mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Added LUA support:
Control over rain and ambient light, as well as light fixtures Ability to change number of static enemies in a sector Ability to create enemy groups and set their waypoints Ability to set soldier APs, change stance, and change level git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1529 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -11,9 +11,21 @@ typedef struct {
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lua_CFunction get;
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lua_CFunction set;
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lua_CFunction call;
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lua_CFunction staticcall;
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} LuaAttrib;
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void InitializeLua( );
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int EvalLua (const wchar_t* buff) ; // The return value is whether to clear the input line, not whether the call succeeded.
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void ShutdownLua( );
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extern luaL_Reg WStringMethods[];
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extern LuaAttrib Environment[];
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extern LuaAttrib Soldier[];
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extern LuaAttrib Sector[];
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void CreateLuaClass( lua_State *L, STR8 ClassName, LuaAttrib *Attribs );
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void NewLuaObject( lua_State *L, STR8 ClsName, void *Ptr );
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void LuaStrategicSetup(lua_State *L);
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void LuaTacticalSetup(lua_State *L);
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void LuaEnvironmentSetup(lua_State *L);
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+18
-176
@@ -2,20 +2,14 @@
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#include <string.h>
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#include <iostream>
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#include "Lua Interpreter.h"
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#include "lwstring.h"
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#include "Overhead.h"
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#include "Isometric Utils.h"
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#include "soldier tile.h"
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#include "Soldier Profile.h"
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#include "ai.h"
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#include <Windows.h>
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#include "MemMan.h"
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lua_State *L;
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#define ARRAY_INDEX " idx" // The space is intentional to make this an out-of-band field
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#define SOLDIER_CLASS "ja2_SoldierClass"
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void CreateLuaType( lua_State *L, STR8 TypeName, luaL_Reg *LuaAccessors )
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{
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luaL_Reg *idx;
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@@ -123,6 +117,7 @@ luaL_Reg ClassList[] = {
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void CreateLuaClass( lua_State *L, STR8 ClassName, LuaAttrib *Attribs )
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{
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luaL_Reg *i;
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LuaAttrib *idx;
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luaL_newmetatable( L, ClassName );
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for (i = ClassList; i->name; i++)
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@@ -132,6 +127,16 @@ void CreateLuaClass( lua_State *L, STR8 ClassName, LuaAttrib *Attribs )
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lua_pushcclosure( L, i->func, 1);
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lua_rawset( L, -3);
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}
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for (idx=Attribs; idx->name; idx++)
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{
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if (idx->staticcall)
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{
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lua_pushstring( L, idx->name);
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lua_pushcfunction( L, idx->staticcall);
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lua_rawset( L, -3 );
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}
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}
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}
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@@ -170,167 +175,9 @@ void NewLuaObject( lua_State *L, STR8 ClsName, void *Ptr )
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static int LuaGetMercPtr( lua_State *L)
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{
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int v = lua_tointeger( L, 2 );
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luaL_argcheck( L, (v >= 0 && v < TOTAL_SOLDIERS), 2, "The soldier index is out of range");
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if (MercPtrs[ v ] )
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{
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NewLuaObject( L, "ja2_SoldierClass", MercPtrs[ v ] );
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}
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else
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{
