Files
source/Strategic/LuaInitNPCs.cpp
Asdow 1c86d96e9d Remove custom_email.edt
Unfinished feature as far as I can tell and new emails will be easier to add via Emails.xml
2026-01-03 17:27:43 +02:00

11888 lines
281 KiB
C++

#include <iostream>
#include <sstream>
#include "Lua Interpreter.h"
#include "Strategic Mines.h"
#include "BobbyRMailOrder.h"
#include "Tactical Save.h"
#include "Strategic Movement.h"
#include <Soldier Create.h>
#include "FileMan.h"
#include "GameSettings.h"
#include "Game Init.h"
#include "interface Dialogue.h"
#include "opplist.h"
#include "pits.h"
#include "Game Event Hook.h"
#include "Creature Spreading.h"
#include "Luaglobal.h"
#include "Quests.h"
#include "ai.h"
#include "Game Clock.h"
#include "Map Screen Helicopter.h"
#include "NPC.h"
#include "Strategic AI.h"
#include "Items.h"
#include "Handle Items.h"
#include "Overhead.h"
#include "LuaInitNPCs.h"
#include "ShopKeeper Interface.h"
#include "Explosion Control.h"
#include "soldier tile.h"
#include "Soldier Profile.h"
#include "Action Items.h"
#include "AIInternals.h"
#include "Handle Doors.h"
#include "soldier profile type.h"
#include "history.h"
#include "Merc Hiring.h"
#include "Game Events.h"
#include "email.h"
#include "worldman.h"
#include "Text.h"
#include "Dialogue Control.h"
#include "Boxing.h"
#include "LOS.h"
#include "Music Control.h"
#include "GameInitOptionsScreen.h"
#ifdef JA2UB
#include "Ja25 Strategic Ai.h"
#include "Ja25_Tactical.h"
#include "Ja25Update.h"
#include "ub_config.h"
#include "Ja25Update.h"
#include "End Game.h"
#endif
#include "Intro.h"
#include "Queen Command.h"
#include "gamescreen.h"
#include "Arms Dealer Init.h"
#include "Squads.h"
extern "C" {
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
}
#include "lua_state.h"
#include "lua_function.h"
#include "BriefingRoom_Data.h"
#include "MiniGame.h" // added by Flugente
#include "Campaign.h"
#include "strategic.h"
#include "PreBattle Interface.h"
#include "Strategic Event Handler.h"
#include "files.h"
#include "finances.h"
#include "Sound Control.h"
#include "SaveLoadMap.h"
#include "renderworld.h"
#include "Keys.h"
#include "Render Fun.h"
#include "Soldier Add.h"
#include "gameloop.h"
#include "Merc Contract.h"
#include "message.h"
#include "Town Militia.h"
#include <language.hpp>
extern UINT8 gubWaitingForAllMercsToExitCode;
//-------------------------- UB ------------------------------
extern BOOLEAN gfDoneWithSplashScreen;
extern UINT32 iStringToUseLua;
extern INT8 Test;
extern INT32 GetAmountOfWorldItems(INT16 x, INT16 y, INT16 z);
static int l_HireMerc(lua_State* L);
static int l_SetStartingCashDifLevel(lua_State* L);
//Briefing room
static int l_SetEndMission(lua_State* L);
static int l_SetStartMission(lua_State* L);
static int l_CheckMission(lua_State* L);
void FatigueCharacter(SOLDIERTYPE* pSoldier);
static int l_SetDefaultArrivalSector(lua_State* L);
static int l_GetDefaultArrivalSector(lua_State* L);
static int l_SetMercArrivalLocation(lua_State* L);
static int l_GetDefaultArrivalSectorX(lua_State* L);
static int l_GetDefaultArrivalSectorY(lua_State* L);
static int l_InitProfile(lua_State* L);
#ifdef JA2UB
static int l_InitMercgridNo0(lua_State* L);
static int l_InitMercgridNo1(lua_State* L);
static int l_InitMercgridNo2(lua_State* L);
static int l_InitMercgridNo3(lua_State* L);
static int l_InitMercgridNo4(lua_State* L);
static int l_InitMercgridNo5(lua_State* L);
static int l_InitMercgridNo6(lua_State* L);
static int l_InitJerryGridNo(lua_State* L);
static int l_InitMapProfil(lua_State* L);
static int l_SetKeySoldier(lua_State* L);
static int l_Ja25MANUEL_UB(lua_State* L);
static int l_Ja25BIGGENS_UB(lua_State* L);
static int l_Ja25JOHN_K_UB(lua_State* L);
static int l_Ja25TEX_UB(lua_State* L);
static int l_Ja25GASTON_UB(lua_State* L);
static int l_Ja2JERRY_MILO_UB(lua_State* L);
static int l_Ja25PGMALE4_UB(lua_State* L);
static int l_Ja25BETTY_UB(lua_State* L);
static int l_Ja25RAUL_UB(lua_State* L);
static int l_Ja25MORRIS_UB(lua_State* L);
static int l_Ja25RUDY_UB(lua_State* L);
static int l_Ja25STOGIE_UB(lua_State* L);
static int l_SetInternalLocateGridNo(lua_State* L);
static int l_setInGameHeliCrash(lua_State* L);
static int l_setJerryQuotes(lua_State* L);
static int l_setInJerry(lua_State* L);
static int l_setLaptopQuest(lua_State* L);
static int l_setInGameHeli(lua_State* L);
//static int l_getMercgridNo0 (lua_State *L);
//static int l_getMercgridNo1 (lua_State *L);
//static int l_getMercgridNo2 (lua_State *L);
//static int l_getMercgridNo3 (lua_State *L);
//static int l_getMercgridNo4 (lua_State *L);
//static int l_getMercgridNo5 (lua_State *L);
//static int l_getMercgridNo6 (lua_State *L);
static int l_Ja25SaveStructJohnKulbaIsInGame(lua_State* L);
static int l_Ja25SaveCheckStructJohnKulbaIsInGame(lua_State* L);
static int l_Ja25SaveStructubJohnKulbaInitialSectorY(lua_State* L);
static int l_Ja25SaveStructubJohnKulbaInitialSectorX(lua_State* L);
static int l_SetNumberJa25EnemiesInSurfaceSector(lua_State* L);
static int l_SetNumberOfJa25BloodCatsInSector(lua_State* L);
static int l_HasNpcSaidQuoteBefore(lua_State* L);
static int l_ShouldThePlayerStopWhenWalkingOnBiggensActionItem(lua_State* L);
static int l_HandleSeeingPowerGenFan(lua_State* L);
static int l_HandleSwitchToOpenFortifiedDoor(lua_State* L);
static int l_HandleSeeingFortifiedDoor(lua_State* L);
static int l_HandlePlayerHittingSwitchToLaunchMissles(lua_State* L);
static int l_HavePersonAtGridnoStop(lua_State* L);
#endif
static int l_WhoIsThere2(lua_State* L);
static int l_GuaranteeAtLeastXItemsOfIndex(lua_State* L);
static int l_GuaranteeAtMostNumOfItemsForItem(lua_State* L);
static int l_gMercProfileGearset(lua_State* L);
static int l_FindUnderGroundSector(lua_State* L);
static int l_AddEnemyToUnderGroundSector(lua_State* L);
static int l_FindUnderGroundSectorVisited(lua_State* L);
#ifdef JA2UB
static int l_EnterTacticalInFinalSector(lua_State* L);
#endif
static int l_ReStartingGame(lua_State* L);
//Intro
static int l_DisplaySirtechSplashScreen(lua_State* L);
static int l_gfIntroScreenExit(lua_State* L);
static int l_gfEnteringMapScreen(lua_State* L);
static int l_gfDoneWithSplashScreen(lua_State* L);
static int l_guiIntroExitScreen(lua_State* L);
static int l_gbIntroScreenMode(lua_State* L);
static int l_iStringToUse(lua_State* L);
static int l_StopVideo(lua_State* L);
static int l_StartVideo(lua_State* L);
extern UNDERGROUND_SECTORINFO* NewUndergroundNode(UINT8 ubSectorX, UINT8 ubSectorY, UINT8 ubSectorZ);
BOOLEAN LoadLuaGlobalFromLoadGameFile(HWFILE hFile);
BOOLEAN SaveLuaGlobalToSaveGameFile(HWFILE hFile);
BOOLEAN LetHandleLoyaltyChangeForNPCAction(UINT8 ubNPCProfileId, UINT8 Init);
BOOLEAN LuaHandleGlobalLoyaltyEvent(UINT8 ubEventType, INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 Init);
BOOLEAN LetLuaHandleEarlyMorningEvents(UINT8 Init);
BOOLEAN LetLuaHourlyQuestUpdate(UINT8 Init);
BOOLEAN LetLuaMyCustomHandleAtNewGridNo(UINT8 bNewSide, UINT8 ProfileId, UINT8 Init);
BOOLEAN LetLuaPerformItemAction(UINT32 Action, INT32 sGridNo, UINT8 InitFunction);
BOOLEAN LetLuaGameInit(UINT8 Init);
BOOLEAN LetLuaInterfaceDialogue(UINT8 ubNPC, UINT8 InitFunction);
BOOLEAN LuaHandlePlayerTeamMemberDeath(UINT8 ProfileId, UINT8 Init);
BOOLEAN LuaHandleNPCTeamMemberDeath(UINT8 ProfileId, UINT8 Init);
BOOLEAN LuaCheckForKingpinsMoneyMissing(BOOLEAN fFirstCheck, UINT8 Init);
BOOLEAN LuaHandleQuestCodeOnSector(INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 Init);
//BOOLEAN LuaHandleQuestCodeOnSectorEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 Init);
BOOLEAN LuaHandleDelayedItemsArrival(UINT32 uiReason, UINT8 Init);
BOOLEAN LetLuaHandleNPCSystemEvent(UINT32 uiEvent, UINT8 Init);
BOOLEAN LuaCheckFact(UINT16 usFact, UINT8 ubProfileID, UINT32 Init);
BOOLEAN LuaHandleNPCDoAction(UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum, UINT8 InitFunction);
static int l_SetLaptopBroken(lua_State* L);
//AI ACTION
static int l_ACTION_ITEM_OPEN_DOOR(lua_State* L);
static int l_ACTION_ITEM_CLOSE_DOOR(lua_State* L);
//static int l_ACTION_ITEM_BLOW_UP (lua_State *L);
static int l_ACTION_ITEM_SMALL_PIT(lua_State* L);
static int l_ACTION_ITEM_LARGE_PIT(lua_State* L);
static int l_ACTION_ITEM_TOGGLE_DOOR(lua_State* L);
static int l_ACTION_ITEM_TOGGLE_ACTION1(lua_State* L);
static int l_ACTION_ITEM_TOGGLE_ACTION2(lua_State* L);
static int l_ACTION_ITEM_TOGGLE_ACTION3(lua_State* L);
static int l_ACTION_ITEM_TOGGLE_ACTION4(lua_State* L);
