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Freeciv21
Develop your civilization from humble roots to a global empire
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#include <cstdarg>#include <ctime>#include "lua.h"#include "tolua.h"#include "log.h"#include "section_file.h"#include "featured_text.h"#include "api_game_specenum.h"#include "luascript.h"#include "tolua_game_gen.h"#include "tolua_signal_gen.h"#include "luaconsole_common.h"#include "tolua_client_gen.h"#include "script_client.h"
Include dependency graph for script_client.cpp:Go to the source code of this file.
Functions | |
| static void | script_client_vars_init () |
| Initialize the game script variables. More... | |
| static void | script_client_vars_free () |
| Free the game script variables. More... | |
| static void | script_client_vars_load (struct section_file *file) |
| Load the game script variables in file. More... | |
| static void | script_client_vars_save (struct section_file *file) |
| Save the game script variables to file. More... | |
| static void | script_client_code_init () |
| Initialize the optional game script code (useful for scenarios). More... | |
| static void | script_client_code_free () |
| Free the optional game script code (useful for scenarios). More... | |
| static void | script_client_code_load (struct section_file *file) |
| Load the optional game script code from file (useful for scenarios). More... | |
| static void | script_client_code_save (struct section_file *file) |
| Save the optional game script code to file (useful for scenarios). More... | |
| static void | script_client_output (struct fc_lua *fcl, QtMsgType level, const char *format,...) |
| Ouput a message on the client lua console. More... | |
| static void static void | script_client_signal_create () |
| Declare any new signal types you need here. More... | |
| bool | script_client_do_string (const char *str) |
| Parse and execute the script in str. More... | |
| bool | script_client_do_file (const char *filename) |
| Parse and execute the script at filename. More... | |
| bool | script_client_callback_invoke (const char *callback_name, int nargs, enum api_types *parg_types, va_list args) |
| Invoke the 'callback_name' Lua function. More... | |
| bool | script_client_init () |
| Initialize the scripting state. More... | |
| void | script_client_free () |
| Free the scripting data. More... | |
| void | script_client_state_load (struct section_file *file) |
| Load the scripting state from file. More... | |
| void | script_client_state_save (struct section_file *file) |
| Save the scripting state to file. More... | |
| void | script_client_signal_emit (const char *signal_name,...) |
| Invoke all the callback functions attached to a given signal. More... | |
Variables | |
| static struct fc_lua * | main_fcl = nullptr |
| Lua virtual machine state. More... | |
| static char * | script_client_code = nullptr |
| Optional game script code (useful for scenarios). More... | |
| bool script_client_callback_invoke | ( | const char * | callback_name, |
| int | nargs, | ||
| enum api_types * | parg_types, | ||
| va_list | args | ||
| ) |
Invoke the 'callback_name' Lua function.
Definition at line 91 of file script_client.cpp.
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Free the optional game script code (useful for scenarios).
Definition at line 136 of file script_client.cpp.
Referenced by script_client_free().
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Initialize the optional game script code (useful for scenarios).
Definition at line 131 of file script_client.cpp.
Referenced by script_client_init().
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Load the optional game script code from file (useful for scenarios).
Definition at line 145 of file script_client.cpp.
Referenced by script_client_state_load().
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Save the optional game script code to file (useful for scenarios).
Definition at line 160 of file script_client.cpp.
Referenced by script_client_state_save().
| bool script_client_do_file | ( | const char * | filename | ) |
Parse and execute the script at filename.
Definition at line 81 of file script_client.cpp.
Referenced by qload_lua_script(), and qreload_lua_script().
| bool script_client_do_string | ( | const char * | str | ) |
Parse and execute the script in str.
Definition at line 71 of file script_client.cpp.
| void script_client_free | ( | ) |
Free the scripting data.
Definition at line 256 of file script_client.cpp.
Referenced by client_exit().
| bool script_client_init | ( | ) |
Initialize the scripting state.
Definition at line 170 of file script_client.cpp.
Referenced by client_main().
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Ouput a message on the client lua console.
Definition at line 214 of file script_client.cpp.
Referenced by script_client_init().
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Declare any new signal types you need here.
Definition at line 305 of file script_client.cpp.
Referenced by script_client_init().
| void script_client_signal_emit | ( | const char * | signal_name, |
| ... | |||
| ) |
Invoke all the callback functions attached to a given signal.
Definition at line 293 of file script_client.cpp.
Referenced by handle_research_info().
| void script_client_state_load | ( | struct section_file * | file | ) |
Load the scripting state from file.
Definition at line 272 of file script_client.cpp.
| void script_client_state_save | ( | struct section_file * | file | ) |
Save the scripting state to file.
Definition at line 284 of file script_client.cpp.
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Free the game script variables.
Definition at line 108 of file script_client.cpp.
Referenced by script_client_free().
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Initialize the game script variables.
Definition at line 101 of file script_client.cpp.
Referenced by script_client_init().
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Load the game script variables in file.
Definition at line 115 of file script_client.cpp.
Referenced by script_client_state_load().
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Save the game script variables to file.
Definition at line 123 of file script_client.cpp.
Referenced by script_client_state_save().
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Lua virtual machine state.
Definition at line 46 of file script_client.cpp.
Referenced by script_client_callback_invoke(), script_client_code_load(), script_client_do_file(), script_client_do_string(), script_client_free(), script_client_init(), script_client_signal_create(), script_client_signal_emit(), script_client_vars_load(), and script_client_vars_save().
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Optional game script code (useful for scenarios).
Definition at line 51 of file script_client.cpp.
Referenced by script_client_code_free(), script_client_code_init(), script_client_code_load(), and script_client_code_save().