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lua_pushnil( L );
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}
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return 1;
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}
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static luaL_Reg SoldierList[] = {
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{ "__index", LuaGetMercPtr, },
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{ NULL, },
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};
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int LuaGetSoldierName( lua_State *L )
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{
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SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
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SOLDIERTYPE *pSoldier = *ppSoldier;
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if (!pSoldier)
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{
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lua_pushnil( L );
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}
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else
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{
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luaWS_newstr( L, pSoldier->name);
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}
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return 1;
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}
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int LuaGetSoldierFullName( lua_State *L )
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{
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SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
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SOLDIERTYPE *pSoldier = *ppSoldier;
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if (!pSoldier)
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{
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lua_pushnil( L );
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}
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else
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{
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if (pSoldier->ubProfile < NUM_PROFILES)
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{
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luaWS_newstr( L, gMercProfiles[pSoldier->ubProfile].zName );
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}
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else
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{
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return LuaGetSoldierName( L);
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}
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}
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return 1;
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}
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int LuaGetSoldierGrid( lua_State *L )
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{
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SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
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SOLDIERTYPE *pSoldier = *ppSoldier;
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if (!pSoldier)
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{
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lua_pushnil( L );
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}
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else
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{
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lua_pushinteger( L, pSoldier->sGridNo);
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}
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return 1;
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}
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int LuaSetSoldierGrid( lua_State *L )
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{
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SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
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SOLDIERTYPE *pSoldier = *ppSoldier;
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int newgrid = luaL_checkinteger( L, 3);
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luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on screen!" );
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TeleportSoldier( pSoldier, newgrid, TRUE);
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return 0;
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}
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int LuaGetSoldierAPs( lua_State *L )
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{
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SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
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SOLDIERTYPE *pSoldier = *ppSoldier;
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if (!pSoldier)
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{
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lua_pushnil( L );
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}
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else
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{
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lua_pushinteger( L, pSoldier->bActionPoints);
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}
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return 1;
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}
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int LuaSetSoldierAPs( lua_State *L )
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{
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SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
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SOLDIERTYPE *pSoldier = *ppSoldier;
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int newaps = luaL_checkinteger( L, 3);
