Base Material: Rename 'plr' to 'player'

alut-include-path
Mark 2017-01-06 15:16:02 +01:00
parent 1d211c9466
commit 548d2a7b13
1 changed files with 26 additions and 26 deletions

View File

@ -2,12 +2,12 @@
Base Material & Production
Library to control the players base material and production. The initial values are read
from the Scenario.txt entries and per script one can modify these by:
* GetBaseMaterial(int plr, id def, int index, int category)
* SetBaseMaterial(int plr, id def, int cnt)
* DoBaseMaterial(int plr, id def, int change)
* GetBaseProduction(int plr, id def, int index, int category)
* SetBaseProduction(int plr, id def, int cnt)
* DoBaseProduction(int plr, id def, int change)
* GetBaseMaterial(int player, id def, int index, int category)
* SetBaseMaterial(int player, id def, int cnt)
* DoBaseMaterial(int player, id def, int change)
* GetBaseProduction(int player, id def, int index, int category)
* SetBaseProduction(int player, id def, int cnt)
* DoBaseProduction(int player, id def, int change)
Performs also two callbacks to a base of the player:
* OnBaseMaterialChange(id def, int change);
* OnBaseProductionChange(id def, int change);
@ -32,56 +32,56 @@ static const BASEMATERIAL_ProductionRate = 2160;
/*-- Global interface --*/
global func GetBaseMaterial(int plr, id def, int index, int category)
global func GetBaseMaterial(int player, id def, int index, int category)
{
var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(plr));
var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(player));
if (!base)
base = CreateObject(Library_BaseMaterial, 0, 0, plr);
base = CreateObject(Library_BaseMaterial, 0, 0, player);
if (base)
return base->GetBaseMat(def, index, category);
}
global func SetBaseMaterial(int plr, id def, int cnt)
global func SetBaseMaterial(int player, id def, int cnt)
{
var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(plr));
var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(player));
if (!base)
base = CreateObject(Library_BaseMaterial, 0, 0, plr);
base = CreateObject(Library_BaseMaterial, 0, 0, player);
if (base)
return base->SetBaseMat(def, cnt);
}
global func DoBaseMaterial(int plr, id def, int change)
global func DoBaseMaterial(int player, id def, int change)
{
var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(plr));
var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(player));
if (!base)
base = CreateObject(Library_BaseMaterial, 0, 0, plr);
base = CreateObject(Library_BaseMaterial, 0, 0, player);
if (base)
return base->DoBaseMat(def, change);
}
global func GetBaseProduction(int plr, id def, int index, int category)
global func GetBaseProduction(int player, id def, int index, int category)
{
var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(plr));
var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(player));
if (!base)
base = CreateObject(Library_BaseMaterial, 0, 0, plr);
base = CreateObject(Library_BaseMaterial, 0, 0, player);
if (base)
return base->GetBaseProd(def, index, category);
}
global func SetBaseProduction(int plr, id def, int cnt)
global func SetBaseProduction(int player, id def, int cnt)
{
var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(plr));
var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(player));
if (!base)
base = CreateObject(Library_BaseMaterial, 0, 0, plr);
base = CreateObject(Library_BaseMaterial, 0, 0, player);
if (base)
return base->SetBaseProd(def, cnt);
}
global func DoBaseProduction(int plr, id def, int change)
global func DoBaseProduction(int player, id def, int change)
{
var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(plr));
var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(player));
if (!base)
base = CreateObject(Library_BaseMaterial, 0, 0, plr);
base = CreateObject(Library_BaseMaterial, 0, 0, player);
if (base)
return base->DoBaseProd(def, change);
}
@ -93,8 +93,8 @@ protected func Initialize()
{
// Gather base materials based on Scenario.txt player entries.
// TODO: Check teams and get the fitting player section
var plr = GetOwner() % 4 + 1;
var section = Format("Player%d", plr);
var player = GetOwner() % 4 + 1;
var section = Format("Player%d", player);
// Initialize arrays for material and production.
base_material = [];