- Added calcDroidPower() scripting function to calculate power required to build a droid.
- Updated scripting manual. git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2115 4a71c877-e1ca-e34f-864e-861f7616d084master
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@ -153,13 +153,15 @@ div.Section1
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<p class=MsoPlainText><b><span lang=EN-GB style='font-family:Arial'>Warzone2100.
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Script language notes.</span></b></p>
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<p class=MsoPlainText><b><span lang=EN-GB style='font-family:Arial'>Original Author: Pumpkin
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Studios. 1999</span></b></p>
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<p class=MsoPlainText><b><span lang=EN-GB style='font-family:Arial'>Last Author: $Author$</span></b></p>
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<p class=MsoPlainText><b><span lang=EN-GB style='font-family:Arial'>Original
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Author: Pumpkin Studios. 1999</span></b></p>
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<p class=MsoPlainText><b><span lang=EN-GB style='font-family:Arial'>Last
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update: $Date$, $Revision$, <a href="http://wz2100.net/">WRP</a></span></b></p>
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Author: $Author$</span></b></p>
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<p class=MsoPlainText><b><span lang=EN-GB style='font-family:Arial'>Last
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update: $Date$, $Revision: 1392
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$, <a href="http://wz2100.net/">WRP</a></span></b></p>
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<p class=MsoPlainText><b><span lang=EN-GB style='font-family:Arial'> </span></b></p>
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@ -182,8 +184,7 @@ responsibility for any damage resulting from modifcation of Warzone 2100.</span>
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<p class=normal><span lang=EN-GB><a href="#Vlo_files_explained">Vlo files
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explained</a></span></p>
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<p class=normal><span lang=EN-GB><a href="#Slo_files_explained">Slo files
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explained</a></span></p>
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<p class=normal><span lang=EN-GB><a href="#Slo_files_explained">Slo files explained</a></span></p>
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<p class=normal><span lang=EN-GB><a href="#Event_trigger_concept_explained">Event/trigger
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concept explained</a></span></p>
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|
@ -306,8 +307,7 @@ In the first line a .slo file is attached to this particular .vlo file. </span><
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class=a><span lang=EN-GB>variable_definitions </span></span><span lang=EN-GB>that
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resides inside the curly braces is the heart of every .vlo file, it contains
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definitions of the data that will be used in the main script part - the .slo
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file. Each variable definition starts on a new line and is structured as
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follows:</span></p>
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file. Each variable definition starts on a new line and is structured as follows:</span></p>
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<p class=MsoNormal><span lang=EN-GB> </span></p>
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@ -332,16 +332,15 @@ Since it is a string it must be put inside quotation marks. All components, be
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it some research, structure, droid template or a weapon is refered by its
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internal name in the game and are defined in the appropriate txt data files.</span></p>
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<p><span lang=EN-GB>Each variable definition in a .vlo file starts on the new
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line and ends at the end of the line.</span></p>
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<p><span lang=EN-GB>Each variable definition in a .vlo file starts on the new line
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and ends at the end of the line.</span></p>
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<p><span lang=EN-GB>It is also possible to define arrays of some data type. For
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example if you want to use the following 3 research topics in your script you
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might want to define them like this:</span></p>
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<p class=code><span lang=EN-GB>myResearch[0]
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RESEARCHSTAT
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"R-Vehicle-Body11"</span></p>
