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| static int | faction_getRaw (const char *name) |
| | Gets a faction ID by name.
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| static void | faction_freeOne (Faction *f) |
| | Frees a single faction.
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| static void | faction_sanitizePlayer (Faction *faction) |
| | Sanitizes player faction standing.
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| static double | faction_hitLua (int f, const StarSystem *sys, double mod, const char *source, int secondary, int primary_faction) |
| | Mods player using the power of Lua.
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| static int | faction_parse (Faction *temp, const char *file) |
| | Parses a single faction, but doesn't set the allies/enemies bit.
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| static int | faction_parseSocial (const char *file) |
| | Parses the social tidbits of a faction: allies and enemies.
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| static void | faction_addStandingScript (Faction *temp, const char *scriptname) |
| | Sets up a standing script for a faction.
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| static void | faction_computeGrid (void) |
| | Computes the faction relationship grid.
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| int | pfaction_save (xmlTextWriterPtr writer) |
| | Saves player's standings with the factions.
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| int | pfaction_load (xmlNodePtr parent) |
| | Loads the player's faction standings.
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| static int | faction_cmp (const void *p1, const void *p2) |
| int | faction_exists (const char *name) |
| | Checks to see if a faction exists by name.
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| int | faction_get (const char *name) |
| | Gets a faction ID by name.
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| int * | faction_getAll (void) |
| | Returns all faction IDs in an array (array.h).
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| int * | faction_getAllVisible (void) |
| | Returns all non-invisible faction IDs in an array (array.h).
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| int * | faction_getKnown () |
| | Gets all the known factions in an array (array.h).
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| void | faction_clearKnown () |
| | Clears the known factions.
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| int | faction_isStatic (int id) |
| | Is the faction static?
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| int | faction_isInvisible (int id) |
| | Is the faction invisible?
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| int | faction_setInvisible (int id, int state) |
| | Sets the faction's invisible state.
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| int | faction_isKnown (int id) |
| | Is the faction known?
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| int | faction_isDynamic (int id) |
| | Is faction dynamic.
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| int | faction_setKnown (int id, int state) |
| | Sets the factions known state.
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| const char * | faction_name (int f) |
| | Gets a factions "real" (internal) name.
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| const char * | faction_shortname (int f) |
| | Gets a factions short name (human-readable).
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| const char * | faction_longname (int f) |
| | Gets the faction's long name (formal, human-readable).
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| const char * | faction_mapname (int f) |
| | Gets the faction's map name (translated).
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| const char * | faction_description (int f) |
| | Gets the faction's description (translated).
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| const char * | faction_default_ai (int f) |
| | Gets the name of the default AI profile for the faction's pilots.
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| const char *const * | faction_tags (int f) |
| | Gets the tags the faction has.
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| double | faction_lane_length_per_presence (int f) |
| | Gets the faction's weight for patrolled safe-lane construction (0 means they don't build lanes).
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| double | faction_lane_base_cost (int f) |
| | Gets the faction's weight for patrolled safe-lane construction;.
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| const glTexture * | faction_logo (int f) |
| | Gets the faction's logo (ideally 256x256).
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| const glColour * | faction_colour (int f) |
| | Gets the colour of the faction.
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| const int * | faction_getEnemies (int f) |
| | Gets the list of enemies of a faction.
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| const int * | faction_getAllies (int f) |
| | Gets the list of allies of a faction.
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| void | faction_clearEnemy (int f) |
| | Clears all the enemies of a dynamic faction.
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| void | faction_addEnemy (int f, int o) |
| | Adds an enemy to the faction's enemies list.
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| void | faction_rmEnemy (int f, int o) |
| | Removes an enemy from the faction's enemies list.
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| void | faction_clearAlly (int f) |
| | Clears all the ally of a dynamic faction.
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| void | faction_addAlly (int f, int o) |
| | Adds an ally to the faction's allies list.
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| void | faction_rmAlly (int f, int o) |
| | Removes an ally from the faction's allies list.