static int l_ACTION_ITEM_ENTER_BROTHEL(lua_State* L);
static int l_ACTION_ITEM_EXIT_BROTHEL(lua_State* L);
static int l_ACTION_ITEM_KINGPIN_ALARM(lua_State* L);
static int l_ACTION_ITEM_SEX(lua_State* L);
static int l_ACTION_ITEM_REVEAL_ROOM(lua_State* L);
static int l_ACTION_ITEM_LOCAL_ALARM(lua_State* L);
static int l_ACTION_ITEM_GLOBAL_ALARM(lua_State* L);
static int l_ACTION_ITEM_KLAXON(lua_State* L);
static int l_ACTION_ITEM_UNLOCK_DOOR(lua_State* L);
static int l_ACTION_ITEM_TOGGLE_LOCK(lua_State* L);
static int l_ACTION_ITEM_UNTRAP_DOOR(lua_State* L);
static int l_ACTION_ITEM_TOGGLE_PRESSURE_ITEMS(lua_State* L);
static int l_ACTION_ITEM_MUSEUM_ALARM(lua_State* L);
static int l_ACTION_ITEM_BLOODCAT_ALARM(lua_State* L);
static int l_SetGlobalLuaBool(lua_State* L);
static int l_SetGlobalLuaVal(lua_State* L);
static int l_SetGlobalLuaBoolFalse(lua_State* L);
static int l_SetGlobalLuaBoolTrue(lua_State* L);
static int l_GetGlobalLuaVal(lua_State* L);
static int l_CheckGlobalLuaBool(lua_State* L);
static int l_CheckGlobalLuaVal(lua_State* L);
static int l_AddNPC(lua_State* L);
static int l_AddAlternateSector(lua_State* L);
static int l_AddAltUnderGroundSector(lua_State* L);
static int l_IncrementTownLoyalty(lua_State* L);
static int l_IncrementTownLoyaltyEverywhere(lua_State* L);
static int l_DecrementTownLoyalty(lua_State* L);
static int l_SetTownLoyalty(lua_State* L);
static int l_Merc_Is_Dead(lua_State* L);
static int l_SetFactFalse(lua_State* L);
static int l_SetFactTrue(lua_State* L);
static int l_CheckFact(lua_State* L);
static int l_SetMoneyInSoldierProfile(lua_State* L);
static int l_CheckForMissingHospitalSupplies(lua_State* L);
static int l_RemoveObjectFromSoldierProfile(lua_State* L);
static int l_bThreatenDefaultResponseUsedRecently(lua_State* L);
static int l_bRecruitDefaultResponseUsedRecently(lua_State* L);
static int l_bFriendlyOrDirectDefaultResponseUsedRecently(lua_State* L);
static int l_ubMiscFlags2Set(lua_State* L);
static int l_ubMiscFlags2Check(lua_State* L);
static int l_ubMiscFlags1Set(lua_State* L);
static int l_ubMiscFlags1Check(lua_State* L);
static int l_bNPCData(lua_State* L);
static int l_bNPCData2(lua_State* L);
static int l_CheckNPCSector(lua_State* L);
static int l_ubLastDateSpokenTot(lua_State* L);
static int l_fNPCData(lua_State* L);
static int l_bLife(lua_State* L);
static int l_iBalance(lua_State* L);
static int l_fNPCData2(lua_State* L);
static int l_fuiMoney(lua_State* L);
static int l_SetuiMoney(lua_State* L);
static int l_StartQuest(lua_State* L);
static int l_EndQuest(lua_State* L);
static int l_HospitalTempBalance(lua_State* L);
static int l_HospitalRefund(lua_State* L);
static int l_HospitalPriceModifier(lua_State* L);
static int l_gfPlayerTeamSawJoey(lua_State* L);
static int l_AddNPCTOSECTOR(lua_State* L);
static int l_AddAltUnderGroundSectorNew(lua_State* L);
static int l_AddAlternateSectorNew(lua_State* L);
static int l_TriggerNPCRecord(lua_State* L);
static int l_TriggerNPCRecordImmediately(lua_State* L);
static int l_SetCharacterSectorX(lua_State* L);
static int l_SetCharacterSectorY(lua_State* L);
static int l_SetCharacterSectorZ(lua_State* L);
static int l_GetCharacterSectorX(lua_State* L);
static int l_GetCharacterSectorY(lua_State* L);
static int l_GetCharacterSectorZ(lua_State* L);
static int l_SetPendingNewScreenSEXSCREEN(lua_State* L);
static int l_CheckCharacterSectorX(lua_State* L);
static int l_CheckCharacterSectorY(lua_State* L);
static int l_CheckCharacterSectorZ(lua_State* L);
static int l_CheckNPCSectorNew(lua_State* L);
static int l_GetWorldHour(lua_State* L);
static int l_FindItemSoldier(lua_State* L);
static int l_FindItem2Soldier(lua_State* L);
static int l_CheckNPCWoundedbyPlayer(lua_State* L);
static int l_CheckNPCWounded(lua_State* L);
static int l_CheckNPCInOkayHealth(lua_State* L);
static int l_CheckNPCBleeding(lua_State* L);
static int l_CheckNPCWithin(lua_State* L);
static int l_CheckGuyVisible(lua_State* L);
static int l_CheckNPCAt(lua_State* L);
static int l_CheckNPCIsEnemy(lua_State* L);
//static int l_CheckIfMercIsNearNPC (lua_State *L);
static int l_NumWoundedMercsNearby(lua_State* L);
static int l_NumMercsNear(lua_State* L);
static int l_CheckNPCIsEPC(lua_State* L);
static int l_NPCInRoom(lua_State* L);
static int l_NPCInRoomRange(lua_State* L);
static int l_PCInSameRoom(lua_State* L);
static int l_NumMalesPresent(lua_State* L);
static int l_FemalePresent(lua_State* L);
static int l_CheckPlayerHasHead(lua_State* L);
static int l_CheckNPCSectorBool(lua_State* L);
static int l_AIMMercWithin(lua_State* L);
static int l_CheckNPCCowering(lua_State* L);
static int l_CheckNPCIsUnderFire(lua_State* L);
static int l_NPCHeardShot(lua_State* L);
static int l_InTownSectorWithTrainingLoyalty(lua_State* L);
//static int l_CheckFact (lua_State *L);
static int l_gubQuest(lua_State* L);
static int l_UnRecruitEPC(lua_State* L);
static int l_MakeHostile(lua_State* L);
static int l_SetgubQuest(lua_State* L);
static int l_PythSpacesAway(lua_State* L);
static int l_FindSoldierTeam(lua_State* L);
static int l_ubWhatKindOfMercAmI(lua_State* L);
static int l_SetUpHelicopterForPlayer(lua_State* L);
static int l_GetGridoProfileID(lua_State* L);
static int lh_getIntegerFromTable(lua_State* L, const char* fieldname);
static std::string lh_getStringFromTable(lua_State* L, const char* fieldname);
static int lh_getBooleanFromTable(lua_State* L, const char* fieldname);
static bool locationStringToCoordinates_AltSector(std::string loc, UINT8* x, UINT8* y);
static bool locationStringToCoordinates(std::string loc, UINT8* x, UINT8* y, UINT8* z);
static int l_FindSoldierByProfileID(lua_State* L);
static int l_TileIsOutOfBoundsClosestPC(lua_State* L);
static int l_SetgfBoxerFought(lua_State* L);
static int l_EVENT_StopMerc(lua_State* L);
static int l_SetgfBoxersResting(lua_State* L);
static int l_SetgubBoxersRests(lua_State* L);
static int l_SetEnterCombatMode(lua_State* L);
static int l_PlayerInARoom(lua_State* L);
static int l_GetWorldMinutesInDay(lua_State* L);
static int l_ExecuteStrategicAIAction(lua_State* L);
static int l_AddToShouldBecomeHostileOrSayQuoteList(lua_State* L);
static int l_AddPreReadEmail(lua_State* L);
static int l_AddEmail(lua_State* L);
static int l_AddEmailMercAvailableXML(lua_State* L);
static int l_AddEmailLevelUpXML(lua_State* L);
static int l_AddEmailFromXML(lua_State* L);
static int l_EVENT_SoldierGotHit(lua_State* L);
static int l_EVENT_InitNewSoldierAnim(lua_State* L);
static int l_ChangeNpcToDifferentSector(lua_State* L);
static int l_CreateItem(lua_State* L);
static int l_CreateMoney(lua_State* L);
static int l_RecruitRPC(lua_State* L);
static int l_RecruitEPC(lua_State* L);
static int l_CheckNPCIsRPC(lua_State* L);
static int l_gTacticalStatus(lua_State* L);
static int l_CheckCombatMode(lua_State* L);
static int l_EnterShopKeeperInterfaceScreen(lua_State* L);
static int l_SetOffBombsByFrequency(lua_State* L);
static int l_TeleportSoldier(lua_State* L);
static int l_Action_door(lua_State* L);
static int l_Action_door_open(lua_State* L);
static int l_Action_door_close(lua_State* L);
//maps
static int l_SetRender(lua_State* L);
static int l_ConvertGridNoToXY(lua_State* L);
static int l_AddStructToHead(lua_State* L);
static int l_RemoveStruct(lua_State* L);
static int l_ApplyMapChangesToMapTempFile(lua_State* L);
static int l_AddRemoveObjectToUnLoadedMapTempFile(lua_State* L);
static int l_RemoveStructFromUnLoadedMapTempFile(lua_State* L);
static int l_AddObjectToUnLoadedMapTempFile(lua_State* L);
static int l_AddStructToUnLoadedMapTempFile(lua_State* L);
static int l_NPCGotoGridNo(lua_State* L);
static int l_fEnemyControlled(lua_State* L);
static int l_fCivGroupHostile(lua_State* L);
static int l_ItemTypeExistsAtLocation(lua_State* L);
static int l_SetSoldierSide(lua_State* L);
static int l_CheckSoldierSide(lua_State* L);
static int l_CheckSoldierNeutral(lua_State* L);
static int l_CheckSoldierCivilianGroup(lua_State* L);
static int l_CheckSoldierubProfile(lua_State* L);
static int l_ChangeSoldierTeam(lua_State* L);
static int l_CheckSoldierInSector(lua_State* L);
static int l_CheckSoldierActive(lua_State* L);
static int l_CheckSoldierAssignment(lua_State* L);
static int l_RecalculateOppCntsDueToNoLongerNeutral(lua_State* L);
static int l_CheckForPotentialAddToBattleIncrement(lua_State* L);
static int l_SetSoldierOrders(lua_State* L);
static int l_SetCivGroupHostile(lua_State* L);
static int l_GetLastID(lua_State* L);
static int l_GetFirstID(lua_State* L);