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RESEARCHSTAT "R-Vehicle-Body11"</span></p>
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<p class=code><span lang=EN-GB>myResearch[1]
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RESEARCHSTAT
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@ -375,7 +374,7 @@ lang=EN-GB>Variable declarations</span></p>
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<p class=code style='margin-left:36.0pt;text-indent:-18.0pt'><a
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name="Variable_declaration"></a><a name="Event_and_function_declaration"></a><span
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lang=EN-GB>2.</span><span lang=EN-GB style='font-size:7.0pt;font-family:"Times New Roman"'>
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</span><span lang=EN-GB>Event and function </span><span lang=EN-GB>declaration</span></p>
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</span><span lang=EN-GB>Event and function declaration</span></p>
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<p class=code style='margin-left:36.0pt;text-indent:-18.0pt'><span lang=EN-GB>3.</span><span
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lang=EN-GB style='font-size:7.0pt;font-family:"Times New Roman"'> </span><span
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@ -414,8 +413,7 @@ RESEARCHSTAT myResearch[3];</span></p>
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lang=EN-GB>public</span></span><span lang=EN-GB> signals that the variable is
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defined in the corresponding .vlo files. Note that unlike in .vlo files
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variable declarations in .slo files end with a semicolon and unlike in .vlo
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files it is possible to declare more than one variable of the same type at
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once.</span></p>
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files it is possible to declare more than one variable of the same type at once.</span></p>
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<p class=MsoNormal><span lang=EN-GB> </span></p>
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@ -440,9 +438,9 @@ the .slo file.</span></p>
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<p class=MsoPlainText><span lang=EN-GB style='font-family:Arial'> </span></p>
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<p class=note0><em><span lang=EN-GB style='font-family:Arial'>NOTE: All
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variables are initialized to their default values when created. STRUCTURE/DROID/FEATURE
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variables are initialized to NULLOBJECT, STRINGs to "", FLOATs to
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0.0, INTs to 0, BOOLs to FALSE etc. </span></em></p>
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variables are initialized to their default values when created.
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STRUCTURE/DROID/FEATURE variables are initialized to NULLOBJECT, STRINGs to
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"", FLOATs to 0.0, INTs to 0, BOOLs to FALSE etc. </span></em></p>
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<p class=code><em><span lang=EN-GB style='font-family:"Courier New";font-style:
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normal'> </span></em></p>
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@ -492,10 +490,10 @@ console("Hello world!");</span></p>
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<p class=code><span lang=EN-GB> </span></p>
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<p class=normal><span lang=EN-GB>This piece of code will output "Hello
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world!" to the game console every 5 seconds. Note that triggers are put
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inside the round braces after the event name while code that is to be executed
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resides inside the curly braces. The syntax of the executable code is very
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close to the C/C++ syntax.</span></p>
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world!" to the game console every 5 seconds. Note that triggers are put inside
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the round braces after the event name while code that is to be executed resides
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inside the curly braces. The syntax of the executable code is very close to the
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C/C++ syntax.</span></p>
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<p class=normal><span lang=EN-GB> </span></p>
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@ -575,7 +573,8 @@ event name.</span></p>
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<p class=normal><span lang=EN-GB> </span></p>
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<p class=code><span lang=EN-GB>event myEvent;
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<p class=code><span lang=EN-GB>event
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myEvent;