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| nlua_env | faction_getScheduler (int f) |
| | Gets the state associated to the faction scheduler.
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| nlua_env | faction_getEquipper (int f) |
| | Gets the equipper state associated to the faction scheduler.
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| double | faction_hit (int f, const StarSystem *sys, double mod, const char *source, int single) |
| | Handles a faction hit against a faction and how to apply it.
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| double | faction_hitTest (int f, const StarSystem *sys, double mod, const char *source) |
| | Tests a faction hit to see how much it would apply. Does not actually modify standing.
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| void | faction_modPlayer (int f, double mod, const char *source) |
| | Modifies the player's standing with a faction.
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| void | faction_modPlayerSingle (int f, double mod, const char *source) |
| | Modifies the player's standing without affecting others.
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| void | faction_modPlayerRaw (int f, double mod) |
| | Modifies the player's standing without affecting others.
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| void | faction_setReputation (int f, double value) |
| | Sets the player's standing with a faction.
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| double | faction_reputation (int f) |
| | Gets the player's standing with a faction.
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| double | faction_reputationDefault (int f) |
| | Gets the player's default standing with a faction.
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| int | faction_isPlayerFriend (int f) |
| | Gets whether or not the player is a friend of the faction.
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| int | faction_isPlayerFriendSystem (int f, const StarSystem *sys) |
| int | faction_isPlayerEnemy (int f) |
| | Gets whether or not the player is an enemy of the faction.
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| int | faction_isPlayerEnemySystem (int f, const StarSystem *sys) |
| const glColour * | faction_reputationColour (int f) |
| | Gets the colour of the faction based on it's standing with the player.
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| const glColour * | faction_reputationColourSystem (int f, const StarSystem *sys) |
| char | faction_reputationColourChar (int f) |
| | Gets the faction character associated to its standing with the player.
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| char | faction_reputationColourCharSystem (int f, const StarSystem *sys) |
| const char * | faction_getStandingText (int f) |
| | Gets the player's standing in human readable form.
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| const char * | faction_getStandingTextAtValue (int f, double value) |
| | Gets the player's standing in human readable form.
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| const char * | faction_getStandingBroad (int f, int bribed, int override) |
| | Gets the broad faction standing.
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| double | faction_reputationMax (int f) |
| | Gets the maximum reputation of a faction.
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| int | areNeutral (int a, int b) |
| | Checks whether two factions are true neutral.
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| int | areEnemies (int a, int b) |
| | Checks whether two factions are enemies.
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| int | areAllies (int a, int b) |
| | Checks whether two factions are allies or not.
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| int | areEnemiesSystem (int a, int b, const StarSystem *sys) |
| int | areAlliesSystem (int a, int b, const StarSystem *sys) |
| int | faction_isFaction (int f) |
| | Checks whether or not a faction is valid.
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| void | factions_reset (void) |
| | Resets player standing and flags of factions to default.
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| void | factions_resetLocal (void) |
| | Reset local standing.
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| void | faction_updateSingle (int f) |
| void | faction_updateGlobal (void) |
| | Computes the global faction standing for each of the factions.
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| void | faction_applyLocalThreshold (int f, StarSystem *sys) |
| int | factions_load (void) |
| | Loads up all the factions from the data file.
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| void | factions_loadPost (void) |
| void | factions_free (void) |
| | Frees the factions.
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| int * | faction_getGroup (int which) |
| | Returns an array of faction ids.
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| double | faction_reputationOverride (int f, int *set) |
| void | faction_setReputationOverride (int f, int set, double value) |
| int | faction_usesHiddenJumps (int f) |
| | Checks to see if a faction uses hidden jumps.
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| const FactionGenerator * | faction_generators (int f) |
| | Gets the faction's generators.
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| void | factions_clearDynamic (void) |
| | Clears dynamic factions.
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| int | faction_dynAdd (int base, const char *name, const char *display, const char *ai, const glColour *colour) |
| | Dynamically add a faction.
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