static int l_GetDirection(lua_State* L);
//merc
static int l_CheckMercPtrsInCivilianGroup(lua_State* L);
static int l_CheckMercPtsrInSector(lua_State* L);
static int l_CheckMercPtrsActive(lua_State* L);
static int l_CheckMercPtrsAssignment(lua_State* L);
static int l_CheckMercPtsrubIDSeenubID2(lua_State* L);
static int l_GetMercPtrsGroup(lua_State* L);
static int l_CheckMercPtsrTeleportToSector(lua_State* L);
static int l_GetMercPtsrProfileID(lua_State* L);
static int l_CheckMercPtrsLife(lua_State* L);
static int l_MakeMercPtrsHostile(lua_State* L);
static int l_SetEnterCombatModeTeam(lua_State* L);
static int l_SoldierTo3DLocationLineOfSightTest(lua_State* L);
static int l_CancelAIAction(lua_State* L);
static int l_RESETTIMECOUNTER(lua_State* L);
static int l_SetNextActionData(lua_State* L);
static int l_SetNextAction(lua_State* L);
static int l_CheckAction(lua_State* L);
static int l_SetAlertStatus(lua_State* L);
static int l_SetNoiseVolume(lua_State* L);
static int l_SetNoiseGridno(lua_State* L);
static int l_SetNewSituation(lua_State* L);
static int l_TriggerNPCWithIHateYouQuote(lua_State* L);
static int l_CheckSoldierNoiseVolume(lua_State* L);
static int l_CheckSoldierAlertStatus(lua_State* L);
static int l_TacticalStatusTeamActive(lua_State* L);
static int l_ToggleActionItemsByFrequency(lua_State* L);
static int l_PlayJA2Sample(lua_State* L);
static int l_ActionInProgress(lua_State* L);
static int l_AnimMercPtsrInSector(lua_State* L);
static int l_SetNewSituationMercPtsr(lua_State* L);
static int l_gubPublicNoiseVolume(lua_State* L);
static int l_gsPublicNoiseGridNo(lua_State* L);
static int l_Add3X3Pit(lua_State* L);
static int l_Add5X5Pit(lua_State* L);
static int l_SearchForOtherMembersWithinPitRadiusAndMakeThemFall(lua_State* L);
static int l_TogglePressureActionItemsInGridNo(lua_State* L);
static int l_TacticalStatusTeamHuman(lua_State* L);
static int l_WearGasMaskIfAvailable(lua_State* L);
static int l_MakeNoise(lua_State* L);
static int l_WorldLevelDataTerrainID(lua_State* L);
static int l_SetOffPanicBombs(lua_State* L);
static int l_ubID(lua_State* L);
static int l_SetProfileFaceData(lua_State* L);
static int l_GetProfileFaceData(lua_State* L);
static int l_ClosestPC(lua_State* L);
static int l_TileIsOutOfBounds(lua_State* L);
static int l_AnimMercPtsrSoldierGotHit(lua_State* L);
static int l_HandleNPCGotoGridNo(lua_State* L);
static int l_HandleNPCDoAction(lua_State* L);
static int l_HandleNPCClosePanel(lua_State* L);
static int l_HandleNPCTriggerNPC(lua_State* L);
static int l_IS_CIV_BODY_TYPE(lua_State* L);
static int l_SetOffBombsInGridNo(lua_State* L);
static int l_ActivateSwitchInGridNo(lua_State* L);
static int l_UpdateAndDamageSAMIfFound(lua_State* L);
static int l_DoesSAMExistHere(lua_State* L);
static int l_UpdateSAMDoneRepair(lua_State* L);
static int l_ActiveTimedBombExists(lua_State* L);
static int l_RemoveAllActiveTimedBombs(lua_State* L);
static int l_CheckSoldierBodyType(lua_State* L);
static int l_GetSoldierBodyType(lua_State* L);
static int l_SetSoldierBodyType(lua_State* L);
static int l_ChangeMercPtrsTeam(lua_State* L);
static int l_AnimMercPtsrfAIFlags(lua_State* L);
static int l_AnimMercPtsrbNextAction(lua_State* L);
static int l_AnimMercPtsrusNextActionData(lua_State* L);
static int l_AnimMercPtsrsAbsoluteFinalDestination(lua_State* L);
static int l_AnimMercPtsrubStrategicInsertionCode(lua_State* L);
static int l_AnimMercPtsrusStrategicInsertionData(lua_State* L);
static int l_SetMusicMode(lua_State* L);
static int l_MusicPlay(lua_State* L);
static int l_MusicSetVolume(lua_State* L);
static int l_MusicGetVolume(lua_State* L);
#ifdef NEWMUSIC
static int l_gAddMusic(lua_State* L);
static int l_SetMusicID(lua_State* L);
static int l_GetMusicID(lua_State* L);
#endif
//static int l_MusicStop (lua_State *L);
//static int l_MusicFadeOut (lua_State *L);
//static int l_MusicFadeIn (lua_State *L);
static int l_SetSoundEffectsVolume(lua_State* L);
static int l_SetSpeechVolume(lua_State* L);
static int l_GetSoundEffectsVolume(lua_State* L);
static int l_GetSpeechVolume(lua_State* L);
static int l_SetMercProfiles(lua_State* L);
static int l_PauseGame(lua_State* L);
static int l_SetInvestigateSector(lua_State* L);
static int l_CheckInvestigateSector(lua_State* L);
static int l_AddTransactionToPlayersBook(lua_State* L);
static int l_GetWorldTotalMin(lua_State* L);
static int l_GetWorldTotalSeconds(lua_State* L);
static int l_GetWorldDay(lua_State* L);
static int l_GetWorldDayInSeconds(lua_State* L);
static int l_GetWorldDayInMinutes(lua_State* L);
static int l_GetFutureDayInMinutes(lua_State* L);
static int l_GetMidnightOfFutureDayInMinutes(lua_State* L);
static int l_DayTime(lua_State* L);
static int l_NightTime(lua_State* L);
static int l_DeleteTalkingMenu(lua_State* L);
static int l_PlayerMercsInSector(lua_State* L);
static int l_GetPlayerMercsInSector(lua_State* L);
static int l_PlayerGroupsInSector(lua_State* L);
static int l_GetPlayerGroupsInSector(lua_State* L);
static int l_SetSoldierNonNeutral(lua_State* L);
static int l_bNeutral(lua_State* L);
static int l_AffectAllTownsLoyaltyByDistanceFrom(lua_State* L);
static int l_InitCreatureQuest(lua_State* L);
static int l_bAttitude(lua_State* L);
static int l_DecrementTownLoyaltyEverywhere(lua_State* L);
static int l_GetSoldierTeam(lua_State* L);
static int l_WhichBuddy(lua_State* L);
//Object
static int l_SetgWorldItemsExists(lua_State* L);
static int l_gWorldItemsExists(lua_State* L);
static int l_gWorldItemsObjectItem(lua_State* L);
static int l_gWorldItemsObjectDataMoney(lua_State* L);
static int l_AddHistoryToPlayersLog(lua_State* L);
static int l_AddFutureDayStrategicEvent(lua_State* L);
static int l_AddAdvancedStrategicEvent(lua_State* L);
static int l_GetiBalance(lua_State* L);
static int l_CreateItemToPool(lua_State* L);
static int l_CreateToUnLoadedSector(lua_State* L);
static int l_AddSameDayStrategicEvent(lua_State* L);
static int l_FunctionCheckForKingpinsMoneyMissing(lua_State* L);
static int l_MoveItemPools(lua_State* L);
static int l_GetNumberOfWorldItems(lua_State* L);
static int l_gubFact(lua_State* L);
static int l_GetgubFact(lua_State* L);
static int l_GetTacticalStatusEnemyInSector(lua_State* L);
static int l_CountNumberOfBobbyPurchasesThatAreInTransit(lua_State* L);
static int l_CheckForNewShipment(lua_State* L);
static int l_CheckTalkerStrong(lua_State* L);
static int l_CheckTalkerFemale(lua_State* L);
static int l_IssueHeadMinerQuote(lua_State* L);
static int l_GetHeadMinersMineIndex(lua_State* L);
static int l_PlayerSpokeToHeadMiner(lua_State* L);
static int l_IsHisMineRunningOut(lua_State* L);
static int l_IsHisMineEmpty(lua_State* L);
static int l_IsHisMineDisloyal(lua_State* L);
static int l_IsHisMineInfested(lua_State* L);
static int l_IsHisMineLostAndRegained(lua_State* L);
static int l_IsHisMineAtMaxProduction(lua_State* L);
static int l_ResetQueenRetookMine(lua_State* L);
static int l_GetiFirstArrivalDelay(lua_State* L);
static int l_GetubDefaultArrivalSectorX(lua_State* L);
static int l_GetubDefaultArrivalSectorY(lua_State* L);
static int l_SetiFirstArrivalDelay(lua_State* L);
static int l_SetubDefaultArrivalSectorX(lua_State* L);
static int l_SetubDefaultArrivalSectorY(lua_State* L);
static int l_SectorEnemy(lua_State* L);
static int l_ResetHistoryFact(lua_State* L);
static int l_SetHistoryFact(lua_State* L);
static int l_TacticalCharacterDialogue(lua_State* L);
static int l_TacticalCharacterDialogueWithSpecialEvent(lua_State* L);
static int l_DeleteMercInventory(lua_State* L);
static int l_IsMercDead(lua_State* L);
static int l_IsMercHireable(lua_State* L);
static int l_NumberOfMercsOnPlayerTeam(lua_State* L);
static int l_GetMercArrivalTimeOfDay(lua_State* L);
static int l_StrategicPythSpacesAway(lua_State* L);
static int l_ItemExistsAtLocation(lua_State* L);
static int l_Merc_Status(lua_State* L);
static int l_Get_Merc_Status(lua_State* L);
static int l_SetbLife(lua_State* L);
static int l_GetbLifeMax(lua_State* L);
static int l_HasHisMineBeenProducingForPlayerForSomeTime(lua_State* L);
static int l_AnotherFightPossible(lua_State* L);
static int l_PredictDailyIncomeFromAMine(lua_State* L);
static int l_SetGroupSectorValue(lua_State* L);
static int l_SetGroupNextSectorValue(lua_State* L);
static int l_FadeOutGameScreen(lua_State* L);
static int l_FadeInGameScreen(lua_State* L);
static int l_SetCurrentWorldSector(lua_State* L);
static int l_EnterSector(lua_State* L);