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luaL_argcheck( L, newaps > 0 && newaps < 256, 2, "The grid number must be on screen!" );
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pSoldier->bActionPoints = (INT8) newaps;
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return 0;
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}
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int LuaSoldierWalkTo( lua_State *L )
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{
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SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) luaL_checkudata( L, 1, SOLDIER_CLASS );
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SOLDIERTYPE *pSoldier = *ppSoldier;
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int newgrid = luaL_checkinteger( L, 2);
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luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on screen!" );
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pSoldier->bAction = AI_ACTION_WALK;
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pSoldier->usActionData = newgrid;
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pSoldier->bPathStored = FALSE;
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pSoldier->bActionInProgress = ExecuteAction( pSoldier);
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return 0;
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}
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int LuaSoldierRunTo( lua_State *L )
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{
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SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) luaL_checkudata( L, 1, SOLDIER_CLASS );
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SOLDIERTYPE *pSoldier = *ppSoldier;
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int newgrid = luaL_checkinteger( L, 2);
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luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on screen!" );
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pSoldier->bAction = AI_ACTION_RUN;
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pSoldier->usActionData = newgrid;
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pSoldier->bPathStored = FALSE;
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pSoldier->bActionInProgress = ExecuteAction( pSoldier);
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return 0;
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}
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int LuaSoldierChangeStance( lua_State *L )
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{
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SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) luaL_checkudata( L, 1, SOLDIER_CLASS );
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SOLDIERTYPE *pSoldier = *ppSoldier;
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int newstance = luaL_checkinteger( L, 2);
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ChangeSoldierStance( pSoldier, (UINT8) newstance);
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return 0;
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}
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LuaAttrib Soldier[] = {
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{ "name", LuaGetSoldierName, },
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{ "fullname", LuaGetSoldierFullName, },
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{ "grid", LuaGetSoldierGrid, LuaSetSoldierGrid },
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{ "APs", LuaGetSoldierAPs, LuaSetSoldierAPs },
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{ "walkto", NULL, NULL, LuaSoldierWalkTo },
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{ "runto", NULL, NULL, LuaSoldierRunTo },
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{ "changestance", NULL, NULL, LuaSoldierChangeStance },
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{ NULL, },
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};
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extern luaL_Reg WStringMethods[];
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void InitializeLua( )
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{
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L = lua_open();
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@@ -345,15 +192,10 @@ void InitializeLua( )
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CreateLuaType( L, "wstring", WStringMethods);
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lua_setglobal( L, "wstring"); // We also want this class to be known to the script
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// Create a soldier type
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CreateLuaClass( L, SOLDIER_CLASS, Soldier );
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lua_setglobal( L, SOLDIER_CLASS); // We also want this class to be known to the script
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// Create a soldier list type and create its object
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CreateLuaType( L, "ja2_SoldierListClass", SoldierList);
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CreateLuaObject( L, NULL );
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// Give this new object a name
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lua_setglobal( L, "Soldiers" );
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// Set up the game info
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LuaTacticalSetup( L);
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LuaStrategicSetup( L);
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LuaEnvironmentSetup( L);
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}
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int EvalLua (const wchar_t* buff) {
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@@ -379,7 +221,7 @@ int EvalLua (const wchar_t* buff) {
