690 lines
22 KiB
C
690 lines
22 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2013 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/** @file
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* All the C functions callable from the script code
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*/
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#ifndef __INCLUDED_SRC_SCRIPTFUNCS_H__
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#define __INCLUDED_SRC_SCRIPTFUNCS_H__
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#include "messagedef.h" //for VIEWDATA
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// AI won't build there if there are more than
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// MAX_BLOCKING_TILES on some location
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#define MAX_BLOCKING_TILES 1
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/// Forward declarations to allow pointers to these types
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struct BASE_OBJECT;
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struct DROID;
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extern bool scriptInit(void);
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extern void scriptSetStartPos(int position, int x, int y);
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extern void scriptSetDerrickPos(int x, int y);
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extern bool scrGetPlayer(void);
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extern bool scrGetDerrick();
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extern bool scrGetDifficulty(void);
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extern bool scrScavengersActive(void);
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extern bool scrGetPlayerStartPosition(void);
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extern bool scrSafeDest(void);
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extern bool scrThreatAt(void);
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extern Vector2i getPlayerStartPosition(int player);
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extern bool scrSetSunPosition(void);
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extern bool scrSetSunIntensity(void);
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// not used in scripts, but used in code.
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extern bool objectInRange(struct BASE_OBJECT *psList, SDWORD x, SDWORD y, SDWORD range);
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// Check for any player object being within a certain range of a position
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extern bool scrObjectInRange(void);
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// Check for a droid being within a certain range of a position
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extern bool scrDroidInRange(void);
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// Check for a struct being within a certain range of a position
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extern bool scrStructInRange(void);
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// return power of a player.
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extern bool scrPlayerPower(void);
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// Check for any player object being within a certain area
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extern bool scrObjectInArea(void);
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// Check for a droid being within a certain area
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extern bool scrDroidInArea(void);
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// Check for a struct being within a certain Area of a position
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extern bool scrStructInArea(void);
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// as above, but only visible structures.
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extern bool scrSeenStructInArea(void);
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// Check for a players structures but no walls being within a certain area
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extern bool scrStructButNoWallsInArea(void);
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// Count the number of player objects within a certain area
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extern bool scrNumObjectsInArea(void);
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// Count the number of player droids within a certain area
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extern bool scrNumDroidsInArea(void);
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// Count the number of player structures within a certain area
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extern bool scrNumStructsInArea(void);
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// Count the number of player structures but not walls within a certain area
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extern bool scrNumStructsButNotWallsInArea(void);
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// Count the number of structures in an area of a certain type
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extern bool scrNumStructsByTypeInArea(void);
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// Check for a droid having seen a certain object
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extern bool scrDroidHasSeen(void);
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// Enable a component to be researched
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extern bool scrEnableComponent(void);
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// Make a component available
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extern bool scrMakeComponentAvailable(void);
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//Enable a structure type to be built
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extern bool scrEnableStructure(void);
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// true if structure is available.
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extern bool scrIsStructureAvailable(void);
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// Build a droid
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extern bool scrAddDroid(void);
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// Build a droid
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extern bool scrAddDroidToMissionList(void);
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//builds a droid in the specified factory//
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extern bool scrBuildDroid(void);
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//check for a building to have been destroyed
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extern bool scrBuildingDestroyed(void);
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// Add a reticule button to the interface
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extern bool scrAddReticuleButton(void);
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//Remove a reticule button from the interface
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extern bool scrRemoveReticuleButton(void);
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// add a message to the Intelligence Display
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extern bool scrAddMessage(void);
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// add a tutorial message to the Intelligence Display
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//extern bool scrAddTutorialMessage(void);
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//make the droid with the matching id the currently selected droid
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extern bool scrSelectDroidByID(void);
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// for a specified player, set the assembly point droids go to when built
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extern bool scrSetAssemblyPoint(void);
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// test for structure is idle or not
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extern bool scrStructureIdle(void);
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// sends a players droids to a location to attack
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extern bool scrAttackLocation(void);
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// enumerate features;
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extern bool scrInitGetFeature(void);
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extern bool scrGetFeature(void);
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extern bool scrGetFeatureB(void);
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//Add a feature
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extern bool scrAddFeature(void);
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//Destroy a feature
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extern bool scrDestroyFeature(void);
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//Add a structure
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extern bool scrAddStructure(void);
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//Destroy a structure
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extern bool scrDestroyStructure(void);
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// enumerate structures
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extern bool scrInitEnumStruct(void);
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extern bool scrEnumStruct(void);
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extern bool scrInitEnumStructB(void);
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extern bool scrEnumStructB(void);
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/*looks to see if a structure (specified by type) exists */
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extern bool scrStructureBeingBuilt(void);
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/* almost the same as above, but only for a specific struct*/
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// pc multiplayer only for now.