static int l_GetTownIdForSector(lua_State* L);
static int l_UpdateMercsInSector(lua_State* L);
static int l_CheckIfEntireTownHasBeenLiberated(lua_State* L);
static int l_CheckIfEntireTownHasBeenLost(lua_State* L);
static int l_DidFirstBattleTakePlaceInThisTown(lua_State* L);
static int l_SetTheFirstBattleSector(lua_State* L);
static int l_AdjustLoyaltyForCivsEatenByMonsters(lua_State* L);
static int l_IsTownUnderCompleteControlByPlayer(lua_State* L);
static int l_GetNumberOfWholeTownsUnderControl(lua_State* L);
static int l_GetusTotalDaysServed(lua_State* L);
static int l_SetusTotalDaysServed(lua_State* L);
static int l_GetTownLoyaltyfLiberatedAlready(lua_State* L);
static int l_GetTownLoyaltyfStarted(lua_State* L);
static int l_GetTownLoyaltyubRating(lua_State* L);
static int l_GetTownLoyaltysChange(lua_State* L);
static int l_SetTownLoyaltyfLiberatedAlready(lua_State* L);
static int l_SetTownLoyaltyfStarted(lua_State* L);
static int l_SetTownLoyaltyubRating(lua_State* L);
static int l_SetTownLoyaltysChange(lua_State* L);
static int l_GetgfTownUsesLoyalty(lua_State* L);
static int l_SetgfTownUsesLoyalty(lua_State* L);
static int l_GetgMercProfilesbTown(lua_State* L);
static int l_SetgMercProfilesbTown(lua_State* L);
static int l_GetTimeQuestWasStarted(lua_State* L);
static int l_RepairmanIsFixingItemsButNoneAreDoneYet(lua_State* L);
static int l_SECTOR(lua_State* L);
static int l_SECTORX(lua_State* L);
static int l_SECTORY(lua_State* L);
static int l_SectorInfoBloodCats(lua_State* L);
static int l_SpokenToHeadMiner(lua_State* L);
static int l_GetIdOfMineForSector(lua_State* L);
static int l_CALCULATE_STRATEGIC_INDEX(lua_State* L);
static int l_CheckTalkerUnpropositionedFemale(lua_State* L);
static int l_BoxerExists(lua_State* L);
static int l_CurrentPlayerProgressPercentage(lua_State* L);
static int l_UnderGroundSectorVisited(lua_State* L);
static int l_fTurnTimeLimit(lua_State* L);
static int l_InitFace(lua_State* L);
static int l_WhoIs(lua_State* L);
static int l_SetHandleGlobalLoyaltyEvent(lua_State* L);
//----05-08-2011---
// tactical tex box function
static int l_ExecuteTacticalTextBox(lua_State* L);
//Town function
static int l_VisibleTown(lua_State* L);
static int l_HiddenTown(lua_State* L);
//static int l_EraseTown (lua_State *L);
//static int l_ResizeTown (lua_State *L);
static int l_gubBoxerID(lua_State* L);
static int l_RemoveGraphicFromTempFile(lua_State* L);
//14-10-2011
static int l_PlaceGroupInSector(lua_State* L);
static int l_CheckSoldierSectorZ(lua_State* L);
static int l_CheckSoldierSectorX(lua_State* L);
static int l_CheckSoldierSectorY(lua_State* L);
static int l_CheckSoldierbGroupID(lua_State* L);
static int l_ChangeSelectedMapSector(lua_State* L);
static int l_InternalLeaveTacticalScreen(lua_State* L);
static int l_SetSoldierSectorZ(lua_State* L);
static int l_SetSoldierSectorX(lua_State* L);
static int l_SetSoldierSectorY(lua_State* L);
static int l_SetSoldierbGroupID(lua_State* L);
static int l_SetMercPtsrubGroupID(lua_State* L);
static int l_SetMercPtsrSectorX(lua_State* L);
static int l_SetMercPtsrSectorY(lua_State* L);
static int l_SetMercPtsrSectorZ(lua_State* L);
static int l_CheckMercPtsrSectorX(lua_State* L);
static int l_CheckMercPtsrSectorY(lua_State* L);
static int l_CheckMercPtsrSectorZ(lua_State* L);
static int l_CheckSoldierbGroupID(lua_State* L);
static int l_GetGroup(lua_State* L);
static int l_SetPendingNewScreen(lua_State* L);
static int l_AddFilesToPlayersLog(lua_State* L);
static int l_fBobbyRSiteCanBeAccessed(lua_State* L);
static int l_AddExitGridToWorld(lua_State* L);
static int l_WorldLevelDataMAPELEMENT_REVEALED(lua_State* L);
static int l_CreateKeyProfInv(lua_State* L);
static int l_FindSoldierByProfileIDBool(lua_State* L);
static int l_CreateKeyAndAddItemToPool(lua_State* L);
static int l_CreateKeyProfInvAndAddItemToPool(lua_State* L);
static int l_usStrategicInsertionDataProfileID(lua_State* L);
BOOLEAN LuaInternalQuest(UINT8 ubQuest, INT16 sSectorX, INT16 sSectorY, BOOLEAN fUpdateHistory);
static int l_GiveQuestRewardPoint(lua_State* L);
BOOLEAN LuaExecuteStrategicEvent(UINT8 EventCallbackID, UINT32 uiTimeStamp, UINT32 uiTimeOffset, UINT8 ubEventType, UINT8 ubFlags, UINT32 EventParam, UINT32 Init);
BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum);
#ifdef NEWMUSIC
BOOLEAN LetLuaMusicControl(UINT8 Init);
#endif
static int l_CurrentSquad(lua_State* L);
static int l_SetgfTacticalTraversal(lua_State* L);
static int l_GetgfTacticalTraversal(lua_State* L);
static int l_SoldierGiveItem(lua_State* L);
static int l_DestroyedTimeCursor(lua_State* L);
static int l_TalkingMenuDialogue(lua_State* L);
static int l_StartDialogueMessageBox(lua_State* L);
static int l_CreateItemInv(lua_State* L);
static int l_CreateItemInvOrFloor(lua_State* L);
static int l_DestroyOneItemInInventory(lua_State* L);
static int l_HasItemInInventory(lua_State* L);
static int l_MercSalary(lua_State* L);
static int l_PlayerTeamFull(lua_State* L);
static int l_ProfilesStrategicInsertionData(lua_State* L);
static int l_ResetBoxers(lua_State* L);
static int l_AddVolunteers(lua_State* L);
static int l_GetVolunteers(lua_State* L);
static int l_AddIntel(lua_State* L);
static int l_GetIntel(lua_State* L);
static int l_AddMilitiaResources(lua_State* L);
static int l_GetMilitiaResources_Gun(lua_State* L);
static int l_GetMilitiaResources_Armour(lua_State* L);
static int l_GetMilitiaResources_Misc(lua_State* L);
static int l_AddTownWorkers(lua_State* L);
static int l_GetTownWorkers(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);
static int l_DestroyAndReplaceDecal(lua_State* L);
static int l_GetFact(lua_State* L);
static int l_SetFact(lua_State* L);
static int l_GetModderLUAFact(lua_State* L);
static int l_SetModderLUAFact(lua_State* L);
static int l_SetScreenMsg(lua_State* L);
static int l_GetUsedLanguage(lua_State* L);
static int l_DoInteractiveActionDefaultResult(lua_State* L);
static int l_GiveExp(lua_State* L);
static int l_NumNonPlayerTeamInSector(lua_State* L);
static int l_SetSamSiteHackStatus(lua_State* L);
static int l_GetSamSiteHackStatus(lua_State* L);
static int l_SetMiniGameType(lua_State* L);
static int l_DisplayPictureTactical(lua_State* L);
static int l_SoldierSpendMoney(lua_State* L);
static int l_SetAdditionalDialogue(lua_State* L);
static int l_SetReplaceDialogue(lua_State* L);
static int l_PlaySound(lua_State* L);
static int l_AddArmsDealerAdditionalIntelDataItem(lua_State* L);
static int l_SetPhotoFactLaptopData(lua_State* L);
static int l_GetNumHostilesInSector(lua_State* L);
static int l_SetIntelAndQuestMapDataForSector(lua_State* L);
using namespace std;
UINT16 idProfil;
UINT32 uiHourLua;
UINT32 uiDayLua;
UINT32 uiMinLua;
UINT16 PROFILLUA_sSectorX;
UINT16 PROFILLUA_sSectorY;
UINT8 PROFILLUA_bSectorZ;
UINT8 PROFILLUA_Level;
UINT16 PROFILLUA_ubID;
UINT32 PROFILLUA_sGridNo;
UINT8 PROFILLUA_ubDirectiono;
UINT8 PROFILLUA_bTeam;
UINT8 PROFILLUA2_ubProfile;
UINT16 PROFILLUA2_sSectorX;
UINT16 PROFILLUA2_sSectorY;
UINT8 PROFILLUA2_bSectorZ;
UINT32 PROFILLUA2_sGridNo;
UINT16 PROFILLUA2_ubID;
LUA_GLOBAL gLuaGlobal[1000];
ACTION_ITEM_VALUES ActionItemsValues[500];
void IniLuaGlobal()
{
UINT32 i;
for (i = 0; i < 1000; i++)
{
gLuaGlobal[i].fGlobalLuaBool = FALSE;
gLuaGlobal[i].iGlobalLuaVal = 0;
}
}
static void IniGlobal_0(lua_State* L)
{
lua_pushinteger(L, PROFILLUA_sSectorX);
lua_setglobal(L, "ProfileIdsSectorX");
lua_pushinteger(L, PROFILLUA_sSectorY);
lua_setglobal(L, "ProfileIdsSectorY");
lua_pushinteger(L, PROFILLUA_bSectorZ);
lua_setglobal(L, "ProfileIdbSectorZ");
lua_pushinteger(L, PROFILLUA_Level);
lua_setglobal(L, "ProfileIdLevel");
lua_pushinteger(L, PROFILLUA_ubID);
lua_setglobal(L, "ProfileIdubID");
lua_pushinteger(L, PROFILLUA_sGridNo);
lua_setglobal(L, "ProfileIdsGridNo");
lua_pushinteger(L, PROFILLUA_ubDirectiono);
lua_setglobal(L, "ProfileIdubDirectiono");
lua_pushinteger(L, PROFILLUA_bTeam);
lua_setglobal(L, "ProfileIdbTeam");
}
static void IniGlobal_1(lua_State* L)
{
lua_pushinteger(L, PROFILLUA2_ubProfile);
lua_setglobal(L, "ProfileId");
lua_pushinteger(L, PROFILLUA2_sSectorX);
lua_setglobal(L, "ProfileIdsSectorX");
lua_pushinteger(L, PROFILLUA2_sSectorY);
lua_setglobal(L, "ProfileIdsSectorY");
lua_pushinteger(L, PROFILLUA2_bSectorZ);
lua_setglobal(L, "ProfileIdbSectorZ");
lua_pushinteger(L, PROFILLUA2_ubID);
lua_setglobal(L, "ProfileIdubID");
lua_pushinteger(L, PROFILLUA2_sGridNo);
lua_setglobal(L, "ProfileIdsGridNo");
}
static void IniFunction(lua_State* L, BOOLEAN bQuests)
