git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8132 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-04-03 14:40:17 +00:00
parent fcad428a12
commit 01ffd3eaf2
9 changed files with 243 additions and 82 deletions
+37 -3
View File
@@ -845,6 +845,7 @@ static int l_ResetBoxers( lua_State *L );
static int l_AddVolunteers( lua_State *L );
static int l_CreateArmedCivilain( lua_State *L );
static int l_CreateCivilian( lua_State *L );
static int l_BuildFortification( lua_State *L );
static int l_RemoveFortification( lua_State *L );
@@ -1706,6 +1707,7 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
lua_register( L, "AddVolunteers", l_AddVolunteers );
lua_register(L, "CreateArmedCivilain", l_CreateArmedCivilain );
lua_register( L, "CreateCivilian", l_CreateCivilian );
lua_register( L, "BuildFortification", l_BuildFortification );
lua_register( L, "RemoveFortification", l_RemoveFortification );
@@ -2653,7 +2655,7 @@ void LuaRecruitRPCAdditionalHandling( UINT8 usProfile )
LuaFunction( _LS.L, "RecruitRPCAdditionalHandling" ).Param<int>( usProfile ).Call( 1 );
}
void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fHasEverBeenPlayerControlled )
{
const char* filename = "scripts\\strategicmap.lua";
@@ -2665,12 +2667,13 @@ void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ
lua_register( _LS.L( ), "SECTOR", l_SECTOR );
lua_register( _LS.L( ), "GetFact", l_GetFact );
lua_register( _LS.L( ), "SetFact", l_SetFact );
lua_register( _LS.L( ), "CreateCivilian", l_CreateCivilian );
IniFunction( _LS.L( ), TRUE );
IniGlobalGameSetting( _LS.L( ) );
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
LuaFunction( _LS.L, "HandleSectorTacticalEntry" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Call( 3 );
LuaFunction( _LS.L, "HandleSectorTacticalEntry" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<bool>( fHasEverBeenPlayerControlled ).Call( 4 );
}
BOOLEAN LetLuaGameInit(UINT8 Init)
@@ -13038,7 +13041,7 @@ static int l_AddVolunteers( lua_State *L )
static int l_CreateArmedCivilain( lua_State *L )
{
if ( lua_gettop( L ) )
if ( lua_gettop( L ) >= 4 )
{
UINT8 usCivilianGroup = lua_tointeger( L, 1 );
UINT8 usSoldierClass = lua_tointeger( L, 2 );
@@ -13074,6 +13077,37 @@ static int l_CreateArmedCivilain( lua_State *L )
return 0;
}
static int l_CreateCivilian( lua_State *L )
{
if ( lua_gettop( L ) >= 11 )
{
INT32 sGridNo = lua_tointeger( L, 1 );
UINT8 usCivilianGroup = lua_tointeger( L, 2 );
INT8 sBodyType = lua_tointeger( L, 3 );
INT8 aVest = lua_tointeger( L, 4 );
INT8 aPants = lua_tointeger( L, 5 );
INT8 aHair = lua_tointeger( L, 6 );
INT8 aSkin = lua_tointeger( L, 7 );
INT16 item1 = lua_tointeger( L, 8 );
INT16 item2 = lua_tointeger( L, 9 );
INT16 item3 = lua_tointeger( L, 10 );
INT16 item4 = lua_tointeger( L, 11 );
if ( gGameExternalOptions.bExtraCivilians )
{
SOLDIERTYPE* pSoldier = TacticalCreateCivilian( sGridNo, usCivilianGroup, sBodyType, aVest, aPants, aHair, aSkin, item1, item2, item3, item4 );
if ( pSoldier )
{
// So we can see them!
AllTeamsLookForAll( NO_INTERRUPTS );
}
}
}
return 0;
}
static int l_BuildFortification( lua_State *L )
{
if ( lua_gettop( L ) )
+1 -1
View File
@@ -61,7 +61,7 @@ extern BOOLEAN LuaHandleQuestCodeOnSector( INT16 sSectorX, INT16 sSectorY, INT8
void LuaHandleSectorLiberation( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fFirstTime );
void LuaRecruitRPCAdditionalHandling( UINT8 usProfile );
void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fHasEverBeenPlayerControlled );
extern BOOLEAN LuaHandleDelayedItemsArrival( UINT32 uiReason, UINT8 Init);
extern BOOLEAN LetLuaHandleNPCSystemEvent( UINT32 uiEvent, UINT8 Init);