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//declaration of the event</span></p>
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<p class=code><span lang=EN-GB> </span></p>
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@ -753,8 +752,8 @@ lang=EN-GB>.</span></p>
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<p class=note0><span lang=EN-GB>NOTE: </span><span class=a><span lang=EN-GB
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style='font-size:12.0pt'>ref</span></span><span lang=EN-GB> keyword means that
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a pointer to the provided variable is passed to the interpreter, so that a
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callback can modify value of the variable.</span></p>
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a pointer to the provided variable is passed to the interpreter, so that a callback
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can modify value of the variable.</span></p>
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<p class=MsoPlainText><span lang=EN-GB> </span></p>
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@ -763,8 +762,7 @@ callback can modify value of the variable.</span></p>
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<p class=normal><span lang=EN-GB>It is possible to reuse a trigger for more
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than one event if a trigger is declared in the <span class=a><span
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style='font-family:Arial'><a href="#Event_and_function_declaration">Event and
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function declaration</a></span>. </span>Trigger declaration has following
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syntax:</span></p>
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function declaration</a></span>. </span>Trigger declaration has following syntax:</span></p>
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<p class=normal><span class=a><span lang=EN-GB> </span></span></p>
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@ -1595,8 +1593,8 @@ have an indeterminate effect.</span></p>
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24/09/98 (Old 176,
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143, 95 B08F5F)</span></p>
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<p class=normal><span lang=EN-GB>Urban: 201,
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146, 15 C9920F</span></p>
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<p class=normal><span lang=EN-GB>Urban:
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201, 146, 15 C9920F</span></p>
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<p class=normal><span lang=EN-GB>Rockies: 182, 225,
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236 B6E1EC</span></p>
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@ -1653,8 +1651,8 @@ research</span></p>
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<p class=code><span lang=EN-GB>completeResearch(RESEARCHSTAT, PLAYER)</span></p>
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<p class=normal><span lang=EN-GB>This function acts as if the research was
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performed by the player giving them the results</span></p>
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<p class=normal><span lang=EN-GB>This function acts as if the research was performed
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by the player giving them the results</span></p>
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<p class=normal><span lang=EN-GB>RESEARCHSTAT is defined by the name from
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Access</span></p>
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@ -1672,8 +1670,8 @@ research</span></p>
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<p class=code><span lang=EN-GB> </span></p>
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<p class=normal><span lang=EN-GB>These functions check for when an object/droid/structure
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belonging to a player is within range of a position</span></p>
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<p class=normal><span lang=EN-GB>These functions check for when an
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object/droid/structure belonging to a player is within range of a position</span></p>
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<p class=normal><span lang=EN-GB>PLAYER is the id of the player whose unit is
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checked for in range</span></p>
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@ -1771,8 +1769,8 @@ checked for the building</span></p>
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<p class=code><span lang=EN-GB>bool structureIdle(STRUCTURE)</span></p>
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<p class=normal><span lang=EN-GB>This function checks whether the structure is
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doing anything. Returns TRUE if idle</span></p>
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<p class=normal><span lang=EN-GB>This function checks whether the structure is doing
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anything. Returns TRUE if idle</span></p>