{
lua_register(L, "HireMerc", l_HireMerc);
lua_register(L, "SetStartingCashDifLevel", l_SetStartingCashDifLevel);
lua_register(L, "SetLaptopBroken", l_SetLaptopBroken);
//------Briefing Room------
lua_register(L, "SetEndMission", l_SetEndMission);
lua_register(L, "SetStartMission", l_SetStartMission);
lua_register(L, "CheckMission", l_CheckMission);
//------Global------
lua_register(L, "SetGlobalBool", l_SetGlobalLuaBool);
lua_register(L, "SetGlobalVal", l_SetGlobalLuaVal);
lua_register(L, "SetGlobalTrue", l_SetGlobalLuaBoolTrue);
lua_register(L, "SetGlobalFalse", l_SetGlobalLuaBoolFalse);
lua_register(L, "CheckGlobalBool", l_CheckGlobalLuaBool);
lua_register(L, "CheckGlobalVal", l_CheckGlobalLuaVal);
lua_register(L, "GetGlobalVal", l_GetGlobalLuaVal);
//------Email------
lua_register(L, "AddPreReadEmail", l_AddPreReadEmail);
lua_register(L, "AddEmail", l_AddEmail);
lua_register(L, "AddEmailMercAvailableXML", l_AddEmailMercAvailableXML);
lua_register(L, "AddEmailMercLevelUpXML", l_AddEmailLevelUpXML);
lua_register(L, "AddEmailFromXML", l_AddEmailFromXML);
//------Time------
lua_register(L, "GetWorldMinutesInDay", l_GetWorldMinutesInDay);
lua_register(L, "GetWorldHour", l_GetWorldHour);
lua_register(L, "ExecuteStrategicAIAction", l_ExecuteStrategicAIAction);
lua_register(L, "GetWorldTotalMin", l_GetWorldTotalMin);
lua_register(L, "GetWorldTotalSeconds", l_GetWorldTotalSeconds);
lua_register(L, "GetWorldDay", l_GetWorldDay);
lua_register(L, "GetWorldDayInSeconds", l_GetWorldDayInSeconds);
lua_register(L, "GetWorldDayInMinutes", l_GetWorldDayInMinutes);
lua_register(L, "GetFutureDayInMinutes", l_GetFutureDayInMinutes);
lua_register(L, "GetMidnightOfFutureDayInMinutes", l_GetMidnightOfFutureDayInMinutes);
lua_register(L, "DayTime", l_DayTime);
lua_register(L, "NightTime", l_NightTime);
//------Loyalty-------
lua_register(L, "IncrementTownLoyalty", l_IncrementTownLoyalty);
lua_register(L, "IncrementTownLoyaltyEverywhere", l_IncrementTownLoyaltyEverywhere);
lua_register(L, "DecrementTownLoyalty", l_DecrementTownLoyalty);
lua_register(L, "SetTownLoyalty", l_SetTownLoyalty);
lua_register(L, "InTownSectorWithTrainingLoyalty", l_InTownSectorWithTrainingLoyalty);
lua_register(L, "SetGlobalLoyaltyEvent", l_SetHandleGlobalLoyaltyEvent);
//------MERC-------
//Check merc
lua_register(L, "CheckNPCSector", l_CheckNPCSector);
lua_register(L, "CheckLastDateSpokenTot", l_ubLastDateSpokenTot);
lua_register(L, "CheckNPCData1", l_fNPCData);
lua_register(L, "CheckNPCLife", l_bLife);
lua_register(L, "CheckNPCData2", l_fNPCData2);
lua_register(L, "CheckMoney", l_fuiMoney);
lua_register(L, "CheckCharacterSectorX", l_CheckCharacterSectorX);
lua_register(L, "CheckCharacterSectorY", l_CheckCharacterSectorY);
lua_register(L, "CheckNPCinSector", l_CheckNPCSectorNew);
lua_register(L, "CheckMiscFlags2", l_ubMiscFlags2Check);
lua_register(L, "CheckMiscFlags1", l_ubMiscFlags1Check);
lua_register(L, "CheckMercIsDead", l_Merc_Is_Dead);
lua_register(L, "MercIsDead", l_Merc_Is_Dead);
lua_register(L, "CheckNPCWounded", l_CheckNPCWounded);
lua_register(L, "CheckNPCWoundedByPlayer", l_CheckNPCWoundedbyPlayer);
lua_register(L, "CheckNPCInOkayHealth", l_CheckNPCInOkayHealth);
lua_register(L, "CheckNPCBleeding", l_CheckNPCBleeding);
lua_register(L, "CheckNPCWithin", l_CheckNPCWithin);
lua_register(L, "CheckGuyVisible", l_CheckGuyVisible);
lua_register(L, "CheckNPCAt", l_CheckNPCAt);
lua_register(L, "CheckNPCIsEnemy", l_CheckNPCIsEnemy);
// lua_register(L, "CheckIfMercIsNearNPC",l_CheckIfMercIsNearNPC);
lua_register(L, "CheckNPCIsEPC", l_CheckNPCIsEPC);
lua_register(L, "CheckNPCIsRPC", l_CheckNPCIsRPC);
lua_register(L, "NPCInRoom", l_NPCInRoom);
lua_register(L, "NPCInRoomRange", l_NPCInRoomRange);
lua_register(L, "PCInSameRoom", l_PCInSameRoom);
lua_register(L, "InARoom", l_PlayerInARoom);
lua_register(L, "FemalePresent", l_FemalePresent);
lua_register(L, "CheckPlayerHasHead", l_CheckPlayerHasHead);
lua_register(L, "CheckNPCSectorBool", l_CheckNPCSectorBool);
lua_register(L, "AIMMercWithin", l_AIMMercWithin);
lua_register(L, "CheckNPCCowering", l_CheckNPCCowering);
lua_register(L, "CheckNPCIsUnderFire", l_CheckNPCIsUnderFire);
lua_register(L, "NPCHeardShot", l_NPCHeardShot);
lua_register(L, "CheckSoldierSide", l_CheckSoldierSide);
lua_register(L, "CheckSoldierNeutral", l_CheckSoldierNeutral);
lua_register(L, "CheckSoldierCivilianGroup", l_CheckSoldierCivilianGroup);
lua_register(L, "CheckSoldierubProfile", l_CheckSoldierubProfile);
lua_register(L, "ChangeSoldierTeam", l_ChangeSoldierTeam);
lua_register(L, "CheckSoldierInSector", l_CheckSoldierInSector);
lua_register(L, "CheckSoldierAssignment", l_CheckSoldierAssignment);
lua_register(L, "CheckSoldierActive", l_CheckSoldierActive);
lua_register(L, "CheckForPotentialAddToBattleIncrement", l_CheckForPotentialAddToBattleIncrement);
lua_register(L, "CheckAction", l_CheckAction);
lua_register(L, "CheckSoldierNoiseVolume", l_CheckSoldierNoiseVolume);
lua_register(L, "CheckSoldierAlertStatus", l_CheckSoldierAlertStatus);
lua_register(L, "PythSpacesAway", l_PythSpacesAway);
lua_register(L, "FindSoldierByProfileID", l_FindSoldierByProfileID);
lua_register(L, "SoldierTo3DLocationLineOfSightTest", l_SoldierTo3DLocationLineOfSightTest);
lua_register(L, "ClosestPC", l_ClosestPC);
lua_register(L, "TileIsOutOfBounds", l_TileIsOutOfBounds);
lua_register(L, "FindItemSoldier", l_FindItemSoldier);
lua_register(L, "FindItemSoldierAddItemToPool", l_FindItemSoldier);
lua_register(L, "TileIsOutOfBoundsClosestPC", l_TileIsOutOfBoundsClosestPC);
lua_register(L, "CheckCharacterSectorZ", l_CheckCharacterSectorZ);
lua_register(L, "CheckSoldierNeutral", l_bNeutral);
lua_register(L, "CheckSoldierAttitude", l_bAttitude);
lua_register(L, "FindSoldierTeam", l_FindSoldierTeam);
lua_register(L, "WhatKindOfMercAmI", l_ubWhatKindOfMercAmI);
lua_register(L, "IsMercDead", l_IsMercDead);
lua_register(L, "IsMercHireable", l_IsMercHireable);
lua_register(L, "FindItemProfile", l_FindItem2Soldier);
//Set merc
lua_register(L, "SetThreatenDefaultResponseUsedRecently", l_bThreatenDefaultResponseUsedRecently);
lua_register(L, "SetRecruitDefaultResponseUsedRecently", l_bRecruitDefaultResponseUsedRecently);
lua_register(L, "SetFriendlyOrDirectDefaultResponseUsedRecently", l_bFriendlyOrDirectDefaultResponseUsedRecently);
lua_register(L, "SetMercProfiles", l_SetMercProfiles);
lua_register(L, "AddNPC", l_AddNPC);
lua_register(L, "AddNPCtoSector", l_AddNPCTOSECTOR);
lua_register(L, "ChangeNpcToDifferentSector", l_ChangeNpcToDifferentSector);
lua_register(L, "SetTDRUsedRecently", l_bThreatenDefaultResponseUsedRecently);
lua_register(L, "SetRDRUsedRecently", l_bRecruitDefaultResponseUsedRecently);
lua_register(L, "SetFDRUsedRecently", l_bFriendlyOrDirectDefaultResponseUsedRecently);
lua_register(L, "SetMiscFlags2", l_ubMiscFlags2Set);
lua_register(L, "SetMiscFlags1", l_ubMiscFlags1Set);
lua_register(L, "SetNPCData1", l_bNPCData);
lua_register(L, "SetNPCData2", l_bNPCData2);
lua_register(L, "SetNPCBalance", l_iBalance);
lua_register(L, "SetMoney", l_SetuiMoney);
lua_register(L, "SetCharacterSectorZ", l_SetCharacterSectorZ);
lua_register(L, "SetCharacterSectorX", l_SetCharacterSectorX);
lua_register(L, "SetCharacterSectorY", l_SetCharacterSectorY);
lua_register(L, "SetMoneyInSoldierProfile", l_SetMoneyInSoldierProfile);
lua_register(L, "SetAlertStatus", l_SetAlertStatus);
lua_register(L, "SetNoiseVolume", l_SetNoiseVolume);
lua_register(L, "SetNoiseGridno", l_SetNoiseGridno);
lua_register(L, "SetNewSituation", l_SetNewSituation);
lua_register(L, "SetNextActionData", l_SetNextActionData);
lua_register(L, "SetNextAction", l_SetNextAction);
lua_register(L, "SetProfileFaceData", l_SetProfileFaceData);
lua_register(L, "SetSoldierSide", l_SetSoldierSide);
lua_register(L, "SetSoldierOrders", l_SetSoldierOrders);
lua_register(L, "TriggerNPCRecord", l_TriggerNPCRecord);
lua_register(L, "TriggerNPCRecordImmediately", l_TriggerNPCRecordImmediately);
lua_register(L, "TriggerNPCWithIHateYouQuote", l_TriggerNPCWithIHateYouQuote);
lua_register(L, "RecruitRPC", l_RecruitRPC);
lua_register(L, "RecruitEPC", l_RecruitEPC);
lua_register(L, "UnRecruitEPC", l_UnRecruitEPC);
lua_register(L, "NPCGotoGridNo", l_NPCGotoGridNo);
lua_register(L, "TeleportSoldier", l_TeleportSoldier);
lua_register(L, "DeadSoldier", l_EVENT_SoldierGotHit);
lua_register(L, "CancelAIAction", l_CancelAIAction);
lua_register(L, "RESETTIMECOUNTER", l_RESETTIMECOUNTER);
