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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.
*****************************************************************************/
#ifdef HAVE_CONFIG_H
#include <fc_config.h>
#endif
/* common/scriptcore */
#include "luascript.h"
/* server */
#include "score.h"
#include "settings.h"
#include "srv_main.h"
/* server/sqavegame */
#include "savemain.h"
/* server/scripting */
#include "script_server.h"
#include "api_server_base.h"
/**********************************************************************//**
Return the civilization score (total) for player
**************************************************************************/
int api_server_player_civilization_score(lua_State *L, Player *pplayer)
{
LUASCRIPT_CHECK_STATE(L, 0);
LUASCRIPT_CHECK_SELF(L, pplayer, 0);
return get_civ_score(pplayer);
}
/**********************************************************************//**
Returns TRUE if the game was started.
**************************************************************************/
bool api_server_was_started(lua_State *L)
{
LUASCRIPT_CHECK_STATE(L, FALSE);
return game_was_started();
}
/**********************************************************************//**
Save the game (a manual save is triggered).
**************************************************************************/
bool api_server_save(lua_State *L, const char *filename)
{
LUASCRIPT_CHECK_STATE(L, FALSE);
/* Limit the allowed characters in the filename. */
if (filename != NULL && !is_safe_filename(filename)) {
return FALSE;
}
save_game(filename, "User request (Lua)", FALSE);
return TRUE;
}
/**********************************************************************//**
Play music track for player
**************************************************************************/
bool api_play_music(lua_State *L, Player *pplayer, const char *tag)
{
struct packet_play_music p;
LUASCRIPT_CHECK_STATE(L, FALSE);
LUASCRIPT_CHECK_SELF(L, pplayer, FALSE);
LUASCRIPT_CHECK_ARG_NIL(L, tag, 3, API_TYPE_STRING, FALSE);
sz_strlcpy(p.tag, tag);
lsend_packet_play_music(pplayer->connections, &p);
return TRUE;
}
/**********************************************************************//**
Popup image to player
**************************************************************************/
bool api_popup_image(lua_State *L, Player *pplayer, const char *tag)
{
struct packet_popup_image p;
LUASCRIPT_CHECK_STATE(L, FALSE);
LUASCRIPT_CHECK_SELF(L, pplayer, FALSE);
LUASCRIPT_CHECK_ARG_NIL(L, tag, 3, API_TYPE_STRING, FALSE);
sz_strlcpy(p.tag, tag);
lsend_packet_popup_image(pplayer->connections, &p);
return TRUE;
}
/**********************************************************************//**
Return the formatted value of the setting or NULL if no such setting
exists.
**************************************************************************/
const char *api_server_setting_get(lua_State *L, const char *sett_name)
{
struct setting *pset;
static char buf[512];
LUASCRIPT_CHECK_STATE(L, NULL);
LUASCRIPT_CHECK_ARG_NIL(L, sett_name, 2, API_TYPE_STRING, NULL);
pset = setting_by_name(sett_name);
if (!pset) {
return NULL;
}
return setting_value_name(pset, FALSE, buf, sizeof(buf));
}
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