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<p class=normal><span lang=EN-GB>STRUCTURE is a valid structure defined by ID</span></p>
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@ -1919,8 +1917,8 @@ at (X, Y).</span></p>
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<p class=normal><span lang=EN-GB>The structure must be previously enabled via
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enableStructure().</span></p>
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<p class=normal><span lang=EN-GB>The structure identifier is returned - this can
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be used in e.g. destroyStructure.</span></p>
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<p class=normal><span lang=EN-GB>The structure identifier is returned - this
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can be used in e.g. destroyStructure.</span></p>
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<p class=code><span lang=EN-GB> </span></p>
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@ -2202,7 +2200,8 @@ to</span></p>
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<p class=normal><span lang=EN-GB>adds the POWER amount to the PLAYER's current
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level</span></p>
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<p class=normal><span lang=EN-GB>POWER is the value to add to the player's power</span></p>
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<p class=normal><span lang=EN-GB>POWER is the value to add to the player's
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power</span></p>
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<p class=normal><span lang=EN-GB>PLAYER is the id of the player </span></p>
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@ -2380,8 +2379,8 @@ for 'player' in multiplayer games.</span></p>
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<p class=normal><span lang=EN-GB> </span></p>
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<p class=functioncode0><span lang=EN-GB>STRUCTURE structureBuiltInRange(STRUCTURESTAT,
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X, Y, RANGE, PLAYER)</span></p>
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<p class=functioncode0><span lang=EN-GB>STRUCTURE
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structureBuiltInRange(STRUCTURESTAT, X, Y, RANGE, PLAYER)</span></p>
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<p class=normal><span lang=EN-GB>Checks to see if a Structure has been built
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within a specified range of x, y. The first structure</span></p>
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@ -2558,8 +2557,8 @@ an object</span></p>
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<p class=functioncode0><span lang=EN-GB>STRUCTURE objToStructure(BASEOBJ)</span></p>
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<p class=normal><span lang=EN-GB>Convert a BASEOBJ to STRUCTURE when
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BASEOBJ.type == OBJ_STRUCTURE. Returns NULLOBJECT otherwise</span></p>
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<p class=normal><span lang=EN-GB>Convert a BASEOBJ to STRUCTURE when BASEOBJ.type
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== OBJ_STRUCTURE. Returns NULLOBJECT otherwise</span></p>
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<p class=functioncode0><span lang=EN-GB> </span></p>
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@ -3119,8 +3118,8 @@ function****</span></p>
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<p class=functioncode0><span lang=EN-GB> </span></p>
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<p class=functioncode0><span lang=EN-GB>int takeOverStructsInArea(int fromPlayer,
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int toPlayer, int x1, int y1,</span></p>
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<p class=functioncode0><span lang=EN-GB>int takeOverStructsInArea(int
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fromPlayer, int toPlayer, int x1, int y1,</span></p>
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<p class=functioncode0><span lang=EN-GB>int x2, int y2)</span></p>
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@ -3376,9 +3375,8 @@ int x , ref int y , STRUCTURESTAT defenceStat,</span></p>
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<p class=functioncode0><span lang=EN-GB>STRUCTURESTAT wallstat, DROID unit, int
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player)</span></p>
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<p class=normal><span lang=EN-GB>Given a starting x and y, make unit ‘unit’
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belonging to ‘player’ build either a ‘defenceStat’ or a row of ‘wallStat’s.
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returns </span></p>
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<p class=normal><span lang=EN-GB>Given a starting x and y, make unit ‘unit’ belonging
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to ‘player’ build either a ‘defenceStat’ or a row of ‘wallStat’s. returns </span></p>
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<p class=normal><span lang=EN-GB>Modified x and y’s.</span></p>