lua_register(L, "RemoveObjectFromSoldierProfile", l_RemoveObjectFromSoldierProfile);
lua_register(L, "InitNewSoldierAnim", l_EVENT_InitNewSoldierAnim);
lua_register(L, "ActionStopMerc", l_EVENT_StopMerc);
lua_register(L, "EnterShopKeeperInterfaceScreen", l_EnterShopKeeperInterfaceScreen);
lua_register(L, "HandleNPCGotoGridNo", l_HandleNPCGotoGridNo);
lua_register(L, "HandleNPCDoAction", l_HandleNPCDoAction);
lua_register(L, "HandleNPCClosePanel", l_HandleNPCClosePanel);
lua_register(L, "HandleNPCTriggerNPC", l_HandleNPCTriggerNPC);
lua_register(L, "SetMercStatus", l_Merc_Status);
lua_register(L, "SetNPCLife", l_SetbLife);
lua_register(L, "TacticalCharacterDialogue", l_TacticalCharacterDialogue);
lua_register(L, "DeleteMercInventory", l_DeleteMercInventory);
lua_register(L, "DeleteSlotMercInventory", l_DeleteMercInventory);
lua_register(L, "SetSoldierNonNeutral", l_SetSoldierNonNeutral);
lua_register(L, "MercProfileSetBIGPOCK2POS", l_gMercProfileGearset);
lua_register(L, "MercProfileSetPOCKPOS", l_gMercProfileGearset);
lua_register(L, "SoldierGiveItem", l_SoldierGiveItem);
lua_register(L, "ProfilGiveItem", l_SoldierGiveItem);
lua_register(L, "AddItemToInventory", l_CreateItemInv);
lua_register(L, "CreateItemInvOrFloor", l_CreateItemInvOrFloor);
lua_register(L, "DestroyOneItemInInventory", l_DestroyOneItemInInventory);
lua_register(L, "HasItemInInventory", l_HasItemInInventory);
lua_register(L, "TacticalCharacterDialogueWithSpecialEvent", l_TacticalCharacterDialogueWithSpecialEvent);
lua_register(L, "SetSalary", l_MercSalary);
lua_register(L, "SetProfileStrategicInsertionData", l_ProfilesStrategicInsertionData);
//Get merc
lua_register(L, "GetDirection", l_GetDirection); //new
lua_register(L, "GetNPCGridNo", l_GetGridoProfileID);
lua_register(L, "GetProfileFaceData", l_GetProfileFaceData);
lua_register(L, "GetMercStatus", l_Get_Merc_Status);
lua_register(L, "GetNPCLifeMax", l_GetbLifeMax);
lua_register(L, "GetNPCBalance", l_GetiBalance);
lua_register(L, "GetCharacterSectorZ", l_GetCharacterSectorZ);
lua_register(L, "GetCharacterSectorX", l_GetCharacterSectorX);
lua_register(L, "GetCharacterSectorY", l_GetCharacterSectorY);
lua_register(L, "ResetBoxers", l_ResetBoxers);
//Tactical merc
lua_register(L, "CheckCivGroupHostile", l_fCivGroupHostile);
lua_register(L, "gTacticalStatus", l_gTacticalStatus);
lua_register(L, "CheckCombatMode", l_CheckCombatMode);
lua_register(L, "GetTacticalStatusFirstID", l_GetFirstID); //new
lua_register(L, "GetTacticalStatusLastID", l_GetLastID); //new
lua_register(L, "TacticalStatusTeamHuman", l_TacticalStatusTeamHuman);
lua_register(L, "TacticalStatusTeamActive", l_TacticalStatusTeamActive);
lua_register(L, "GetPlayerMercID", l_ubID);
lua_register(L, "GetMapMercSlotID", l_ubID);
lua_register(L, "SetOffPanicBombs", l_SetOffPanicBombs);
lua_register(L, "WearGasMaskIfAvailable", l_WearGasMaskIfAvailable);
lua_register(L, "SetNewSituationMercPtrs", l_SetNewSituationMercPtsr);
lua_register(L, "SetCivGroupHostile", l_SetCivGroupHostile);
lua_register(L, "EnterTeamCombatMode", l_SetEnterCombatModeTeam);
lua_register(L, "DeadMercPtrs", l_AnimMercPtsrSoldierGotHit);
lua_register(L, "AnimMercPtrs", l_AnimMercPtsrInSector);
lua_register(L, "CheckMercPtrsInCivilianGroup", l_CheckMercPtrsInCivilianGroup);
lua_register(L, "CheckMercPtrsInActive", l_CheckMercPtrsActive);
lua_register(L, "CheckMercPtrsAssignment", l_CheckMercPtrsAssignment);
lua_register(L, "CheckMercPtrsInSector", l_CheckMercPtsrInSector);
lua_register(L, "CheckMercPtrsID1SeenID2", l_CheckMercPtsrubIDSeenubID2);
lua_register(L, "MakeMercPtrsHostile", l_MakeMercPtrsHostile);
lua_register(L, "CheckSoldierBodyType", l_CheckSoldierBodyType);
lua_register(L, "GetSoldierBodyType", l_GetSoldierBodyType);
lua_register(L, "SetSoldierBodyType", l_SetSoldierBodyType);
lua_register(L, "GetMercPtrsGroup", l_GetMercPtrsGroup);
lua_register(L, "MercPtsrTeleportToSector", l_CheckMercPtsrTeleportToSector);
lua_register(L, "GetMercPtsrProfileID", l_GetMercPtsrProfileID);
lua_register(L, "CheckMercPtrsLife", l_CheckMercPtrsLife);
lua_register(L, "MercPtsrAIFlags", l_AnimMercPtsrfAIFlags);
lua_register(L, "MercPtsrNextAction", l_AnimMercPtsrbNextAction);
lua_register(L, "MercPtsrNextActionData", l_AnimMercPtsrusNextActionData);
lua_register(L, "MercPtsrAbsoluteFinalDestination", l_AnimMercPtsrsAbsoluteFinalDestination);
lua_register(L, "MercPtsrStrategicInsertionCode", l_AnimMercPtsrubStrategicInsertionCode);
lua_register(L, "MercPtsrStrategicInsertionData", l_AnimMercPtsrusStrategicInsertionData);
lua_register(L, "PlayerMercsInSector", l_PlayerMercsInSector);
lua_register(L, "GetPlayerMercsInSector", l_GetPlayerMercsInSector);
lua_register(L, "PlayerGroupsInSector", l_PlayerGroupsInSector);
lua_register(L, "GetPlayerGroupsInSector", l_GetPlayerGroupsInSector);
lua_register(L, "UpdateMercsInSector", l_UpdateMercsInSector);
lua_register(L, "ChangeMercPtrsTeam", l_ChangeMercPtrsTeam);
lua_register(L, "IS_CIV_BODY_TYPE", l_IS_CIV_BODY_TYPE);
//------Action------
lua_register(L, "SetOffBombsByFrequency", l_SetOffBombsByFrequency);
lua_register(L, "SetOffBombs", l_SetOffBombsByFrequency);
lua_register(L, "ToggleActionItemsByFrequency", l_ToggleActionItemsByFrequency);
lua_register(L, "ActionDoor", l_Action_door);
lua_register(L, "ActionDoorOpen", l_Action_door_open);
lua_register(L, "ActionDoorClose", l_Action_door_close);
//------Fact and Quest------
if (bQuests == TRUE)
{
lua_register(L, "SetFactTrue", l_SetFactTrue);
lua_register(L, "SetFactFalse", l_SetFactFalse);
}
lua_register(L, "CheckFact", l_CheckFact);
lua_register(L, "CheckQuest", l_gubQuest);
if (bQuests == TRUE)
{
lua_register(L, "StartQuest", l_StartQuest);
lua_register(L, "EndQuest", l_EndQuest);
}
lua_register(L, "gubFact", l_gubFact);
lua_register(L, "GetgubFact", l_GetgubFact);
lua_register(L, "gubQuest", l_gubQuest);
lua_register(L, "GiveQuestRewardPoint", l_GiveQuestRewardPoint);
lua_register(L, "SetQuest", l_SetgubQuest);
//------Objects------
lua_register(L, "CreateItem", l_CreateItem);
lua_register(L, "CreateMoney", l_CreateMoney);
lua_register(L, "SetWorldItemsExists", l_SetgWorldItemsExists);
lua_register(L, "GetWorldItemsExists", l_gWorldItemsExists);
lua_register(L, "GetWorldItemsObjectItem", l_gWorldItemsObjectItem);
lua_register(L, "GetWorldItemsObjectDataMoney", l_gWorldItemsObjectDataMoney);
lua_register(L, "MoveItemPools", l_MoveItemPools);
lua_register(L, "GetNumberOfWorldItems", l_GetNumberOfWorldItems);
lua_register(L, "ItemExistsAtLocation", l_ItemExistsAtLocation);
lua_register(L, "AddCreateItemToPool", l_CreateItemToPool);
lua_register(L, "AddCreateItemsToUnLoadedSector", l_CreateToUnLoadedSector);
//------Maps------
lua_register(L, "SetRender", l_SetRender);
lua_register(L, "ConvertGridNoToXY", l_ConvertGridNoToXY);
lua_register(L, "AddStructToHead", l_AddStructToHead);
lua_register(L, "RemoveStruct", l_RemoveStruct);
lua_register(L, "ApplyMapChangesToMapTempFile", l_ApplyMapChangesToMapTempFile);
lua_register(L, "SectorEnemyControlled", l_fEnemyControlled);
lua_register(L, "ItemTypeExistsAtLocation", l_ItemTypeExistsAtLocation);
lua_register(L, "GetTownLoyaltyLiberatedAlready", l_GetTownLoyaltyfLiberatedAlready);
lua_register(L, "GetTownLoyaltyStarted", l_GetTownLoyaltyfStarted);
lua_register(L, "GetTownLoyaltyRating", l_GetTownLoyaltyubRating);
lua_register(L, "GetTownLoyaltyChange", l_GetTownLoyaltysChange);
lua_register(L, "SetTownLoyaltyLiberatedAlready", l_SetTownLoyaltyfLiberatedAlready);
lua_register(L, "SetTownLoyaltyStarted", l_SetTownLoyaltyfStarted);
lua_register(L, "SetTownLoyaltyRating", l_SetTownLoyaltyubRating);
lua_register(L, "SetTownLoyaltyChange", l_SetTownLoyaltysChange);
lua_register(L, "GetTownUsesLoyalty", l_GetgfTownUsesLoyalty);
lua_register(L, "SetTownUsesLoyalty", l_SetgfTownUsesLoyalty);
lua_register(L, "GetCharacterTown", l_GetgMercProfilesbTown);
lua_register(L, "SetCharacterTown", l_SetgMercProfilesbTown);
lua_register(L, "RemoveGraphicFromTempFile", l_RemoveGraphicFromTempFile);
lua_register(L, "AddRemoveObjectToUnLoadedMapTempFile", l_AddRemoveObjectToUnLoadedMapTempFile);
lua_register(L, "RemoveStructFromUnLoadedMapTempFile", l_RemoveStructFromUnLoadedMapTempFile);
lua_register(L, "AddObjectToUnLoadedMapTempFile", l_AddObjectToUnLoadedMapTempFile);
lua_register(L, "AddStructToUnLoadedMapTempFile", l_AddStructToUnLoadedMapTempFile);
//------Others------
lua_register(L, "SearchForOtherMembersWithinPitRadiusAndMakeThemFall", l_SearchForOtherMembersWithinPitRadiusAndMakeThemFall);
