Vegastrike 0.5.1 rc1
1.0
Original sources for Vegastrike Evolved
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#include <script.h>
Public Member Functions | |
AIScript (const char *scriptname) | |
saves scriptname in the filename var More... | |
~AIScript () | |
void | Execute () |
Loads the AI script from the hard drive, or executes if loaded. More... | |
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virtual void | ChooseTarget () |
this function calls the destructor (needs to be overridden for python; More... | |
virtual bool | PursueTarget (Unit *, bool isleader) |
void | ClearMessages () |
clears the messasges of this order More... | |
Order () | |
The default constructor setting everything to NULL and no dependency on order. More... | |
Order (int type, int subtype) | |
The constructor that specifies what order dependencies this order has. More... | |
virtual void | Destroy () |
The virutal function that unrefs all memory then calls Destruct () which takes care of unreffing this or calling delete on this. More... | |
Order * | queryType (unsigned int type) |
returns a pointer to the first order that may be bitwised ored with that type More... | |
Order * | queryAny (unsigned int type) |
returns a pointer to the first order that may be bitwise ored with any type More... | |
void | eraseType (unsigned int type) |
Erases all orders that bitwise OR with that type. More... | |
bool | AttachOrder (Unit *targets) |
Attaches a group of targets to this order (used for strategery-type games) More... | |
bool | AttachOrder (QVector target) |
Attaches a navigation point to this order. More... | |
bool | AttachSelfOrder (Unit *targets) |
Attaches a group (form up) to this order. More... | |
Order * | EnqueueOrder (Order *ord) |
Enqueues another order that will be executed (in parallel perhaps) when next void Execute() is called. More... | |
Order * | ReplaceOrder (Order *ord) |
Replaces the first order of that type in the order queue. More... | |
bool | Done () |
int | getType () |
int | getSubType () |
virtual void | SetParent (Unit *parent1) |
Sets the parent of this Unit. Any virtual functions must call this one. More... | |
Unit * | GetParent () const |
virtual void | Communicate (const class CommunicationMessage &c) |
Sends a communication message from the Unit (encapulated in c) to this unit. More... | |
virtual void | ProcessCommMessage (class CommunicationMessage &c) |
processes a single message...generally called by the Messages() func More... | |
virtual void | ProcessCommunicationMessages (float CommRepsonseTime, bool RemoveMessageProcessed) |
responds (or does not) to certain messages in the message queue More... | |
Order * | findOrder (Order *ord) |
return pointer to order or NULL if not found More... | |
void | eraseOrder (Order *ord) |
erase that order from the list More... | |
Order * | EnqueueOrderFirst (Order *ord) |
enqueue order as first order More... | |
virtual olist_t * | getOrderList () |
returns the orderlist (NULL for orders that haven't got any) More... | |
virtual void | AdjustRelationTo (Unit *un, float factor) |
virtual std::string | getOrderDescription () |
Order * | findOrderList () |
searches the suborders recursively for the first order that has an orderlist More... | |
std::string | createFullOrderDescription (int level=0) |
void | setActionString (std::string astring) |
std::string | getActionString () |
virtual float | getMood () |
Additional Inherited Members | |
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enum | ORDERTYPES { MOVEMENT =1, FACING =2, WEAPON =4, CLOAKING =8, ALLTYPES =(1|2|4|8) } |
The varieties of order types MOVEMENT,FACING, and WEAPON orders may not be mutually executed (lest one engine goes left, the other right) More... | |
enum | SUBORDERTYPES { SLOCATION =1, STARGET =2, SSELF =4 } |
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virtual | ~Order () |
virtual void | Destructor () |
changes the local relation of this unit to another...may inform superiors about "good" or bad! behavior depending on the AI More... | |
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Unit * | parent |
The unit this order is attached to. More... | |
unsigned int | type |
The bit code (from ORDERTYPES) that this order is (for parallel execution) More... | |
unsigned int | subtype |
bool | done |
Whether or not this order is done. More... | |
UnitContainer | group |
If this order applies to a group of units (as in form up with this group) More... | |
QVector | targetlocation |
If this order applies to a physical location in world space. More... | |
std::vector< Order * > | suborders |
The queue of suborders that will be executed in parallel according to bit code. More... | |
std::list< class CommunicationMessage * > | messagequeue |
a bunch of communications that have not been answered CommunicationMessages are actually containing reference to a nice Finite State Machine that can allow a player to have a reasonable conversation with an AI More... | |
std::string | actionstring |
AIScript::AIScript | ( | const char * | scriptname) |
AIScript::~AIScript | ( | ) |
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virtual |
Loads the AI script from the hard drive, or executes if loaded.
Reimplemented from Order.
Definition at line 907 of file script.cpp.
References Order::Execute(), and VSFileSystem::vs_fprintf().