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extern bool scrStructureComplete(void);
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/*looks to see if a structure (specified by type) exists and built*/
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extern bool scrStructureBuilt(void);
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/*centre theview on an object - can be droid/structure or feature */
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extern bool scrCentreView(void);
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/*centre the view on a position */
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extern bool scrCentreViewPos(void);
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// Get a pointer to a structure based on a stat - returns NULL if cannot find one
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extern bool scrGetStructure(void);
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// Get a pointer to a template based on a component stat - returns NULL if cannot find one
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extern bool scrGetTemplate(void);
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// Get a pointer to a droid based on a component stat - returns NULL if cannot find one
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extern bool scrGetDroid(void);
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// Sets all the scroll params for the map
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extern bool scrSetScrollParams(void);
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// Sets the scroll minX separately for the map
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extern bool scrSetScrollMinX(void);
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// Sets the scroll minY separately for the map
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extern bool scrSetScrollMinY(void);
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// Sets the scroll maxX separately for the map
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extern bool scrSetScrollMaxX(void);
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// Sets the scroll maxY separately for the map
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extern bool scrSetScrollMaxY(void);
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// Sets which sensor will be used as the default for a player
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extern bool scrSetDefaultSensor(void);
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// Sets which ECM will be used as the default for a player
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extern bool scrSetDefaultECM(void);
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// Sets which RepairUnit will be used as the default for a player
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extern bool scrSetDefaultRepair(void);
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// Sets the structure limits for a player
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extern bool scrSetStructureLimits(void);
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// Sets all structure limits for a player to a specified value
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extern bool scrSetAllStructureLimits(void);
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//multiplayer limit handler
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extern bool scrApplyLimitSet(void);
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// plays a sound for the specified player - only plays the sound if the
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//specified player = selectedPlayer
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extern bool scrPlaySound(void);
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// plays a sound for the specified player - only plays the sound if the
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// specified player = selectedPlayer - saves position
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extern bool scrPlaySoundPos(void);
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/* add a text message tothe top of the screen for the selected player*/
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extern bool scrAddConsoleText(void);
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// same as above - but it doesn't clear what's there and isn't permanent
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extern bool scrShowConsoleText(void);
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/* Adds console text without clearing old */
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extern bool scrTagConsoleText(void);
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//demo functions for turning the power on
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extern bool scrTurnPowerOff(void);
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//demo functions for turning the power off
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extern bool scrTurnPowerOn(void);
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//flags when the tutorial is over so that console messages can be turned on again
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extern bool scrTutorialEnd(void);
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//function to play a full-screen video in the middle of the game for the selected player
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extern bool scrPlayVideo(void);
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//checks to see if there are any droids for the specified player
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extern bool scrAnyDroidsLeft(void);
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//checks to see if there are any structures (except walls) for the specified player
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extern bool scrAnyStructButWallsLeft(void);
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extern bool scrAnyFactoriesLeft(void);
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//function to call when the game is over, plays a message.