lua_register(L, "Add3X3Pit", l_Add3X3Pit);
lua_register(L, "Add5X5Pit", l_Add5X5Pit);
lua_register(L, "TogglePressureActionItemsInGridNo", l_TogglePressureActionItemsInGridNo);
//lua_register(L, "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
lua_register(L, "HospitalTempBalance", l_HospitalTempBalance);
lua_register(L, "HospitalRefund", l_HospitalRefund);
lua_register(L, "HospitalPriceModifier", l_HospitalPriceModifier);
lua_register(L, "PlayerTeamSawJoey", l_gfPlayerTeamSawJoey);
lua_register(L, "SetUpHelicopterForPlayer", l_SetUpHelicopterForPlayer);
lua_register(L, "MakeNoise", l_MakeNoise);
lua_register(L, "WorldLevelDataTerrainID", l_WorldLevelDataTerrainID);
lua_register(L, "AddTransactionToPlayersBook", l_AddTransactionToPlayersBook);
lua_register(L, "AddHistoryToPlayersLog", l_AddHistoryToPlayersLog);
lua_register(L, "AddFutureDayStrategicEvent", l_AddFutureDayStrategicEvent);
lua_register(L, "AddAdvancedStrategicEvent", l_AddAdvancedStrategicEvent);
lua_register(L, "ResetHistoryFact", l_ResetHistoryFact);
lua_register(L, "SetHistoryFact", l_SetHistoryFact);
lua_register(L, "SetPublicNoiseVolume", l_gubPublicNoiseVolume);
lua_register(L, "SetPublicNoiseGridNo", l_gsPublicNoiseGridNo);
lua_register(L, "GetMercArrivalTimeOfDay", l_GetMercArrivalTimeOfDay);
lua_register(L, "StrategicPythSpacesAway", l_StrategicPythSpacesAway);
//------Map Action Items------
lua_register(L, "ACTION_ITEM_OPEN_DOOR", l_ACTION_ITEM_OPEN_DOOR);
lua_register(L, "ACTION_ITEM_CLOSE_DOOR", l_ACTION_ITEM_CLOSE_DOOR);
//lua_register(L, "ACTION_ITEM_BLOW_UP", l_ACTION_ITEM_BLOW_UP );
lua_register(L, "ACTION_ITEM_SMALL_PIT", l_ACTION_ITEM_SMALL_PIT);
lua_register(L, "ACTION_ITEM_LARGE_PIT", l_ACTION_ITEM_LARGE_PIT);
lua_register(L, "ACTION_ITEM_TOGGLE_DOOR", l_ACTION_ITEM_TOGGLE_DOOR);
lua_register(L, "ACTION_ITEM_TOGGLE_ACTION1", l_ACTION_ITEM_TOGGLE_ACTION1);
lua_register(L, "ACTION_ITEM_TOGGLE_ACTION2", l_ACTION_ITEM_TOGGLE_ACTION2);
lua_register(L, "ACTION_ITEM_TOGGLE_ACTION3", l_ACTION_ITEM_TOGGLE_ACTION3);
lua_register(L, "ACTION_ITEM_TOGGLE_ACTION4", l_ACTION_ITEM_TOGGLE_ACTION4);
lua_register(L, "ACTION_ITEM_ENTER_BROTHEL", l_ACTION_ITEM_ENTER_BROTHEL);
lua_register(L, "ACTION_ITEM_EXIT_BROTHEL", l_ACTION_ITEM_EXIT_BROTHEL);
lua_register(L, "ACTION_ITEM_KINGPIN_ALARM", l_ACTION_ITEM_KINGPIN_ALARM);
lua_register(L, "ACTION_ITEM_SEX", l_ACTION_ITEM_SEX);
lua_register(L, "ACTION_ITEM_REVEAL_ROOM", l_ACTION_ITEM_REVEAL_ROOM);
lua_register(L, "ACTION_ITEM_LOCAL_ALARM", l_ACTION_ITEM_LOCAL_ALARM);
lua_register(L, "ACTION_ITEM_GLOBAL_ALARM", l_ACTION_ITEM_GLOBAL_ALARM);
lua_register(L, "ACTION_ITEM_KLAXON", l_ACTION_ITEM_KLAXON);
lua_register(L, "ACTION_ITEM_UNLOCK_DOOR", l_ACTION_ITEM_UNLOCK_DOOR);
lua_register(L, "ACTION_ITEM_TOGGLE_LOCK", l_ACTION_ITEM_TOGGLE_LOCK);
lua_register(L, "ACTION_ITEM_UNTRAP_DOOR", l_ACTION_ITEM_UNTRAP_DOOR);
lua_register(L, "ACTION_ITEM_TOGGLE_PRESSURE_ITEMS", l_ACTION_ITEM_TOGGLE_PRESSURE_ITEMS);
lua_register(L, "ACTION_ITEM_MUSEUM_ALARM", l_ACTION_ITEM_MUSEUM_ALARM);
lua_register(L, "ACTION_ITEM_BLOODCAT_ALARM", l_ACTION_ITEM_BLOODCAT_ALARM);
//------Sector------
lua_register(L, "AddAlternateSector", l_AddAlternateSector);
lua_register(L, "AddAltUnderGroundSector", l_AddAltUnderGroundSector);
lua_register(L, "AddAltSector", l_AddAlternateSector);
lua_register(L, "AddAltUGSector", l_AddAltUnderGroundSector);
lua_register(L, "AddAltSectorNew", l_AddAlternateSectorNew);
lua_register(L, "AddAltUGSectorNew", l_AddAltUnderGroundSectorNew);
//------Sounds------
lua_register(L, "PlayJA2Sample", l_PlayJA2Sample);
lua_register(L, "SetMusicMode", l_SetMusicMode);
lua_register(L, "MusicPlay", l_MusicPlay);
#ifdef NEWMUSIC
lua_register(L, "AddMusic", l_gAddMusic);
lua_register(L, "SetMusicID", l_SetMusicID);
lua_register(L, "GetMusicID", l_GetMusicID);
#endif
lua_register(L, "MusicSetVolume", l_MusicSetVolume);
lua_register(L, "MusicGetVolume", l_MusicGetVolume);
//lua_register(L, "MusicStop", l_MusicStop );
//lua_register(L, "MusicFadeOut", l_MusicFadeOut );
//lua_register(L, "MusicFadeIn", l_MusicFadeIn );
lua_register(L, "SetSoundEffectsVolume", l_SetSoundEffectsVolume);
lua_register(L, "SetSpeechVolume", l_SetSpeechVolume);
lua_register(L, "GetSoundEffectsVolume", l_GetSoundEffectsVolume);
lua_register(L, "GetSpeechVolume", l_GetSpeechVolume);
//------Game External Options------
lua_register(L, "SetInvestigateSector", l_SetInvestigateSector);
lua_register(L, "CheckInvestigateSector", l_CheckInvestigateSector);
lua_register(L, "GetFirstArrivalDelay", l_GetiFirstArrivalDelay);
lua_register(L, "GetDefaultArrivalSectorX", l_GetubDefaultArrivalSectorX);
lua_register(L, "GetDefaultArrivalSectorY", l_GetubDefaultArrivalSectorY);
lua_register(L, "SetFirstArrivalDelay", l_SetiFirstArrivalDelay);
lua_register(L, "SetDefaultArrivalSectorX", l_SetubDefaultArrivalSectorX);
lua_register(L, "SetDefaultArrivalSectorY", l_SetubDefaultArrivalSectorY);
//------Quests------
lua_register(L, "GetTacticalStatusEnemyInSector", l_GetTacticalStatusEnemyInSector);
lua_register(L, "CountNumberOfBobbyPurchasesThatAreInTransit", l_CountNumberOfBobbyPurchasesThatAreInTransit);
lua_register(L, "CheckForNewShipment", l_CheckForNewShipment);
lua_register(L, "NumMalesPresent", l_NumMalesPresent);
lua_register(L, "NumWoundedMercsNearby", l_NumWoundedMercsNearby);
lua_register(L, "NumMercsNear", l_NumMercsNear);
lua_register(L, "CheckTalkerStrong", l_CheckTalkerStrong);
lua_register(L, "CheckTalkerFemale", l_CheckTalkerFemale);
lua_register(L, "IssueHeadMinerQuote", l_IssueHeadMinerQuote);
lua_register(L, "GetHeadMinersMineIndex", l_GetHeadMinersMineIndex);
lua_register(L, "PlayerSpokeToHeadMiner", l_PlayerSpokeToHeadMiner);
lua_register(L, "IsHisMineRunningOut", l_IsHisMineRunningOut);
lua_register(L, "IsHisMineEmpty", l_IsHisMineEmpty);
lua_register(L, "IsHisMineDisloyal", l_IsHisMineDisloyal);
lua_register(L, "IsHisMineInfested", l_IsHisMineInfested);
lua_register(L, "IsHisMineLostAndRegained", l_IsHisMineLostAndRegained);
lua_register(L, "IsHisMineAtMaxProduction", l_IsHisMineAtMaxProduction);
lua_register(L, "ResetQueenRetookMine", l_ResetQueenRetookMine);
lua_register(L, "BoxerExists", l_BoxerExists);
lua_register(L, "CurrentPlayerProgressPercentage", l_CurrentPlayerProgressPercentage);
lua_register(L, "UnderGroundSectorVisited", l_UnderGroundSectorVisited);
lua_register(L, "HasHisMineBeenProducingForPlayerForSomeTime", l_HasHisMineBeenProducingForPlayerForSomeTime);
lua_register(L, "AnotherFightPossible", l_AnotherFightPossible);
lua_register(L, "PredictDailyIncomeFromAMine", l_PredictDailyIncomeFromAMine);
lua_register(L, "CheckTalkerUnpropositionedFemale", l_CheckTalkerUnpropositionedFemale);
//------Intro------
lua_register(L, "DisplaySirtechSplashScreen", l_DisplaySirtechSplashScreen);
lua_register(L, "SetEnteringMapScreen", l_gfEnteringMapScreen);
lua_register(L, "SetIntroScreenExit", l_gfIntroScreenExit);
lua_register(L, "SetDoneWithSplashScreen", l_gfDoneWithSplashScreen);
lua_register(L, "SetIntroExitScreen", l_guiIntroExitScreen);
lua_register(L, "SetIntroScreenMode", l_gbIntroScreenMode);
lua_register(L, "SetVideo", l_iStringToUse);
lua_register(L, "StopVideo", l_StopVideo);
lua_register(L, "StartVideo", l_StartVideo);
//------Town------
lua_register(L, "VisibleTown", l_VisibleTown);
lua_register(L, "HiddenTown", l_HiddenTown);
//lua_register(L, "EraseTown", l_EraseTown);
//lua_register(L, "ResizeTown", l_ResizeTown);
lua_register(L, "GetTownIdForSector", l_GetTownIdForSector);
lua_register(L, "CheckIfEntireTownHasBeenLiberated", l_CheckIfEntireTownHasBeenLiberated);
lua_register(L, "CheckIfEntireTownHasBeenLost", l_CheckIfEntireTownHasBeenLost);
//------Shop------
lua_register(L, "GuaranteeAtLeastXItemsOfIndex", l_GuaranteeAtLeastXItemsOfIndex);
lua_register(L, "GuaranteeAtMostNumOfItemsForItem", l_GuaranteeAtMostNumOfItemsForItem);
//--------------------------------------------------------------------------------------------
lua_register(L, "CheckFPAddBattleIncrement", l_CheckForPotentialAddToBattleIncrement);
lua_register(L, "MakeHostile", l_MakeHostile);
lua_register(L, "RecalculateOppCntsDueToNoLongerNeutral", l_RecalculateOppCntsDueToNoLongerNeutral);
lua_register(L, "AddToShouldBecomeHostileOrSayQuoteList", l_AddToShouldBecomeHostileOrSayQuoteList);
lua_register(L, "EnterGroupCombatMode", l_SetEnterCombatMode);
// lua_register(L, "ActionInProgress", l_ActionInProgress);
