Difference between revisions of "Global Functions"

From theFarWilds
Jump to: navigation, search
 
(7 intermediate revisions by 3 users not shown)
Line 2: Line 2:
 
'''Global functions''' can be called from anywhere in your scripts.
 
'''Global functions''' can be called from anywhere in your scripts.
  
  Entity '''createEntity'''( string CardName, int x_coord, int y_coord, Player controller );
+
  [[Entity_Functions|Entity]] '''createEntity'''( string CardName, int x_coord, int y_coord, Player controller );
  Entity '''createEntity'''( string CardName,Location loc, Player controller );
+
  [[Entity_Functions|Entity]] '''createEntity'''( string CardName,Location loc, Player controller );
  Entity '''createEntity'''( string CardName,Location loc );
+
  [[Entity_Functions|Entity]] '''createEntity'''( string CardName,Location loc );
 
   
 
   
 
  Location '''createLocation'''( int x, int y );
 
  Location '''createLocation'''( int x, int y );
 +
 +
int getMapWidth();
 +
int getMapHeight();
 
   
 
   
 
  Player '''getAIPlayer'''( int index );
 
  Player '''getAIPlayer'''( int index );
Line 15: Line 18:
 
  int '''getTopo'''( Location loc );
 
  int '''getTopo'''( Location loc );
 
  int '''getVeg'''( Location loc );
 
  int '''getVeg'''( Location loc );
  // topo: ocean=1, soggy=2, flat=3, hills=4, mountain=5
+
  // topo: OCEAN=1, SOGGY=2, FLAT=3, HILLS=4, MOUNTAIN=5
  // veg: desert=1 ,grass=2 ,forest=3
+
  // veg: DESERT=1 ,GRASS=2 ,TREES=3
 
   
 
   
  Entity '''getFigure'''( Location loc );
+
  [[Entity_Functions|Entity]] '''getFigure'''( Location loc );
 
   
 
   
 
  void '''forEachEntity'''();
 
  void '''forEachEntity'''();
  // call [[Hook Functions|entityCallback()]] once for each Entity in the game.
+
  // call [[Hook Functions|entityCallback()]] once for each [[Entity_Functions|Entity]] in the game.
 
   
 
   
  void '''enchantEntity'''( Entity toEnchant, string enchantName, Player enchantController );
+
  void '''enchantEntity'''( [[Entity_Functions|Entity]] toEnchant, string enchantName, Player enchantController );
 
   
 
   
 
  void '''endGame'''( Player winner );
 
  void '''endGame'''( Player winner );
Line 31: Line 34:
 
  // doesn't preserve global variables yet
 
  // doesn't preserve global variables yet
 
   
 
   
  int rand( int max );
+
  int '''rand'''( int max );
 
  // return an integer from 0 to max-1
 
  // return an integer from 0 to max-1
 
   
 
   
  bool randChance( float chance );
+
  bool '''randChance'''( float chance );
 
  // return true with probability equal to chance
 
  // return true with probability equal to chance
 
   
 
   
Line 45: Line 48:
 
   
 
   
 
  void '''wipeEffect'''();
 
  void '''wipeEffect'''();
 +
 +
void '''fogMap'''();
 +
// All spaces are returned to deep fog for all players
 +
 +
void '''lightFog'''(Player player,int x1 ,int y1,int x2,int y2);
 +
// sets the a range of spaces to light fog. A box from x1,y1 to x2,y2
 +
// wont have any effect if called in configGame or beforeStart
 +
 +
// Functions for persisting data from game to game for a particular user
 +
// Talk to Altren or Grug if you want to use these
 +
// this is not going to work until campaigns are manually registered by Altren or Grug
 +
int '''getCampID()''';
 +
void '''saveData'''(Player,int key,int value);
 +
int '''loadData'''(Player,int key);

Latest revision as of 03:21, 27 October 2013

Global functions can be called from anywhere in your scripts.

Entity createEntity( string CardName, int x_coord, int y_coord, Player controller );
Entity createEntity( string CardName,Location loc, Player controller );
Entity createEntity( string CardName,Location loc );

Location createLocation( int x, int y );

int getMapWidth();
int getMapHeight();

Player getAIPlayer( int index );

Player getHumanPlayer( int index );

void setTerrain( Location loc, int topo, int veg );
int getTopo( Location loc );
int getVeg( Location loc );
// topo: OCEAN=1, SOGGY=2, FLAT=3, HILLS=4, MOUNTAIN=5
// veg: DESERT=1 ,GRASS=2 ,TREES=3

Entity getFigure( Location loc );

void forEachEntity();
// call entityCallback() once for each Entity in the game.

void enchantEntity( Entity toEnchant, string enchantName, Player enchantController );

void endGame( Player winner );

void flipTheScript( int scriptID );
// changes what script is being used for the game
// doesn't preserve global variables yet

int rand( int max );
// return an integer from 0 to max-1

bool randChance( float chance );
// return true with probability equal to chance

void infoBox( string title, string text );
// display text in a pop up box to all the players

void statusMsg( Player from, string msg );
// Prints a message from a player in the battle log. 
// just pass an empty player to make the message from the server

void wipeEffect();

void fogMap();
// All spaces are returned to deep fog for all players

void lightFog(Player player,int x1 ,int y1,int x2,int y2);
// sets the a range of spaces to light fog. A box from x1,y1 to x2,y2 
// wont have any effect if called in configGame or beforeStart

// Functions for persisting data from game to game for a particular user
// Talk to Altren or Grug if you want to use these
// this is not going to work until campaigns are manually registered by Altren or Grug
int getCampID();
void saveData(Player,int key,int value);
int loadData(Player,int key);