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lua_pop(L, 1); /* pop error message from the stack */
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return FALSE;
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}
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cout << lua_tostring(L, -1) << endl;
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printf( "%s\n", lua_tostring(L, -1));
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lua_pop(L, 1); /* pop error message from the stack */
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return TRUE;
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}
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@@ -184,6 +184,18 @@
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RelativePath=".\lua.cpp"
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>
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</File>
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<File
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RelativePath=".\lua_env.cpp"
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>
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</File>
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<File
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RelativePath=".\lua_strategic.cpp"
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>
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</File>
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<File
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RelativePath=".\lua_tactical.cpp"
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>
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</File>
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<File
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RelativePath=".\lwstring.cpp"
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>
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@@ -0,0 +1,87 @@
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#include "Lua Interpreter.h"
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#include "environment.h"
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#define ENVIRONMENT_CLASS "ja2_EnvironmentClass"
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static int LuaGetRainVal( lua_State *L )
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{
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lua_pushinteger( L, guiEnvWeather);
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return 1;
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}
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static int LuaSetRainVal( lua_State *L )
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{
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int newrain = luaL_checkinteger( L, 3);
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luaL_argcheck( L, newrain >= 0 && newrain <= 2, 2, "The rain must be between 0 and 2" );
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if (newrain == 0)
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{
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EnvEndRainStorm();
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}
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else
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{
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EnvBeginRainStorm( (UINT8)(newrain-1));
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}
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return 0;
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}
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static int LuaGetAmbient( lua_State *L )
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{
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lua_pushinteger( L, gubEnvLightValue);
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return 1;
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}
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static int LuaSetAmbient( lua_State *L )
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{
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int newambient = luaL_checkinteger( L, 3);
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luaL_argcheck( L, newambient >= 0 && newambient <= 255, 2, "The ambience must be between 0 and 255" );
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gubEnvLightValue = (UINT8)newambient;
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if( !gfBasement && !gfCaves )
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gfDoLighting = TRUE;
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return 0;
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}
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static int LuaSetNightLights( lua_State *L )
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{
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int newprime = luaL_checkinteger( L, 1);
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if (newprime)
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{
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TurnOnNightLights();
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}
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else
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{
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TurnOffNightLights();
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}
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return 0;
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}
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static int LuaSetPrimeLights( lua_State *L )
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{
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int newprime = luaL_checkinteger( L, 1);
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if (newprime)
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{
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TurnOnPrimeLights();