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@ -3405,8 +3403,8 @@ forPlayer, int, fromPlayer,</span></p>
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<p class=functioncode0><span lang=EN-GB>int x, int y, int z)</span></p>
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<p class=normal><span lang=EN-GB>Put a flashing beacon on the map for player
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‘forPlayer’ on position x/y. Unless removed manually the beacon is removed
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automatically from the map after a timeout.</span></p>
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‘forPlayer’ on position x/y. Unless removed manually the beacon is removed automatically
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from the map after a timeout.</span></p>
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<p class=MsoPlainText><span lang=EN-GB> </span></p>
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@ -3444,8 +3442,8 @@ searchRange, int player, int threatRange)</span></p>
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unrevealed location in range with starting location x/y, range ‘searchRange’
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and closest to location x/y. If ‘searchRange’ is -1, then entire map is being
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searched. ‘Player’ is the player who is looking for an unrevealed map location.
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If ‘threatRange’ != -1 then also checks for enemy presence. Locations with enemy
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presence are ignored then.</span></p>
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If ‘threatRange’ != -1 then also checks for enemy presence. Locations with
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enemy presence are ignored then.</span></p>
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<p class=normal><span lang=EN-GB>Returns TRUE if any locations satisfying the
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search conditions were found, returns FALSE otherwise.</span></p>
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@ -3519,8 +3517,8 @@ range, bool includeVTOLs)</span></p>
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numEnemyWeapStructsInRange(int lookingPlayer, int x, int y, int
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range)</span></p>
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<p class=functioncode0><span lang=EN-GB>int numEnemyWeapObjInRange(int
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lookingPlayer, int x, int y,</span></p>
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<p class=functioncode0><span lang=EN-GB>int
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numEnemyWeapObjInRange(int lookingPlayer, int x, int y,</span></p>
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<p class=functioncode0><span lang=EN-GB> int
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range, bool includeVTOLs)</span></p>
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|
@ -3576,9 +3574,9 @@ targetPlayer, int lookingPlayer,</span></p>
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<p class=functioncode0><span lang=EN-GB> int x,
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int y, int range, bool includeVTOLs)</span></p>
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<p class=normal><span lang=EN-GB>Returns total number of targetPlayer’s
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military objects (either structures, droids or both) at location x/y and within
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‘range’ that are visible visible by ‘lookingPlayer’.</span></p>
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<p class=normal><span lang=EN-GB>Returns total number of targetPlayer’s military
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objects (either structures, droids or both) at location x/y and within ‘range’
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that are visible visible by ‘lookingPlayer’.</span></p>
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<p class=normal><span lang=EN-GB>If ‘includeVTOLs’ is set to FALSE, then VTOLs
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are ignored.</span></p>
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|
@ -3695,6 +3693,13 @@ identical. Comparison is case-sensitive.</span></p>
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<p class=normal><span lang=EN-GB> </span></p>
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<p class=normal><span lang=EN-GB style='font-family:"Courier New"'>int
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calcDroidPower(DROID droid)</span></p>
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<p class=normal><span lang=EN-GB>Returns cost of the ‘droid’.</span></p>
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<p class=normal><span lang=EN-GB> </span></p>
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<p class=header><a name="Debugging_Script_Functions"><span lang=EN-GB>Debugging
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Script Functions</span></a></p>
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|
@ -3847,8 +3852,8 @@ IDDES_TEMPLSTART </span></p>