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extern bool scrGameOverMessage(void);
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//function to call when the game is over
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extern bool scrGameOver(void);
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//defines the background audio to play
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extern bool scrPlayBackgroundAudio(void);
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// cd audio funcs
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extern bool scrPlayIngameCDAudio(void);
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extern bool scrStopCDAudio(void);
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extern bool scrPauseCDAudio(void);
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extern bool scrResumeCDAudio(void);
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// set the retreat point for a player
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extern bool scrSetRetreatPoint(void);
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// set the retreat force level
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extern bool scrSetRetreatForce(void);
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// set the retreat leadership
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extern bool scrSetRetreatLeadership(void);
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// set the retreat point for a group
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extern bool scrSetGroupRetreatPoint(void);
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extern bool scrSetGroupRetreatForce(void);
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// set the retreat leadership
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extern bool scrSetGroupRetreatLeadership(void);
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// set the retreat health level
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bool scrSetRetreatHealth(void);
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bool scrSetGroupRetreatHealth(void);
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//start a Mission
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extern bool scrStartMission(void);
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//end a mission NO LONGER CALLED FROM SCRIPT
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//extern bool scrEndMission(void);
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//set Snow (enable disable snow)
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extern bool scrSetSnow(void);
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//set Rain (enable disable Rain)
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extern bool scrSetRain(void);
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//set Background Fog (replace fade out with fog)
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extern bool scrSetBackgroundFog(void);
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//set Depth Fog (gradual fog from mid range to edge of world)
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extern bool scrSetDepthFog(void);
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//set Mission Fog colour, may be modified by weather effects
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extern bool scrSetFogColour(void);
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// remove a message from the Intelligence Display
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extern bool scrRemoveMessage(void);
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// Pop up a message box with a number value in it
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extern bool scrNumMB(void);
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// Do an approximation to a square root
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extern bool scrApproxRoot(void);
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extern bool scrRefTest(void);
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// is <player> human or a computer? (multiplayer)
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extern bool scrIsHumanPlayer(void);
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// Set an alliance between two players
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extern bool scrCreateAlliance(void);
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extern bool scrOfferAlliance(void);
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// Break an alliance between two players
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extern bool scrBreakAlliance(void);
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// push true if an alliance still exists.
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extern bool scrAllianceExists(void);
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extern bool scrAllianceExistsBetween(void);
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// true if player is allied.
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extern bool scrPlayerInAlliance(void);
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// push true if group wins are allowed.
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//extern bool scrAllianceState(void);
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// push true if a single alliance is dominant.
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extern bool scrDominatingAlliance(void);
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// push true if human player is responsible for 'player'
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extern bool scrMyResponsibility(void);
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/*checks to see if a structure of the type specified exists within the
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specified range of an XY location */
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extern bool scrStructureBuiltInRange(void);
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// generate a random number
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extern bool scrRandom(void);
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// randomise the random number seed
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extern bool scrRandomiseSeed(void);
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//explicitly enables a research topic
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extern bool scrEnableResearch(void);
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//acts as if the research topic was completed - used to jump into the tree
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extern bool scrCompleteResearch(void);
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// start a reticule button flashing
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extern bool scrFlashOn(void);
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// stop a reticule button flashing
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extern bool scrFlashOff(void);
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//set the initial power level settings for a player
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extern bool scrSetPowerLevel(void);
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//add some power for a player
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extern bool scrAddPower(void);
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//set the landing Zone position for the map
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extern bool scrSetLandingZone(void);
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/*set the landing Zone position for the Limbo droids*/
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extern bool scrSetLimboLanding(void);
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//initialises all the no go areas
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extern bool scrInitAllNoGoAreas(void);
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//set a no go area for the map - landing zones for the enemy, or player 0
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extern bool scrSetNoGoArea(void);
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// set the zoom level for the radar
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extern bool scrSetRadarZoom(void);
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//set the time delay for reinforcements for an offworld mission
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extern bool scrSetReinforcementTime(void);
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//set how long an offworld mission can last -1 = no limit
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extern bool scrSetMissionTime(void);
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// this returns how long is left for the current mission time is 1/100th sec - same units as passed in
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extern bool scrMissionTimeRemaining(void);
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// clear all the console messages
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extern bool scrFlushConsoleMessages(void);
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// find and manipulate a position to build a structure.
