Difference between revisions of "Global Functions"

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Line 31: Line 31:
 
  // 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
 
   
 
   

Revision as of 21:52, 3 April 2010

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 );

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 ,forest=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();