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}
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else
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{
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TurnOffPrimeLights();
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}
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return 0;
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}
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static LuaAttrib Environment[] = {
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{ "rain", LuaGetRainVal, LuaSetRainVal },
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{ "ambient", LuaGetAmbient, LuaSetAmbient },
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{ "nightlights", NULL, NULL, LuaSetNightLights },
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{ "primelights", NULL, NULL, LuaSetPrimeLights },
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{ NULL, },
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};
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void LuaEnvironmentSetup(lua_State *L)
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{
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// Create the environment object
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lua_newtable( L);
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CreateLuaClass( L, ENVIRONMENT_CLASS, Environment );
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lua_setmetatable( L, -2);
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lua_setglobal( L, "Environment"); // We also want this class to be known to the script
|
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}
|
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@@ -0,0 +1,369 @@
|
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#include "Lua Interpreter.h"
|
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#include "Campaign Types.h"
|
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#include "Strategic Movement.h"
|
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|
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#define SECTOR_CLASS "ja2_SectorClass"
|
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#define MOBILEGROUP_CLASS "ja2_MobileGroup"
|
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|
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static int LuaGetSectorNumAdmins( lua_State *L )
|
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{
|
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SECTORINFO **ppSector = (SECTORINFO**) lua_touserdata( L, 1 );
|
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SECTORINFO *pSector = *ppSector;
|
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if (!pSector)
|
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{
|
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lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger( L, pSector->ubNumAdmins);
|
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}
|
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return 1;
|
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}
|
||||
|
||||
static int LuaSetSectorNumAdmins( lua_State *L )
|
||||
{
|
||||
SECTORINFO **ppSector = (SECTORINFO**) lua_touserdata( L, 1 );
|
||||
SECTORINFO *pSector = *ppSector;
|
||||
int newnum = luaL_checkinteger( L, 3);
|
||||
luaL_argcheck( L, newnum >= 0 && newnum < 256, 2, "The number of soldiers must be between 0 and 255" );
|
||||
pSector->ubNumAdmins = (UINT8) newnum;
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int LuaGetSectorNumTroops( lua_State *L )
|
||||
{
|
||||
SECTORINFO **ppSector = (SECTORINFO**) lua_touserdata( L, 1 );
|
||||
SECTORINFO *pSector = *ppSector;
|
||||
if (!pSector)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger( L, pSector->ubNumTroops);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaSetSectorNumTroops( lua_State *L )
|
||||
{
|
||||
SECTORINFO **ppSector = (SECTORINFO**) lua_touserdata( L, 1 );
|
||||
SECTORINFO *pSector = *ppSector;
|
||||
int newnum = luaL_checkinteger( L, 3);
|
||||
luaL_argcheck( L, newnum >= 0 && newnum < 256, 2, "The number of soldiers must be between 0 and 255" );
|
||||
pSector->ubNumTroops = (UINT8) newnum;
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int LuaGetSectorNumElites( lua_State *L )
|
||||
{
|
||||
SECTORINFO **ppSector = (SECTORINFO**) lua_touserdata( L, 1 );
|
||||
SECTORINFO *pSector = *ppSector;
|
||||
if (!pSector)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger( L, pSector->ubNumElites);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaSetSectorNumElites( lua_State *L )
|
||||
{
|
||||
SECTORINFO **ppSector = (SECTORINFO**) lua_touserdata( L, 1 );
|
||||
SECTORINFO *pSector = *ppSector;
|
||||
int newnum = luaL_checkinteger( L, 3);
|
||||
luaL_argcheck( L, newnum >= 0 && newnum < 256, 2, "The number of soldiers must be between 0 and 255" );
|
||||
pSector->ubNumElites = (UINT8) newnum;
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int LuaGetSectorNumCreatures( lua_State *L )
|
||||
{
|
||||
SECTORINFO **ppSector = (SECTORINFO**) lua_touserdata( L, 1 );
|
||||
SECTORINFO *pSector = *ppSector;
|
||||
if (!pSector)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger( L, pSector->ubNumCreatures);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaSetSectorNumCreatures( lua_State *L )
|
||||
{
|
||||
SECTORINFO **ppSector = (SECTORINFO**) lua_touserdata( L, 1 );
|
||||
SECTORINFO *pSector = *ppSector;
|
||||
int newnum = luaL_checkinteger( L, 3);
|
||||
luaL_argcheck( L, newnum >= 0 && newnum < 256, 2, "The number of soldiers must be between 0 and 255" );
|
||||
pSector->ubNumCreatures = (UINT8) newnum;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
LuaAttrib Sector[] = {
|
||||
{ "numadmins", LuaGetSectorNumAdmins, LuaSetSectorNumAdmins },
|
||||
{ "numtroops", LuaGetSectorNumTroops, LuaSetSectorNumTroops },
|
||||
{ "numelites", LuaGetSectorNumElites, LuaSetSectorNumElites },
