60 save_game(filename,
"User request (Lua)",
false);
70 struct packet_play_music p;
bool api_server_was_started(lua_State *L)
Returns TRUE if the game was started.
const char * api_server_setting_get(lua_State *L, const char *sett_name)
Return the formated value of the setting or nullptr if no such setting exists,.
int api_server_player_civilization_score(lua_State *L, Player *pplayer)
Return the civilization score (total) for player.
bool api_play_music(lua_State *L, Player *pplayer, const char *tag)
Play music track for player.
bool api_server_save(lua_State *L, const char *filename)
Save the game (a manual save is triggered).
#define LUASCRIPT_CHECK_STATE(L,...)
#define LUASCRIPT_CHECK_SELF(L, value,...)
#define LUASCRIPT_CHECK_ARG_NIL(L, value, narg, type,...)
void save_game(const char *orig_filename, const char *save_reason, bool scenario)
Unconditionally save the game, with specified filename.
int get_civ_score(const struct player *pplayer)
Return the civilization score (a numerical value) for the player.
struct setting * setting_by_name(const char *name)
Returns the setting to the given name.
const char * setting_value_name(const struct setting *pset, bool pretty, char *buf, size_t buf_len)
Compute the name of the current value of the setting.
bool is_safe_filename(const QString &name)
Check if the name is safe security-wise.
bool game_was_started()
Returns iff the game was started once upon a time.
struct conn_list * connections
#define sz_strlcpy(dest, src)