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/*****************************************************************************
Freeciv - Copyright (C) 2005 - The Freeciv Project
This program 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, or (at your option)
any later version.
This program 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.
*****************************************************************************/
#ifndef FC__API_GAME_METHODS_H
#define FC__API_GAME_METHODS_H
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */
/* common/scriptcore */
#include "luascript_types.h"
struct lua_State;
/* Game */
int api_methods_game_turn(lua_State *L);
/* Building Type */
bool api_methods_building_type_is_wonder(lua_State *L,
Building_Type *pbuilding);
bool api_methods_building_type_is_great_wonder(lua_State *L,
Building_Type *pbuilding);
bool api_methods_building_type_is_small_wonder(lua_State *L,
Building_Type *pbuilding);
bool api_methods_building_type_is_improvement(lua_State *L,
Building_Type *pbuilding);
const char *api_methods_building_type_rule_name(lua_State *L,
Building_Type *pbuilding);
const char
*api_methods_building_type_name_translation(lua_State *L,
Building_Type *pbuilding);
/* City */
bool api_methods_city_has_building(lua_State *L, City *pcity,
Building_Type *building);
int api_methods_city_map_sq_radius(lua_State *L, City *pcity);
int api_methods_city_size_get(lua_State *L, City *pcity);
Tile *api_methods_city_tile_get(lua_State *L, City *pcity);
/* Government */
const char *api_methods_government_rule_name(lua_State *L,
Government *pgovernment);
const char *api_methods_government_name_translation(lua_State *L,
Government *pgovernment);
/* Nation */
const char *api_methods_nation_type_rule_name(lua_State *L,
Nation_Type *pnation);
const char *api_methods_nation_type_name_translation(lua_State *L,
Nation_Type *pnation);
const char
*api_methods_nation_type_plural_translation(lua_State *L,
Nation_Type *pnation);
/* Player */
bool api_methods_player_has_wonder(lua_State *L, Player *pplayer,
Building_Type *building);
int api_methods_player_number(lua_State *L, Player *pplayer);
int api_methods_player_num_cities(lua_State *L, Player *pplayer);
int api_methods_player_num_units(lua_State *L, Player *pplayer);
int api_methods_player_gold(lua_State *L, Player *pplayer);
bool api_methods_player_knows_tech(lua_State *L, Player *pplayer,
Tech_Type *ptech);
Unit_List_Link *api_methods_private_player_unit_list_head(lua_State *L,
Player *pplayer);
City_List_Link *api_methods_private_player_city_list_head(lua_State *L,
Player *pplayer);
/* Tech Type */
const char *api_methods_tech_type_rule_name(lua_State *L, Tech_Type *ptech);
const char *api_methods_tech_type_name_translation(lua_State *L,
Tech_Type *ptech);
/* Terrain */
const char *api_methods_terrain_rule_name(lua_State *L, Terrain *pterrain);
const char *api_methods_terrain_name_translation(lua_State *L,
Terrain *pterrain);
/* Tile */
int api_methods_tile_nat_x(lua_State *L, Tile *ptile);
int api_methods_tile_nat_y(lua_State *L, Tile *ptile);
int api_methods_tile_map_x(lua_State *L, Tile *ptile);
int api_methods_tile_map_y(lua_State *L, Tile *ptile);
City *api_methods_tile_city(lua_State *L, Tile *ptile);
bool api_methods_tile_city_exists_within_max_city_map(lua_State *L,
Tile *ptile,
bool may_be_on_center);
bool api_methods_tile_has_base(lua_State *L, Tile *ptile, const char *name);
int api_methods_tile_num_units(lua_State *L, Tile *ptile);
int api_methods_tile_sq_distance(lua_State *L, Tile *ptile1, Tile *ptile2);
int api_methods_private_tile_next_outward_index(lua_State *L, Tile *pstart,
int index, int max_dist);
Tile *api_methods_private_tile_for_outward_index(lua_State *L, Tile *pstart,
int index);
Unit_List_Link *api_methods_private_tile_unit_list_head(lua_State *L,
Tile *ptile);
/* Unit */
bool api_methods_unit_city_can_be_built_here(lua_State *L, Unit *punit);
Tile *api_methods_unit_tile_get(lua_State *L, Unit * punit);
Direction api_methods_unit_orientation_get(lua_State *L, Unit *punit);
/* Unit Type */
bool api_methods_unit_type_has_flag(lua_State *L, Unit_Type *punit_type,
const char *flag);
bool api_methods_unit_type_has_role(lua_State *L, Unit_Type *punit_type,
const char *role);
bool api_methods_unit_type_can_exist_at_tile(lua_State *L,
Unit_Type *punit_type,
Tile *ptile);
const char *api_methods_unit_type_rule_name(lua_State *L,
Unit_Type *punit_type);
const char *api_methods_unit_type_name_translation(lua_State *L,
Unit_Type *punit_type);
/* Unit_List_Link Type */
Unit *api_methods_unit_list_link_data(lua_State *L, Unit_List_Link *link);
Unit_List_Link *api_methods_unit_list_next_link(lua_State *L,
Unit_List_Link *link);
/* City_List_Link Type */
City *api_methods_city_list_link_data(lua_State *L, City_List_Link *link);
City_List_Link *api_methods_city_list_next_link(lua_State *L,
City_List_Link *link);
#ifdef __cplusplus
}
#endif /* __cplusplus */
#endif /* FC__API_GAME_METHODS_H */
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