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Difference between revisions of "Functions (API)"
From BZFlagWiki
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BZF_API void [[bz_resetFlags]] ( bool onlyUnused ); | BZF_API void [[bz_resetFlags]] ( bool onlyUnused ); | ||
BZF_API unsigned int [[bz_getNumFlags]] ( void ); | BZF_API unsigned int [[bz_getNumFlags]] ( void ); | ||
− | BZF_API const [[bz_ApiString]] bz_getName( int flag ); | + | BZF_API const [[bz_ApiString]] [[bz_getName]]( int flag ); |
BZF_API bool [[bz_resetFlag]] ( int flag ); | BZF_API bool [[bz_resetFlag]] ( int flag ); | ||
BZF_API int [[bz_flagPlayer]] ( int flag ); | BZF_API int [[bz_flagPlayer]] ( int flag ); |
Revision as of 03:37, 14 August 2007
BZFS API Documentation This page contains part of the BZFS API documentation for use by Plug-ins on the BZFS server. |
Contents
Overview
The BZFS API provides a number of functions to plug-ins for use in querying the current game state. Functions are used both to get information about the game, and to trigger in game actions, such as activating a world weapon.
Function Groups
Functions are broken into a series of groups based on the type of action or information they deal with.
Event Registration
BZF_API bool bz_registerEvent ( bz_eEventType eventType, bz_EventHandler* eventHandler ); BZF_API bool bz_removeEvent ( bz_eEventType eventType, bz_EventHandler* eventHandler );
Non-Player Connections
BZF_API bool bz_registerNonPlayerConnectionHandler ( int connectionID, bz_NonPlayerConnectionHandler* handler ); BZF_API bool bz_removeNonPlayerConnectionHandler ( int connectionID, bz_NonPlayerConnectionHandler* handler ); BZF_API bool bz_sendNonPlayerData ( int connectionID, const void *data, unsigned int size ); BZF_API bool bz_disconectNonPlayerConnection ( int connectionID );
Player Information
BZF_API bool [[bz_getPlayerIndexList ( bz_APIIntList *playerList ); BZF_API [[bz_APIIntList *bz_getPlayerIndexList ( void ); BZF_API [[bz_BasePlayerRecord *bz_getPlayerByIndex ( int index ); BZF_API bool bz_updatePlayerData ( bz_BasePlayerRecord *playerRecord ); BZF_API bool bz_hasPerm ( int playerID, const char* perm ); BZF_API bool [[bz_grantPerm ( int playerID, const char* perm ); BZF_API bool bz_revokePerm ( int playerID, const char* perm ); BZF_API bool bz_freePlayerRecord ( bz_BasePlayerRecord *playerRecord ); BZF_API const char* bz_getPlayerFlag]] ( int playerID ); BZF_API bool bz_getPlayerCurrentState ( int playerID, bz_PlayerUpdateState &state ); BZF_API bool bz_isPlayerPaused ( int playerID ); BZF_API bool bz_setPlayerOperator ( int playerId );
Team Information
BZF_API unsigned int bz_getTeamPlayerLimit ( bz_eTeamType team )
Server Management
BZF_API bool bz_restart ( void );
Map Management
BZF_API void bz_setClientWorldDowloadURL( const char* URL ); BZF_API const bzApiString bz_getClientWorldDowloadURL ( void ); BZF_API bool bz_saveWorldCacheFile( const char* file );
Flag Management
BZF_API bool bz_givePlayerFlag ( int playerID, const char* flagType, bool force ); BZF_API bool bz_removePlayerFlag ( int playerID ); BZF_API void bz_resetFlags ( bool onlyUnused ); BZF_API unsigned int bz_getNumFlags ( void ); BZF_API const bz_ApiString bz_getName( int flag ); BZF_API bool bz_resetFlag ( int flag ); BZF_API int bz_flagPlayer ( int flag ); BZF_API bool bz_getFlagPosition ( int flag, float* pos ); BZF_API bool bz_moveFlag ( int flag, float pos[3], bool reset = true );
Shot Type Control
BZF_API bool bz_setPlayerShotType( int playerId, bz_eShotType shotType );