumFactions (); | int GetNumFactions (); | ||
− | + | ||
− | float GetGameTime (); | + | ///this gets the current game time since last start in seconds |
+ | |||
+ | float GetGameTime(); | ||
+ | |||
+ | ///this gets the current absolute startime in seconds | ||
+ | |||
+ | float getStarTime(); | ||
+ | |||
//this sets the time compresison value to zero | //this sets the time compresison value to zero | ||
+ | |||
void SetTimeCompression (); | void SetTimeCompression (); | ||
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//this gets a string which has in it a space delimited list of neighmoring systems | //this gets a string which has in it a space delimited list of neighmoring systems | ||
+ | |||
string GetAdjacentSystem (string str, int which); | string GetAdjacentSystem (string str, int which); | ||
+ | |||
//this gets a specific property of this system as found in universe/milky_way.xml | //this gets a specific property of this system as found in universe/milky_way.xml | ||
+ | |||
string GetGalaxyProperty (string sys, string prop); | string GetGalaxyProperty (string sys, string prop); | ||
+ | |||
//this gets the number of systems adjacent to the sysname | //this gets the number of systems adjacent to the sysname | ||
+ | |||
int GetNumAdjacentSystems (string sysname); | int GetNumAdjacentSystems (string sysname); | ||
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//this adds a playlist to the music and may be triggered with an int | //this adds a playlist to the music and may be triggered with an int | ||
+ | |||
int musicAddList(string str); | int musicAddList(string str); | ||
+ | |||
//this plays a specific song | //this plays a specific song | ||
+ | |||
void musicPlaySong(string str); | void musicPlaySong(string str); | ||
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//this plays msuci from a given list (where the int is what was returned by musicAddList) | //this plays msuci from a given list (where the int is what was returned by musicAddList) | ||
+ | |||
void musicPlayList(int which); | void musicPlayList(int which); | ||
+ | |||
//this gets the difficutly of the game... ranges between 0 and 1... many missions depend on it | //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. | //never going past .99 unless it's always at one. | ||
+ | |||
float GetDifficulty (); | float GetDifficulty (); | ||
+ | |||
//this sets the difficulty | //this sets the difficulty | ||
+ | |||
void SetDifficulty (float diff); | void SetDifficulty (float diff); | ||
+ | |||
//this plays a sound at a location...if the sound has dual channels it will play in the center | //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); | void playSound(string soundName, QVector loc, Vector speed); | ||
+ | |||
//this plays an image (explosion or warp animation) at a location | //this plays an image (explosion or warp animation) at a location | ||
+ | |||
void playAnimation(string aniName, QVector loc, float size); | void playAnimation(string aniName, QVector loc, float size); | ||
+ | |||
//this ends the mission with either success or failure | //this ends the mission with either success or failure | ||
+ | |||
void terminateMission(bool term); | void terminateMission(bool term); | ||
+ | |||
//this gets the player belonging to this mission | //this gets the player belonging to this mission | ||
+ | |||
Unit *getPlayer(); | Unit *getPlayer(); | ||
+ | |||
//this gets a player number (if in splitscreen mode) | //this gets a player number (if in splitscreen mode) | ||
+ | |||
Unit *getPlayerX(int which); | Unit *getPlayerX(int which); | ||
+ | |||
//this gets the number of active players | //this gets the number of active players | ||
+ | |||
int getNumPlayers (); | int getNumPlayers (); | ||
+ | |||
//this adds an objective for the cockpit to view ("go here and do this') | //this adds an objective for the cockpit to view ("go here and do this') | ||
+ | |||
int addObjective(string objective); | int addObjective(string objective); | ||
+ | |||
//this sets the objective's completeness (the int was returned by add objective) | //this sets the objective's completeness (the int was returned by add objective) | ||
+ | |||
void setObjective(int which, string newobjective); | void setObjective(int which, string newobjective); | ||
+ | |||
//this sets the completeness of a particular objective... chanigng the color onscreen | //this sets the completeness of a particular objective... chanigng the color onscreen | ||
+ | |||
void setCompleteness(int which, float completeNess); | void setCompleteness(int which, float completeNess); | ||
+ | |||
//this gets that completeness | //this gets that completeness | ||
+ | |||
float getCompleteness(int which); | float getCompleteness(int which); | ||
+ | |||
//this sets the owner of a completeness | //this sets the owner of a completeness | ||
+ | |||
void setOwner(int which,Unit *owner); | void setOwner(int which,Unit *owner); | ||
+ | |||
//this gets an owner of a completeness (NULL means all players can see this objective) | //this gets an owner of a completeness (NULL means all players can see this objective) | ||
+ | |||
Unit* getOwner(int which); | Unit* getOwner(int which); | ||
+ | |||
//this sends an IO message... I'm not sure if delay currently works, but from, to and message | //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 | //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" | //news for the news room specify "news" | ||
+ | |||
void IOmessage(int delay,string from,string to,string message); | void IOmessage(int delay,string from,string to,string message); | ||
+ | |||
//this gets a unit with 1 of each cargo type in it | //this gets a unit with 1 of each cargo type in it | ||
+ | |||
Unit *GetMasterPartList (); | Unit *GetMasterPartList (); | ||
+ | |||
//this gets a unit with a faction's contraband list... may be null (check with isNull) | //this gets a unit with a faction's contraband list... may be null (check with isNull) | ||
+ | |||
Unit *GetContrabandList (string faction); | Unit *GetContrabandList (string faction); | ||
+ | |||
//this sets whether or not a player may autopilot. Normally they are both 0 and the autopiloting | //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 | //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 | //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. | //players... player just affects the player who accepted the mission. | ||
+ | |||
void SetAutoStatus (int global_auto, int player_auto); | void SetAutoStatus (int global_auto, int player_auto); | ||
+ | |||
</pre> | </pre> | ||
---- | ---- | ||
[[Category:HowTos|Edit Missions:Python:Bindings:CPP]] | [[Category:HowTos|Edit Missions:Python:Bindings:CPP]] | ||
[[Category:Development|Edit Missions:Python:Bindings:CPP]] | [[Category:Development|Edit Missions:Python:Bindings:CPP]] |
Revision as of 16:45, 27 February 2011
Bindings |
Universe_util.h
Declaration in: src/universe_util.h
Definition in: src/universe_util_generic.cpp
Usage from Python: VS.functionName()
//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 game time since last start in seconds float GetGameTime(); ///this gets the current absolute startime in seconds float getStarTime(); //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);