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extern bool scrPickStructLocation(void);
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extern bool scrPickStructLocationB(void);
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extern bool scrPickStructLocationC(void);
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// establish the distance between two points in world coordinates - approximate bounded to 11% out
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extern bool scrDistanceTwoPts( void );
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// decides if a base object can see another - you can select whether walls matter to line of sight
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extern bool scrLOSTwoBaseObjects( void );
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// destroys all structures of a certain type within a certain area and gives a gfx effect if you want it
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extern bool scrDestroyStructuresInArea( void );
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// Estimates a threat from droids within a certain area
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extern bool scrThreatInArea( void );
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// gets the nearest gateway to a list of points
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extern bool scrGetNearestGateway( void );
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// Lets the user specify which tile goes under water.
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extern bool scrSetWaterTile(void);
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// lets the user specify which tile is used for rubble on skyscraper destruction
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extern bool scrSetRubbleTile(void);
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// Tells the game what campaign it's in
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extern bool scrSetCampaignNumber(void);
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// tests whether a structure has a module. If structure is null, then any structure
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extern bool scrTestStructureModule(void);
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// give a player a template from another player
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extern bool scrAddTemplate(void);
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// Sets the transporter entry and exit points for the map
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extern bool scrSetTransporterExit(void);
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// Fly transporters in at start of map
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extern bool scrFlyTransporterIn(void);
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// Add droid to transporter
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extern bool scrAddDroidToTransporter(void);
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extern bool scrDestroyUnitsInArea( void );
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// Removes a droid from thr world without all the graphical hoo ha.
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extern bool scrRemoveDroid( void );
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// Sets an object to be a certain percent damaged
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extern bool scrForceDamage( void );
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extern bool scrGetGameStatus(void);
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enum GAMESTATUS
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{
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STATUS_ReticuleIsOpen,
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STATUS_BattleMapViewEnabled,
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STATUS_DeliveryReposInProgress
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};
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//get the colour number used by a player
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extern bool scrGetPlayerColour(void);
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extern bool scrGetPlayerColourName(void);
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//set the colour number to use for a player
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extern bool scrSetPlayerColour(void);
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//set all droids in an area to belong to a different player
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extern bool scrTakeOverDroidsInArea(void);
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/*this takes over a single droid and passes a pointer back to the new one*/
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extern bool scrTakeOverSingleDroid(void);
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// set all droids in an area of a certain experience level or less to belong to
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// a different player - returns the number of droids changed
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extern bool scrTakeOverDroidsInAreaExp(void);
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/*this takes over a single structure and passes a pointer back to the new one*/
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extern bool scrTakeOverSingleStructure(void);
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//set all structures in an area to belong to a different player - returns the number of droids changed
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//will not work on factories for the selectedPlayer
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extern bool scrTakeOverStructsInArea(void);
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//set Flag for defining what happens to the droids in a Transporter
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extern bool scrSetDroidsToSafetyFlag(void);
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//set Flag for defining whether the coded countDown is called
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extern bool scrSetPlayCountDown(void);
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//get the number of droids currently onthe map for a player
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extern bool scrGetDroidCount(void);
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// fire a weapon stat at an object
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extern bool scrFireWeaponAtObj(void);
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// fire a weapon stat at a location
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extern bool scrFireWeaponAtLoc(void);
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extern bool scrClearConsole(void);
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// set the number of kills for a droid
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extern bool scrSetDroidKills(void);
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// get the number of kills for a droid
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extern bool scrGetDroidKills(void);
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// reset the visibility for a player
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extern bool scrResetPlayerVisibility(void);
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// set the vtol return pos for a player
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extern bool scrSetVTOLReturnPos(void);
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// skirmish function **NOT PSX**
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extern bool scrIsVtol(void);
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// init templates for tutorial.
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extern bool scrTutorialTemplates(void);
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//called via the script in a Limbo Expand level to set the level to plain ol' expand
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extern bool scrResetLimboMission(void);
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// skirmish lassat fire.
