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'auto' option that always picks what it thinks is the best renderer.
[supertux.git]
/
src
/
scripting
/
functions.hpp
diff --git
a/src/scripting/functions.hpp
b/src/scripting/functions.hpp
index
9222c0e
..
d56f6c2
100644
(file)
--- a/
src/scripting/functions.hpp
+++ b/
src/scripting/functions.hpp
@@
-30,17
+30,20
@@
namespace Scripting
{
namespace Scripting
{
-//TODO: Get this from PlayerStatus (update MiniSwig!)
-static const int KEY_BRASS = 0x001;
-static const int KEY_IRON = 0x002;
-static const int KEY_BRONZE = 0x004;
-static const int KEY_SILVER = 0x008;
-static const int KEY_GOLD = 0x010;
-
/**
* Display the value of the argument. This is usefull for inspecting tables.
*/
/**
* Display the value of the argument. This is usefull for inspecting tables.
*/
-int display(HSQUIRRELVM vm) __custom;
+SQInteger display(HSQUIRRELVM vm) __custom;
+
+/**
+ * Displays contents of the current stack
+ */
+void print_stacktrace(HSQUIRRELVM vm);
+
+/**
+ * returns the currently running thread
+ */
+SQInteger get_current_thread(HSQUIRRELVM vm) __custom;
/**
* Display a text file and scrolls it over the screen (on next screenswitch)
/**
* Display a text file and scrolls it over the screen (on next screenswitch)
@@
-85,6
+88,12
@@
void fadeout_screen(float seconds);
void shrink_screen(float dest_x, float dest_y, float seconds);
/**
void shrink_screen(float dest_x, float dest_y, float seconds);
/**
+ * Aborts any kind of previous screen fade; the screenchange will happen
+ * anyway.
+ */
+void abort_screenfade();
+
+/**
* Translate a text into the users language (by looking it up in the .po
* files)
*/
* Translate a text into the users language (by looking it up in the .po
* files)
*/
@@
-102,9
+111,9
@@
void import(HSQUIRRELVM v, const std::string& filename);
void save_state();
/**
void save_state();
/**
- *
Add a key to the inventory
+ *
Update worldmap from worldmap state (state.world variable)
*/
*/
-void
add_key(int new_key
);
+void
update_worldmap(
);
/**
* enable/disable drawing of collision rectangles
/**
* enable/disable drawing of collision rectangles
@@
-114,7
+123,7
@@
void debug_collrects(bool enable);
/**
* enable/disable drawing of fps
*/
/**
* enable/disable drawing of fps
*/
-void debug_
dra
w_fps(bool enable);
+void debug_
sho
w_fps(bool enable);
/**
* enable/disable drawing of non-solid layers
/**
* enable/disable drawing of non-solid layers
@@
-122,6
+131,16
@@
void debug_draw_fps(bool enable);
void debug_draw_solids_only(bool enable);
/**
void debug_draw_solids_only(bool enable);
/**
+ * Changes music to musicfile
+ */
+void play_music(const std::string& musicfile);
+
+/**
+ * Plays a soundfile
+ */
+void play_sound(const std::string& soundfile);
+
+/**
* speeds Tux up
*/
void grease();
* speeds Tux up
*/
void grease();
@@
-132,19
+151,14
@@
void grease();
void invincible();
/**
void invincible();
/**
- * recall Tux's invincibility
- */
-void mortal();
-
-/**
- * hurt Tux (kill when Small Tux, otherwise lose powerup or shrink)
+ * makes Tux a ghost, i.e. lets him float around and through solid objects
*/
*/
-void
shrink
();
+void
ghost
();
/**
/**
- *
kill Tux
+ *
recall Tux's invincibility and ghost status
*/
*/
-void
kil
l();
+void
morta
l();
/**
* reinitialise and respawn Tux at the beginning of the current level
/**
* reinitialise and respawn Tux at the beginning of the current level
@@
-170,7
+184,12
@@
void camera();
* exit the game
*/
void quit();
* exit the game
*/
void quit();
+
+/**
+ * Returns a random integer
+ */
+int rand();
+
}
#endif
}
#endif
-