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universe_util_server.cpp
Go to the documentation of this file.
1
#include "
cmd/script/mission.h
"
2
#include "
universe_util.h
"
3
#include "
universe_generic.h
"
4
#include "
cmd/unit_generic.h
"
5
#include "
cmd/unit_factory.h
"
//for UnitFactory::getMasterPartList()
6
#include "
cmd/collection.h
"
7
#include "
networking/netserver.h
"
8
#include "
star_system_generic.h
"
9
#include <string>
10
#include "
lin_time.h
"
11
#include "
load_mission.h
"
12
#include "
configxml.h
"
13
#include "
vs_globals.h
"
14
15
void
SetStarSystemLoading
(
bool
value ) {}
16
17
using
std::string;
18
19
//less to write
20
#define activeSys _Universe->activeStarSystem()
21
void
ClientServerSetLightContext
(
int
lc ) {}
22
23
namespace
UniverseUtil
24
{
25
void
playVictoryTune
() {}
26
int
musicAddList
(
string
str )
27
{
28
return
0;
29
}
30
void
musicLayerPlaySong
(
string
str,
int
layer ) {}
31
void
addParticle
(
QVector
loc,
Vector
velocity,
Vector
color,
float
size
)
32
{}
33
void
musicLayerPlayList
(
int
which,
int
layer ) {}
34
void
musicLayerLoopList
(
int
numloops,
int
layer ) {}
35
void
musicLayerSetSoftVolume
(
float
vol,
float
latency_override,
int
layer ) {}
36
void
musicLayerSetHardVolume
(
float
vol,
int
layer ) {}
37
void
musicSetSoftVolume
(
float
vol,
float
latency_override ) {}
38
void
musicSetHardVolume
(
float
vol ) {}
39
40
void
musicMute
(
bool
stopSound ) {}
41
void
playSound
(
string
soundName,
QVector
loc,
Vector
speed
) {}
42
void
playSoundCockpit
(
string
soundName ) {}
43
void
cacheAnimation
(
string
aniName ) {}
44
void
playAnimation
(
string
aniName,
QVector
loc,
float
size
) {}
45
void
playAnimationGrow
(
string
aniName,
QVector
loc,
float
size
,
float
growpercent ) {}
46
unsigned
int
getCurrentPlayer
()
47
{
48
return
_Universe
->
CurrentCockpit
();
49
}
50
void
musicLayerSkip
(
int
layer ) {}
51
void
musicLayerStop
(
int
layer ) {}
52
void
StopAllSounds
(
void
) {}
53
void
loadGame
(
const
string
&savename )
54
{
55
unsigned
int
num = 0;
56
sscanf( savename.c_str(),
"%u"
, &num );
57
if
( num != UINT_MAX && num < _Universe->numPlayers() ) {
58
Unit
*un =
_Universe
->
AccessCockpit
( num )->
GetParent
();
59
if
(un) {
60
un->
hull
= 0;
61
un->
Destroy
();
62
}
63
}
64
}
65
void
saveGame
(
const
string
&savename )
66
{
67
unsigned
int
num = 0;
68
sscanf( savename.c_str(),
"%u"
, &num );
69
if
( num != UINT_MAX && num < _Universe->numPlayers() ) {
70
if
(
SERVER
)
VSServer
->
saveAccount
( num );
71
}
else
if
(num == 0 &&
SERVER
) {
72
cout<<
">>> Manually Saving server status..."
<<endl;
73
VSServer
->
save
();
74
cout<<
"<<< Finished saving."
<<endl;
75
}
76
}
77
78
void
showSplashScreen
(
const
string
&filename ) {}
79
void
showSplashMessage
(
const
string
&text ) {}
80
void
showSplashProgress
(
float
progress ) {}
81
void
hideSplashScreen
() {}
82
bool
isSplashScreenShowing
()
83
{
84
return
false
;
85
}
86
void
startMenuInterface
(
bool
firstTime,
string
error
)
87
{
88
//Critical game error... enough to bring you back to the game menu!
89
printf(
"GAME ERROR: %s\n"
, error.c_str() );
90
}
91
92
void
sendCustom
(
int
cp,
string
cmd,
string
args,
string
id
)
93
{
94
if
( cp < 0 || (
unsigned
int
) cp >=
_Universe
->
numPlayers
() ) {
95
fprintf
( stderr,
"sendCustom %s with invalid player %d\n"
, cmd.c_str(), cp );
96
return
;
97
}
98
VSServer
->
sendCustom
( cp, cmd, args,
id
);
99
}
100
}
101
102
#undef activeSys
103
src
universe_util_server.cpp
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