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extern bool scrSkFireLassat(void);
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//-----------------------------------------
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//New functions
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//-----------------------------------------
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extern bool scrStrcmp(void);
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extern bool scrConsole(void);
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extern bool scrDbgMsgOn(void);
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extern bool scrDbg(void);
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extern bool scrMsg(void);
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extern bool scrDebugFile(void);
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extern bool scrActionDroidObj(void);
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extern bool scrInitEnumDroids(void);
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extern bool scrEnumDroid(void);
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extern bool scrInitIterateGroupB(void);
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extern bool scrIterateGroupB(void);
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extern bool scrFactoryGetTemplate(void);
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extern bool scrNumTemplatesInProduction(void);
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extern bool scrNumDroidsByComponent(void);
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extern bool scrGetStructureLimit(void);
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extern bool scrStructureLimitReached(void);
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extern bool scrGetNumStructures(void);
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extern bool scrGetUnitLimit(void);
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extern bool scrMin(void);
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extern bool scrMax(void);
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extern bool scrFMin(void);
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extern bool scrFMax(void);
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extern bool scrFogTileInRange(void);
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extern bool scrMapRevealedInRange(void);
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extern bool scrMapTileVisible(void);
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extern bool scrPursueResearch(void);
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extern bool scrNumResearchLeft(void);
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extern bool scrResearchCompleted(void);
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extern bool scrResearchStarted(void);
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extern bool scrThreatInRange(void);
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extern bool scrNumEnemyWeapObjInRange(void);
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extern bool scrNumEnemyWeapDroidsInRange(void);
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extern bool scrNumEnemyWeapStructsInRange(void);
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extern bool scrNumFriendlyWeapObjInRange(void);
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extern bool scrNumFriendlyWeapDroidsInRange(void);
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extern bool scrNumFriendlyWeapStructsInRange(void);
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extern bool scrNumPlayerWeapDroidsInRange(void);
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extern bool scrNumPlayerWeapStructsInRange(void);
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extern bool scrNumPlayerWeapObjInRange(void);
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extern bool scrNumEnemyObjInRange(void);
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extern bool scrEnemyWeapObjCostInRange(void);
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extern bool scrFriendlyWeapObjCostInRange(void);
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extern bool scrNumStructsByStatInRange(void);
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extern bool scrNumStructsByStatInArea(void);
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extern bool scrNumStructsByTypeInRange(void);
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extern bool scrNumFeatByTypeInRange(void);
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extern bool scrNumStructsButNotWallsInRangeVis(void);
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extern bool scrGetStructureVis(void);
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extern bool scrChooseValidLoc(void);
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extern bool scrGetClosestEnemy(void);
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extern bool scrTransporterCapacity(void);
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extern bool scrTransporterFlying(void);
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extern bool scrUnloadTransporter(void);
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extern bool scrHasGroup(void);
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extern bool scrObjWeaponMaxRange(void);
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extern bool scrObjHasWeapon(void);
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extern bool scrObjectHasIndirectWeapon(void);
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extern bool scrGetClosestEnemyDroidByType(void);
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extern bool scrGetClosestEnemyStructByType(void);
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extern bool scrSkDefenseLocationB(void);
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extern bool scrCirclePerimPoint(void);
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extern bool scrGiftRadar(void);
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extern bool scrNumAllies(void);
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extern bool scrNumAAinRange(void);
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extern bool scrSelectDroid(void);
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extern bool scrSelectGroup(void);
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extern bool scrModulo(void);
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extern bool scrPlayerLoaded(void);