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<p class=constantscode0><span lang=EN-GB>
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IDDES_SYSTEMBUTTON </span></p>
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<p class=constantscode0><span lang=EN-GB>
|
||||
IDDES_BODYBUTTON </span></p>
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<p class=constantscode0><span lang=EN-GB> IDDES_BODYBUTTON
|
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</span></p>
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<p class=constantscode0><span lang=EN-GB>
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IDDES_PROPBUTTON</span></p>
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|
@ -3921,8 +3926,8 @@ to load up an off world map, but having no access to home base</span></p>
|
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<p class=normal><span lang=EN-GB> </span></p>
|
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|
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<p class=normal><span class=constantscode><span lang=EN-GB>
|
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LZ_COMPROMISED_TIME</span></span><span lang=EN-GB> - value to set the
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reinforcement time with to display '--:--'</span></p>
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LZ_COMPROMISED_TIME</span></span><span lang=EN-GB> - value to set the reinforcement
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time with to display '--:--'</span></p>
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<p class=normal style='margin-left:106.2pt;text-indent:35.4pt'><span
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lang=EN-GB>
|
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|
@ -4140,45 +4145,53 @@ lang=EN-GB> &nb
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|||
<p class=normal><span lang=EN-GB>
|
||||
</span><span class=constantscode><span lang=EN-GB>DROID_WEAPON</span></span><span
|
||||
lang=EN-GB>
|
||||
- Weapon unit</span></p>
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||||
- Weapon unit</span></p>
|
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|
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<p class=normal><span lang=EN-GB>
|
||||
</span><span class=constantscode><span lang=EN-GB>DROID_SENSOR</span></span><span
|
||||
lang=EN-GB>
|
||||
- Sensor unit</span></p>
|
||||
- Sensor unit</span></p>
|
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|
||||
<p class=normal><span lang=EN-GB>
|
||||
</span><span class=constantscode><span lang=EN-GB>DROID_ECM</span></span><span
|
||||
lang=EN-GB>
|
||||
- ECM unit</span></p>
|
||||
- ECM unit</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>
|
||||
</span><span class=constantscode><span lang=EN-GB>DROID_CONSTRUCT
|
||||
</span></span><span lang=EN-GB>- Constructor unit</span></p>
|
||||
</span></span><span lang=EN-GB> - Constructor unit</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>
|
||||
</span><span class=constantscode><span lang=EN-GB>DROID_PERSON</span></span><span
|
||||
lang=EN-GB>
|
||||
- person</span></p>
|
||||
- person</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>
|
||||
</span><span class=constantscode><span lang=EN-GB>DROID_CYBORG</span></span><span
|
||||
lang=EN-GB>
|
||||
- cyborg/super cyborg</span></p>
|
||||
- cyborg/super cyborg</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>
|
||||
</span><span class=constantscode><span lang=EN-GB>DROID_TRANSPORTER</span></span><span
|
||||
lang=EN-GB> - guess what this is!</span></p>
|
||||
lang=EN-GB> - guess what this is!</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>
|
||||
</span><span class=constantscode><span lang=EN-GB>DROID_COMMAND</span></span><span
|
||||
lang=EN-GB> -
|
||||
lang=EN-GB> -
|
||||
Command unit</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>
|
||||
</span><span class=constantscode><span lang=EN-GB>DROID_REPAIR</span></span><span
|
||||
lang=EN-GB>
|
||||
- Repair Unit</span></p>
|
||||
- Repair Unit</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>
|
||||
</span><span lang=EN-GB style='font-family:"Courier New"'>DROID_CYBORG_CONSTRUCT</span><span
|
||||
lang=EN-GB> - Cyborg engineer</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>
|
||||
</span><span lang=EN-GB style='font-family:"Courier New"'>DROID_CYBORG_REPAIR</span><span
|
||||
lang=EN-GB> - Cyborg mechanic</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -4267,7 +4280,8 @@ IMAGE_CURSOR_SELECT</span></p>
|
|||
<p class=constantscode0><span lang=EN-GB>
|
||||
IMAGE_CURSOR_ATTACK</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB> IMAGE_CURSOR_MOVE</span></p>
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
IMAGE_CURSOR_MOVE</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
IMAGE_CURSOR_JAM</span></p>
|
||||
|
@ -4296,7 +4310,8 @@ IMAGE_CURSOR_ATTACH</span></p>
|
|||
<p class=constantscode0><span lang=EN-GB>
|
||||
IMAGE_CURSOR_LOCKON</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB> IMAGE_CURSOR_FIX</span></p>
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
IMAGE_CURSOR_FIX</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
IMAGE_CURSOR_EMBARK</span></p>
|
||||
|
@ -4394,8 +4409,8 @@ true if we are in battlemap mode</span></p>
|
|||
|
||||
