warzone2100/src/scriptobj.h

103 lines
3.4 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/** @file
* Object access functions for the script library
*/
#ifndef __INCLUDED_SRC_SCRIPTOBJ_H__
#define __INCLUDED_SRC_SCRIPTOBJ_H__
#include "lib/framework/types.h"
#include "lib/script/interpreter.h"
// id's for object variables
enum _objids
{
OBJID_POSX, // Position of a base object
OBJID_POSY,
OBJID_POSZ,
OBJID_ID, // id of a base object
OBJID_PLAYER, // player of a base object
OBJID_TYPE, // type of a base object
OBJID_ORDER, // current droid order
OBJID_DROIDTYPE, // what type of droid
OBJID_CLUSTERID, // which cluster the object is a member of
OBJID_HEALTH, // %age damage level
OBJID_BODY, // the body component
OBJID_PROPULSION, // the propulsion component
OBJID_WEAPON, // the weapon component
OBJID_STRUCTSTAT, // the stat of a structure
OBJID_STRUCTSTATTYPE,//new
OBJID_ORDERX, // order coords.106
OBJID_ORDERY,
OBJID_ACTION,
OBJID_SELECTED, // if droid is selected (humans only)
OBJID_TARGET, // added object->psTarget
OBJID_GROUP, // group a droid belongs to
WEAPID_LONG_RANGE, // short range of a weapon
WEAPID_LONG_HIT, // weapon's chance to hit in the long range
WEAPID_FIRE_PAUSE, // weapon's fire pause
WEAPID_RELOAD_TIME, // weapon's reload time
WEAPID_NUM_ROUNDS, // num of weapon's rounds (salvo fire)
WEAPID_DAMAGE, // weapon's damage
OBJID_HITPOINTS, // doid's health left
OBJID_ORIG_HITPOINTS, // original health of a droid (when not damaged)
};
// id's for group variables
enum _groupids
{
GROUPID_POSX, // average x of a group
GROUPID_POSY, // average y of a group
GROUPID_MEMBERS, // number of units in a group
GROUPID_HEALTH, // average health of a group
GROUPID_TYPE, // group type, one of: GT_NORMAL, GT_COMMAND or GT_TRANSPORTER
GROUPID_CMD, // commander of the group if group type == GT_COMMAND
};
// Get values from a base object
extern bool scrBaseObjGet(UDWORD index);
// Set values from a base object
extern bool scrBaseObjSet(UDWORD index);
// convert a base object to a droid if it is the right type
extern bool scrObjToDroid(void);
// convert a base object to a structure if it is the right type
extern bool scrObjToStructure(void);
// convert a base object to a feature if it is the right type
extern bool scrObjToFeature(void);
// Get values from a group
extern bool scrGroupObjGet(UDWORD index);
// Get values from a weapon
extern bool scrWeaponObjGet(UDWORD index);
// default value save routine
extern bool scrValDefSave(INTERP_VAL *psVal, WzConfig &ini);
// default value load routine
extern bool scrValDefLoad(INTERP_VAL *psVal, WzConfig &ini);
#endif // __INCLUDED_SRC_SCRIPTOBJ_H__