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extern bool scrRemoveBeacon(void);
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extern bool scrDropBeacon(void);
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extern bool scrClosestDamagedGroupDroid(void);
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extern bool scrMsgBox(void);
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extern bool scrGetStructureType(void);
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extern bool scrGetPlayerName(void);
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extern bool scrSetPlayerName(void);
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extern bool scrStructInRangeVis(void);
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extern bool scrDroidInRangeVis(void);
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extern bool scrGetBit(void);
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extern bool scrSetBit(void);
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extern bool scrAlliancesLocked(void);
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extern bool scrASSERT(void);
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extern bool scrShowRangeAtPos(void);
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extern bool scrToPow(void);
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extern bool scrDebugMenu(void);
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extern bool scrSetDebugMenuEntry(void);
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extern bool scrProcessChatMsg(void);
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extern bool scrGetChatCmdDescription(void);
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extern bool scrGetNumArgsInCmd(void);
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extern bool scrGetChatCmdParam(void);
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extern bool scrChatCmdIsPlayerAddressed(void);
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extern bool scrSetTileHeight(void);
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extern bool scrGetTileStructure(void);
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extern bool scrPrintCallStack(void);
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extern bool scrDebugModeEnabled(void);
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extern bool scrCalcDroidPower(void);
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extern bool scrGetDroidLevel(void);
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extern bool scrMoveDroidStopped(void);
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extern bool scrUpdateVisibleTiles(void);
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extern bool scrCheckVisibleTile(void);
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extern bool scrAssembleWeaponTemplate(void);
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extern bool scrWeaponLongHitUpgrade(void);
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extern bool scrWeaponDamageUpgrade(void);
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extern bool scrWeaponFirePauseUpgrade(void);
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extern bool scrIsComponentAvailable(void);
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extern bool scrGetBodySize(void);
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extern bool scrGettext(void);
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extern bool scrGettext_noop(void);
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extern bool scrPgettext(void);
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extern bool scrPgettext_expr(void);
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extern bool scrPgettext_noop(void);
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extern bool beingResearchedByAlly(SDWORD resIndex, SDWORD player);
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extern bool ThreatInRange(SDWORD player, SDWORD range, SDWORD rangeX, SDWORD rangeY, bool bVTOLs);
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extern bool skTopicAvail(UWORD inc, UDWORD player);
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extern UDWORD numPlayerWeapDroidsInRange(SDWORD player, SDWORD lookingPlayer, SDWORD range, SDWORD rangeX, SDWORD rangeY, bool bVTOLs);
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extern UDWORD numPlayerWeapStructsInRange(SDWORD player, SDWORD lookingPlayer, SDWORD range, SDWORD rangeX, SDWORD rangeY, bool bFinished);
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extern UDWORD playerWeapDroidsCostInRange(SDWORD player, SDWORD lookingPlayer, SDWORD range, SDWORD rangeX, SDWORD rangeY, bool bVTOLs);
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extern UDWORD playerWeapStructsCostInRange(SDWORD player, SDWORD lookingPlayer, SDWORD range, SDWORD rangeX, SDWORD rangeY, bool bFinished);
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extern UDWORD numEnemyObjInRange(SDWORD player, SDWORD range, SDWORD rangeX, SDWORD rangeY, bool bVTOLs, bool bFinished);
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extern bool addBeaconBlip(SDWORD x, SDWORD y, SDWORD forPlayer, SDWORD sender, const char *textMsg);
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extern bool sendBeaconToPlayer(SDWORD locX, SDWORD locY, SDWORD forPlayer, SDWORD sender, const char *beaconMsg);
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extern MESSAGE * findBeaconMsg(UDWORD player, SDWORD sender);
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extern SDWORD getNumRepairedBy(struct DROID *psDroidToCheck, SDWORD player);
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extern bool objectInRangeVis(struct BASE_OBJECT *psList, SDWORD x, SDWORD y, SDWORD range, SDWORD lookingPlayer);
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extern SDWORD getPlayerFromString(char *playerName);
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extern bool scrExp(void);
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extern bool scrSqrt(void);
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extern bool scrLog(void);
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extern VIEWDATA *CreateBeaconViewData(SDWORD sender, UDWORD LocX, UDWORD LocY);
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extern bool scrEnumUnbuilt(void);
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extern bool scrIterateUnbuilt(void);
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#endif // __INCLUDED_SRC_SCRIPTFUNCS_H__
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