|
||||
{ "numcreatures", LuaGetSectorNumCreatures, LuaSetSectorNumCreatures },
|
||||
{ NULL, },
|
||||
};
|
||||
|
||||
|
||||
static int LuaGetGroupList( lua_State *L )
|
||||
{
|
||||
GROUP *pGroup = gpGroupList;
|
||||
int idx = 0;
|
||||
|
||||
lua_newtable( L);
|
||||
|
||||
//Count the number of active groups
|
||||
while( pGroup )
|
||||
{
|
||||
lua_pushinteger( L, pGroup->ubGroupID);
|
||||
lua_rawseti( L, -2, idx++);
|
||||
pGroup = pGroup->next;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaGetGroup( lua_State *L )
|
||||
{
|
||||
int grp = luaL_checkinteger( L, 1);
|
||||
|
||||
GROUP *pGroup = GetGroup( (UINT8) grp);
|
||||
|
||||
if (pGroup)
|
||||
{
|
||||
NewLuaObject( L, MOBILEGROUP_CLASS, pGroup);
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaGroupCreate( lua_State *L )
|
||||
{
|
||||
UINT32 Sector = luaL_checkinteger( L, 1);
|
||||
UINT8 NumAdmins = (UINT8) luaL_checkinteger( L, 2);
|
||||
UINT8 NumTroops = (UINT8) luaL_checkinteger( L, 3);
|
||||
UINT8 NumElites = (UINT8) luaL_checkinteger( L, 4);
|
||||
|
||||
GROUP *pGroup = CreateNewEnemyGroupDepartingFromSector( Sector, NumAdmins, NumTroops, NumElites );
|
||||
|
||||
if (pGroup)
|
||||
{
|
||||
NewLuaObject( L, MOBILEGROUP_CLASS, pGroup);
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaGetGroupID( lua_State *L )
|
||||
{
|
||||
GROUP **ppGroup = (GROUP**) lua_touserdata( L, 1 );
|
||||
GROUP *pGroup = *ppGroup;
|
||||
if (!pGroup)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger( L, pGroup->ubGroupID);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaGetGroupX( lua_State *L )
|
||||
{
|
||||
GROUP **ppGroup = (GROUP**) lua_touserdata( L, 1 );
|
||||
GROUP *pGroup = *ppGroup;
|
||||
if (!pGroup)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger( L, pGroup->ubSectorX);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaGetGroupY( lua_State *L )
|
||||
{
|
||||
GROUP **ppGroup = (GROUP**) lua_touserdata( L, 1 );
|
||||
GROUP *pGroup = *ppGroup;
|
||||
if (!pGroup)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger( L, pGroup->ubSectorY);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaGetGroupZ( lua_State *L )
|
||||
{
|
||||
GROUP **ppGroup = (GROUP**) lua_touserdata( L, 1 );
|
||||
GROUP *pGroup = *ppGroup;
|
||||
if (!pGroup)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger( L, pGroup->ubSectorZ);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaGetGroupWaypoints( lua_State *L )
|
||||
{
|
||||
GROUP **ppGroup = (GROUP**) lua_touserdata( L, 1 );
|
||||
GROUP *pGroup = *ppGroup;
|
||||
|
||||
if (!pGroup)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
WAYPOINT *waypoint = pGroup->pWaypoints;
|
||||
int idx = 0;
|
||||
|
||||
lua_newtable(L);
|
||||
while (waypoint)
|
||||
{
|
||||
lua_newtable(L);
|
||||
lua_pushstring(L, "x");
|
||||
lua_pushinteger(L, waypoint->x);
|
||||
lua_rawset(L, -3);
|
||||
lua_pushstring(L, "y");
|
||||
lua_pushinteger(L, waypoint->y);
|
||||
lua_rawset(L, -3);
|
||||
|
||||
lua_rawseti(L, -2, idx++);
|
||||
|
||||
waypoint = waypoint->next;
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaGetGroupNumAdmins( lua_State *L )
|
||||
{
|
||||
GROUP **ppGroup = (GROUP**) lua_touserdata( L, 1 );
|
||||
GROUP *pGroup = *ppGroup;
|
||||
if (!pGroup || !pGroup->pEnemyGroup)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger( L, pGroup->pEnemyGroup->ubNumAdmins);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaGetGroupNumTroops( lua_State *L )
|
||||
{
|
||||
GROUP **ppGroup = (GROUP**) lua_touserdata( L, 1 );
|
||||
GROUP *pGroup = *ppGroup;
|
||||
if (!pGroup || !pGroup->pEnemyGroup)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger( L, pGroup->pEnemyGroup->ubNumTroops);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaGetGroupNumElites( lua_State *L )
|
||||
{
|
||||
GROUP **ppGroup = (GROUP**) lua_touserdata( L, 1 );
|
||||
GROUP *pGroup = *ppGroup;
|
||||
if (!pGroup || !pGroup->pEnemyGroup)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger( L, pGroup->pEnemyGroup->ubNumElites);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaGroupAddWaypoint( lua_State *L )
|
||||
{
|
||||
GROUP **ppGroup = (GROUP**) lua_touserdata( L, 1 );
|
||||
GROUP *pGroup = *ppGroup;
|
||||
if (!pGroup)
|
||||
{
|
||||
lua_pushinteger( L, 0 );
|
||||
}
|
||||
else
|
||||
{
|
||||
int x = lua_tointeger(L, 2);
|
||||
int y = lua_tointeger(L, 3);
|
||||
|
||||
lua_pushinteger( L, AddWaypointToPGroup( pGroup, (UINT8) x, (UINT8) y) );
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static LuaAttrib MobileGroup[] = {
|
||||
{ "grouplist", NULL, NULL, NULL, LuaGetGroupList },
|
||||
{ "get", NULL, NULL, NULL, LuaGetGroup },
|
||||
{ "new", NULL, NULL, NULL, LuaGroupCreate },
|
||||
|
||||
{ "ID", LuaGetGroupID },
|
||||
{ "X", LuaGetGroupX },
|
||||
{ "Y", LuaGetGroupY },
|
||||
{ "Z", LuaGetGroupZ },
|
||||
{ "waypoints", LuaGetGroupWaypoints },
|
||||
{ "numadmins", LuaGetGroupNumAdmins },
|
||||
{ "numtroops", LuaGetGroupNumTroops },
|
||||
{ "numelites", LuaGetGroupNumElites },
|
||||
{ "addwaypoint", NULL, NULL, LuaGroupAddWaypoint },
|
||||
{ NULL, },
|
||||
};
|
||||
|
||||
void LuaStrategicSetup(lua_State *L)
|
||||
{
|
||||
// Create a sector type
|
||||
CreateLuaClass( L, SECTOR_CLASS, Sector );
|
||||
//lua_setglobal( L, SECTOR_CLASS); // We also want this class to be known to the script
|
||||
|
||||
// Create a sector list type and create its object
|
||||
lua_createtable (L, 256, 0);
|
||||
for (int sect=0; sect < 256; sect++)
|
||||
{
|
||||
lua_pushinteger( L, sect);
|
||||
NewLuaObject( L, SECTOR_CLASS, SectorInfo + sect );
|
||||
lua_settable( L, -3);
|
||||
}
|
||||
|
||||
// Give this new object a name
|
||||
lua_setglobal( L, "Sectors" );
|
||||
|
||||
// Create a mobile group type
|
||||
CreateLuaClass( L, MOBILEGROUP_CLASS, MobileGroup );
|
||||
lua_setglobal( L, "MobileGroups"); // We also want this class to be known to the script
|
||||
}
|
||||
@@ -0,0 +1,199 @@
|
||||
#include "Lua Interpreter.h"
|
||||
#include "lwstring.h"