<p class=normal><span lang=EN-GB>Possible values for targetedObjectType:</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB> MT_TERRAIN
|
||||
</span></p>
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
MT_TERRAIN </span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
MT_RESOURCE</span></p>
|
||||
|
@ -4427,8 +4442,7 @@ MT_REPAIRDAM</span></p>
|
|||
<p class=constantscode0><span lang=EN-GB>
|
||||
MT_ENEMYSTR</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
MT_TRANDROID</span></p>
|
||||
<p class=constantscode0><span lang=EN-GB> MT_TRANDROID</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
MT_OWNDROID</span></p>
|
||||
|
@ -4436,7 +4450,8 @@ MT_OWNDROID</span></p>
|
|||
<p class=constantscode0><span lang=EN-GB>
|
||||
MT_OWNDROIDDAM</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB> MT_ENEMYDROID</span></p>
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
MT_ENEMYDROID</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
MT_COMMAND</span></p>
|
||||
|
@ -4674,9 +4689,9 @@ Function Callbacks</span></a></p>
|
|||
<p class=MsoPlainText><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>These are used in the place of a trigger and
|
||||
are for events that are to be called at specific times in the game. They will
|
||||
cause the event they are associated with to be called every time unless the
|
||||
trigger for the event is set to inactive.</span></p>
|
||||
are for events that are to be called at specific times in the game. They will cause
|
||||
the event they are associated with to be called every time unless the trigger
|
||||
for the event is set to inactive.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -4714,8 +4729,8 @@ lang=EN-GB> - this is triggered when CTRL + 'B' is pressed so that the script
|
|||
can end a mission</span></p>
|
||||
|
||||
<p class=normal><span class=callbackcode><span lang=EN-GB>CALL_VIDEO_QUIT</span></span><span
|
||||
lang=EN-GB> - this is triggered when the CURRENT video sequence is over -
|
||||
either end of anim or when 'ESC' has been pressed</span></p>
|
||||
lang=EN-GB> - this is triggered when the CURRENT video sequence is over - either
|
||||
end of anim or when 'ESC' has been pressed</span></p>
|
||||
|
||||
<p class=normal><span class=callbackcode><span lang=EN-GB>CALL_LAUNCH_TRANSPORTER</span></span><span
|
||||
lang=EN-GB> - this is triggered when the 'Launch' button is pressed on the
|
||||
|
@ -4790,8 +4805,8 @@ NULLOBJECT)</span></p>
|
|||
|
||||
<p class=callbackcode0><span lang=EN-GB>CALL_TRANSPORTER_OFFMAP, player</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>triggered when a transporter for player exits
|
||||
the map.</span></p>
|
||||
<p class=normal><span lang=EN-GB>triggered when a transporter for player exits the
|
||||
map.</span></p>
|
||||
|
||||
<p class=callbackcode0><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -4845,8 +4860,8 @@ buttonID is pressed</span></p>
|
|||
|
||||
<p class=callbackcode0><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=callbackcode0><span lang=EN-GB>CALL_OBJ_DESTROYED, int player, ref
|
||||
BASEOBJ object</span></p>
|
||||
<p class=callbackcode0><span lang=EN-GB>CALL_OBJ_DESTROYED, int player, ref BASEOBJ
|
||||
object</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>triggered when either a unit or a structure
|
||||
for player is destroyed</span></p>
|
||||
|
@ -4961,8 +4976,8 @@ has left the multiplayer game.</span></p>
|
|||
<p class=callbackcode0><span lang=EN-GB>CALL_ALLIANCEOFFER, ref int one, ref
|
||||
int two</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> One offers
|
||||
two an alliance.</span></p>
|
||||
<p class=normal><span lang=EN-GB> One
|
||||
offers two an alliance.</span></p>
|
||||
|
||||
</div>
|
||||
|
||||
|
|
|
@ -11164,3 +11164,28 @@ BOOL scrDebugModeEnabled(void)
|
|||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
/*
|
||||
* Returns the cost of a droid
|
||||
*/
|
||||
BOOL scrCalcDroidPower(void)
|
||||
{
|
||||
DROID *psDroid;
|
||||
|
||||
if (!stackPopParams(1, ST_DROID, &psDroid))
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
ASSERT(psDroid != NULL,
|
||||
"scrDebugModeEnabled: can't calculate cost of a null-droid");
|
||||
|
||||
scrFunctionResult.v.ival = (SDWORD)calcDroidPower(psDroid);
|
||||
if (!stackPushResult(VAL_BOOL, &scrFunctionResult))
|
||||
{
|
||||
debug(LOG_ERROR, "scrDebugModeEnabled(): failed to push result");
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
|
|
@ -635,6 +635,7 @@ extern BOOL scrSetTileHeight(void);
|
|||
extern BOOL scrGetTileStructure(void);
|
||||
extern BOOL scrPrintCallStack(void);
|
||||
extern BOOL scrDebugModeEnabled(void);
|
||||
extern BOOL scrCalcDroidPower(void);
|
||||
|
||||
|
||||
extern BOOL beingResearchedByAlly(SDWORD resIndex, SDWORD player);
|
||||
|
|
|
@ -1375,10 +1375,14 @@ FUNC_SYMBOL asFuncTable[] =
|
|||
0, { VAL_VOID },
|
||||
0, 0, NULL, 0, 0, NULL, NULL },
|
||||
|
||||
{ "debugModeEnabled", scrDebugModeEnabled, VAL_BOOL,
|
||||
{ "debugModeEnabled", scrDebugModeEnabled, VAL_BOOL,
|
||||
0, { VAL_VOID },
|
||||
0, 0, NULL, 0, 0, NULL, NULL },
|
||||
|
||||
{ "calcDroidPower", scrCalcDroidPower, VAL_INT,
|
||||
1, { (INTERP_TYPE)ST_DROID },
|
||||
0, 0, NULL, 0, 0, NULL, NULL },
|
||||
|
||||
/* END new functions */
|
||||
|
||||
/* This final entry marks the end of the function list */
|
||||
|
|
Loading…
Reference in New Issue