|
||||
|
||||
#include "Overhead.h"
|
||||
#include "Isometric Utils.h"
|
||||
#include "soldier tile.h"
|
||||
#include "Soldier Profile.h"
|
||||
#include "Soldier Functions.h"
|
||||
#include "ai.h"
|
||||
|
||||
#define SOLDIER_CLASS "ja2_SoldierClass"
|
||||
|
||||
static int LuaGetSoldierName( lua_State *L )
|
||||
{
|
||||
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
|
||||
SOLDIERTYPE *pSoldier = *ppSoldier;
|
||||
if (!pSoldier)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
luaWS_newstr( L, pSoldier->name);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaGetSoldierFullName( lua_State *L )
|
||||
{
|
||||
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
|
||||
SOLDIERTYPE *pSoldier = *ppSoldier;
|
||||
if (!pSoldier)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
if (pSoldier->ubProfile < NUM_PROFILES)
|
||||
{
|
||||
luaWS_newstr( L, gMercProfiles[pSoldier->ubProfile].zName );
|
||||
}
|
||||
else
|
||||
{
|
||||
return LuaGetSoldierName( L);
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaGetSoldierGrid( lua_State *L )
|
||||
{
|
||||
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
|
||||
SOLDIERTYPE *pSoldier = *ppSoldier;
|
||||
if (!pSoldier)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger( L, pSoldier->sGridNo);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaSetSoldierGrid( lua_State *L )
|
||||
{
|
||||
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
|
||||
SOLDIERTYPE *pSoldier = *ppSoldier;
|
||||
int newgrid = luaL_checkinteger( L, 3);
|
||||
luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on map" );
|
||||
TeleportSoldier( pSoldier, (INT16) newgrid, TRUE);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int LuaGetSoldierLevel( lua_State *L )
|
||||
{
|
||||
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
|
||||
SOLDIERTYPE *pSoldier = *ppSoldier;
|
||||
if (!pSoldier)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger( L, pSoldier->bLevel);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaSetSoldierLevel( lua_State *L )
|
||||
{
|
||||
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
|
||||
SOLDIERTYPE *pSoldier = *ppSoldier;
|
||||
int newlevel = luaL_checkinteger( L, 3);
|
||||
luaL_argcheck( L, newlevel >= 0 && newlevel <= 1, 2, "The level must be 1 or 0" );
|
||||
HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, (BOOLEAN) newlevel, TRUE );
|
||||
SetSoldierHeight( pSoldier, (FLOAT)50*newlevel );
|
||||
HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, (BOOLEAN) newlevel, TRUE );
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int LuaGetSoldierAPs( lua_State *L )
|
||||
{
|
||||
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
|
||||
SOLDIERTYPE *pSoldier = *ppSoldier;
|
||||
if (!pSoldier)
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger( L, pSoldier->bActionPoints);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int LuaSetSoldierAPs( lua_State *L )
|
||||
{
|
||||
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
|
||||
SOLDIERTYPE *pSoldier = *ppSoldier;
|
||||
int newaps = luaL_checkinteger( L, 3);
|
||||
luaL_argcheck( L, newaps > 0 && newaps < 256, 2, "The grid number must be on screen!" );
|
||||
pSoldier->bActionPoints = (INT8) newaps;
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int LuaSoldierWalkTo( lua_State *L )
|
||||
{
|
||||
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) luaL_checkudata( L, 1, SOLDIER_CLASS );
|
||||
SOLDIERTYPE *pSoldier = *ppSoldier;
|
||||
int newgrid = luaL_checkinteger( L, 2);
|
||||
luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on screen!" );
|
||||
pSoldier->bAction = AI_ACTION_WALK;
|
||||
pSoldier->usActionData = (INT16) newgrid;
|
||||
pSoldier->bPathStored = FALSE;
|
||||
pSoldier->bActionInProgress = ExecuteAction( pSoldier);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int LuaSoldierRunTo( lua_State *L )
|
||||
{
|
||||
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) luaL_checkudata( L, 1, SOLDIER_CLASS );
|
||||
SOLDIERTYPE *pSoldier = *ppSoldier;
|
||||
int newgrid = luaL_checkinteger( L, 2);
|
||||
luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on screen!" );
|
||||
pSoldier->bAction = AI_ACTION_RUN;
|
||||
pSoldier->usActionData = (INT16) newgrid;
|
||||
pSoldier->bPathStored = FALSE;
|
||||
pSoldier->bActionInProgress = ExecuteAction( pSoldier);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int LuaSoldierChangeStance( lua_State *L )
|
||||
{
|
||||
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) luaL_checkudata( L, 1, SOLDIER_CLASS );
|
||||
SOLDIERTYPE *pSoldier = *ppSoldier;
|
||||
int newstance = luaL_checkinteger( L, 2);
|
||||
ChangeSoldierStance( pSoldier, (UINT8) newstance);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static LuaAttrib Soldier[] = {
|
||||
{ "name", LuaGetSoldierName, },
|
||||
{ "fullname", LuaGetSoldierFullName, },
|
||||
{ "grid", LuaGetSoldierGrid, LuaSetSoldierGrid },
|
||||
{ "level", LuaGetSoldierLevel, LuaSetSoldierLevel },
|
||||
{ "APs", LuaGetSoldierAPs, LuaSetSoldierAPs },
|
||||
{ "walkto", NULL, NULL, LuaSoldierWalkTo },
|
||||
{ "runto", NULL, NULL, LuaSoldierRunTo },
|
||||
{ "changestance", NULL, NULL, LuaSoldierChangeStance },
|
||||
{ NULL, },
|
||||
};
|
||||
|
||||
|
||||
void LuaTacticalSetup(lua_State *L)
|
||||
{
|
||||
// Create a soldier type
|
||||
CreateLuaClass( L, SOLDIER_CLASS, Soldier );
|
||||
lua_setglobal( L, SOLDIER_CLASS); // We also want this class to be known to the script
|
||||
|
||||
// Create a soldier list type and create its object
|
||||
lua_createtable (L, 256, 0);
|
||||
for (int sold=0; sold < 256; sold++)
|
||||
{
|
||||
lua_pushinteger( L, sold);
|
||||
if (MercPtrs[ sold ] )
|
||||
{
|
||||
NewLuaObject( L, SOLDIER_CLASS, MercPtrs[ sold ] );
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushnil( L );
|
||||
}
|
||||
lua_settable( L, -3);
|
||||
}
|
||||
|
||||
// Give this new object a name
|
||||
lua_setglobal( L, "Soldiers" );
|
||||
}
|
||||
Reference in New Issue
Block a user