// lua_register(L, "MakeCivHostile", l_MakeCivHostile); //new
//v0.9
lua_register(L, "SetOffBombsInGridNo", l_SetOffBombsInGridNo);
lua_register(L, "ActivateSwitchInGridNo", l_ActivateSwitchInGridNo);
lua_register(L, "UpdateAndDamageSAMIfFound", l_UpdateAndDamageSAMIfFound);
lua_register(L, "DoesSAMExistHere", l_DoesSAMExistHere);
lua_register(L, "UpdateSAMDoneRepair", l_UpdateSAMDoneRepair);
lua_register(L, "ActiveTimedBombExists", l_ActiveTimedBombExists);
lua_register(L, "RemoveAllActiveTimedBombs", l_RemoveAllActiveTimedBombs);
lua_register(L, "PauseGame", l_PauseGame);
lua_register(L, "DeleteTalkingMenu", l_DeleteTalkingMenu);
lua_register(L, "AffectAllTownsLoyaltyByDistanceFrom", l_AffectAllTownsLoyaltyByDistanceFrom);
lua_register(L, "InitCreatureQuest", l_InitCreatureQuest);
lua_register(L, "DecrementTownLoyaltyEverywhere", l_DecrementTownLoyaltyEverywhere);
lua_register(L, "GetSoldierTeam", l_GetSoldierTeam);
lua_register(L, "AddSameDayStrategicEvent", l_AddSameDayStrategicEvent);
//lua_register(L, "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
lua_register(L, "NumberOfMercsOnPlayerTeam", l_NumberOfMercsOnPlayerTeam);
//-----------------------------------------------
lua_register(L, "SectorEnemy", l_SectorEnemy);
//-------------------------------------------------
lua_register(L, "WhichBuddy", l_WhichBuddy);
//brak w faq
lua_register(L, "SetGroupSectorValue", l_SetGroupSectorValue);
lua_register(L, "SetGroupNextSectorValue", l_SetGroupNextSectorValue);
lua_register(L, "FadeOutGameScreen", l_FadeOutGameScreen);
lua_register(L, "FadeInGameScreen", l_FadeInGameScreen);
lua_register(L, "SetCurrentWorldSector", l_SetCurrentWorldSector);
lua_register(L, "EnterSector", l_EnterSector);
lua_register(L, "DidFirstBattleTakePlaceInThisTown", l_DidFirstBattleTakePlaceInThisTown);
lua_register(L, "SetTheFirstBattleSector", l_SetTheFirstBattleSector);
lua_register(L, "AdjustLoyaltyForCivsEatenByMonsters", l_AdjustLoyaltyForCivsEatenByMonsters);
lua_register(L, "IsTownUnderCompleteControlByPlayer", l_IsTownUnderCompleteControlByPlayer);
lua_register(L, "GetNumberOfWholeTownsUnderControl", l_GetNumberOfWholeTownsUnderControl);
lua_register(L, "GetCharacterTotalDaysServed", l_GetusTotalDaysServed);
lua_register(L, "SetCharacterTotalDaysServed", l_SetusTotalDaysServed);
lua_register(L, "GetTimeQuestWasStarted", l_GetTimeQuestWasStarted);
lua_register(L, "RepairmanIsFixingItemsButNoneAreDoneYet", l_RepairmanIsFixingItemsButNoneAreDoneYet);
lua_register(L, "SECTOR", l_SECTOR);
lua_register(L, "SECTORX", l_SECTORX);
lua_register(L, "SECTORY", l_SECTORY);
lua_register(L, "GetSectorInfoBloodCats", l_SectorInfoBloodCats);
lua_register(L, "SpokenToHeadMiner", l_SpokenToHeadMiner);
lua_register(L, "GetIdOfMineForSector", l_GetIdOfMineForSector);
lua_register(L, "CALCULATE_STRATEGIC_INDEX", l_CALCULATE_STRATEGIC_INDEX);
lua_register(L, "SetTurnTimeLimit", l_fTurnTimeLimit);
lua_register(L, "InitMercFace", l_InitFace);
#ifdef JA2UB
lua_register(L, "AddProfileToMap", l_InitMapProfil);
lua_register(L, "SetKeyProfile", l_SetKeySoldier); // tactical mode
lua_register(L, "UB_GetManuelID", l_Ja25MANUEL_UB);
lua_register(L, "UB_GetBiggensID", l_Ja25BIGGENS_UB);
lua_register(L, "UB_GetJohnID", l_Ja25JOHN_K_UB);
lua_register(L, "UB_GetTexID", l_Ja25TEX_UB);
lua_register(L, "UB_GetStogieID", l_Ja25STOGIE_UB);
lua_register(L, "UB_GetGastonID", l_Ja25GASTON_UB);
lua_register(L, "UB_GetJerryID", l_Ja2JERRY_MILO_UB);
lua_register(L, "UB_GetPgmale4ID", l_Ja25PGMALE4_UB);
lua_register(L, "UB_GetBettyID", l_Ja25BETTY_UB);
lua_register(L, "UB_GetRaulID", l_Ja25RAUL_UB);
lua_register(L, "UB_GetMorrisID", l_Ja25MORRIS_UB);
lua_register(L, "UB_GetRudyID", l_Ja25RUDY_UB);
//old compatibility script variable
lua_register(L, "Ja25JohnKulbaIsInGame", l_Ja25SaveStructJohnKulbaIsInGame);
lua_register(L, "Ja25CheckJohnKulbaIsInGame", l_Ja25SaveCheckStructJohnKulbaIsInGame);
lua_register(L, "Ja25JohnKulbaInitialSectorY", l_Ja25SaveStructubJohnKulbaInitialSectorY);
lua_register(L, "Ja25JohnKulbaInitialSectorX", l_Ja25SaveStructubJohnKulbaInitialSectorX);
lua_register(L, "SetNumberJa25EnemiesInSurfaceSector", l_SetNumberJa25EnemiesInSurfaceSector);
lua_register(L, "SetNumberOfJa25BloodCatsInSector", l_SetNumberOfJa25BloodCatsInSector);
lua_register(L, "HasNpcSaidQuoteBefore", l_HasNpcSaidQuoteBefore);
lua_register(L, "ShouldThePlayerStopWhenWalkingOnBiggensActionItem", l_ShouldThePlayerStopWhenWalkingOnBiggensActionItem);
lua_register(L, "HandleSeeingPowerGenFan", l_HandleSeeingPowerGenFan);
lua_register(L, "HandleSwitchToOpenFortifiedDoor", l_HandleSwitchToOpenFortifiedDoor);
lua_register(L, "HandleSeeingFortifiedDoor", l_HandleSeeingFortifiedDoor);
lua_register(L, "HandlePlayerHittingSwitchToLaunchMissles", l_HandlePlayerHittingSwitchToLaunchMissles);
lua_register(L, "HavePersonAtGridnoStop", l_HavePersonAtGridnoStop);
//new
lua_register(L, "UB_JohnKulbaIsInGame", l_Ja25SaveStructJohnKulbaIsInGame);
lua_register(L, "UB_CheckJohnKulbaIsInGame", l_Ja25SaveCheckStructJohnKulbaIsInGame);
lua_register(L, "UB_JohnKulbaInitialSectorY", l_Ja25SaveStructubJohnKulbaInitialSectorY);
lua_register(L, "UB_JohnKulbaInitialSectorX", l_Ja25SaveStructubJohnKulbaInitialSectorX);
lua_register(L, "UB_SetNumberJa25EnemiesInSurfaceSector", l_SetNumberJa25EnemiesInSurfaceSector);
lua_register(L, "UB_SetNumberOfJa25BloodCatsInSector", l_SetNumberOfJa25BloodCatsInSector);
lua_register(L, "UB_HasNpcSaidQuoteBefore", l_HasNpcSaidQuoteBefore);
lua_register(L, "UB_ShouldThePlayerStopWhenWalkingOnBiggensActionItem", l_ShouldThePlayerStopWhenWalkingOnBiggensActionItem);
lua_register(L, "UB_HandleSeeingPowerGenFan", l_HandleSeeingPowerGenFan);
lua_register(L, "UB_HandleSwitchToOpenFortifiedDoor", l_HandleSwitchToOpenFortifiedDoor);
lua_register(L, "UB_HandleSeeingFortifiedDoor", l_HandleSeeingFortifiedDoor);
lua_register(L, "UB_HandlePlayerHittingSwitchToLaunchMissles", l_HandlePlayerHittingSwitchToLaunchMissles);
lua_register(L, "UB_HavePersonAtGridnoStop", l_HavePersonAtGridnoStop);
#endif
lua_register(L, "WhoIsThere2", l_WhoIsThere2);
lua_register(L, "WhoIs", l_WhoIs);
lua_register(L, "FindUnderGroundSector", l_FindUnderGroundSector);
lua_register(L, "AddEnemyToUnderGroundSector", l_AddEnemyToUnderGroundSector);
lua_register(L, "FindUnderGroundSectorVisited", l_FindUnderGroundSectorVisited);
lua_register(L, "SetCurrentWorldSector", l_SetCurrentWorldSector);
#ifdef JA2UB
//old compatibility script variable
lua_register(L, "EnterTacticalInFinalSector", l_EnterTacticalInFinalSector);
//new
lua_register(L, "UB_EnterTacticalInFinalSector", l_EnterTacticalInFinalSector);
#endif
lua_register(L, "ReStartingGame", l_ReStartingGame);
lua_register(L, "SetDefaultArrivalSector", l_SetDefaultArrivalSector);
lua_register(L, "GetDefaultArrivalSector", l_GetDefaultArrivalSector);
lua_register(L, "SetDefaultArrivalGridNo", l_SetMercArrivalLocation);
lua_register(L, "GetDefaultArrivalSectorX", l_GetDefaultArrivalSectorX);
lua_register(L, "GetDefaultArrivalSectorY", l_GetDefaultArrivalSectorY);
lua_register(L, "InitialProfile", l_InitProfile);
#ifdef JA2UB
//old scripts
lua_register(L, "InitialHeliGridNo1", l_InitMercgridNo0);
lua_register(L, "InitialHeliGridNo2", l_InitMercgridNo1);
lua_register(L, "InitialHeliGridNo3", l_InitMercgridNo2);
lua_register(L, "InitialHeliGridNo4", l_InitMercgridNo3);
lua_register(L, "InitialHeliGridNo5", l_InitMercgridNo4);
lua_register(L, "InitialHeliGridNo6", l_InitMercgridNo5);
lua_register(L, "InitialHeliGridNo7", l_InitMercgridNo6);
lua_register(L, "InitialJerryGridNo", l_InitJerryGridNo);
lua_register(L, "InitialLaptopQuest", l_setLaptopQuest);
lua_register(L, "InitialHeliCrash", l_setInGameHeliCrash);
lua_register(L, "InitialJerryQuotes", l_setJerryQuotes);
lua_register(L, "InitialJerry", l_setInJerry);
lua_register(L, "InitialHeli", l_setInGameHeli);
lua_register(L, "InternalLocateGridNo", l_SetInternalLocateGridNo);
//new
lua_register(L, "UB_InitialHeliGridNo1", l_InitMercgridNo0);
lua_register(L, "UB_InitialHeliGridNo2", l_InitMercgridNo1);
lua_register(L, "UB_InitialHeliGridNo3", l_InitMercgridNo2);
lua_register(L, "UB_InitialHeliGridNo4", l_InitMercgridNo3);
lua_register(L, "UB_InitialHeliGridNo5", l_InitMercgridNo4);
lua_register(L, "UB_InitialHeliGridNo6", l_InitMercgridNo5);
lua_register(L, "UB_InitialHeliGridNo7", l_InitMercgridNo6);
lua_register(L, "UB_InitialJerryGridNo", l_InitJerryGridNo);
lua_register(L, "UB_InitialLaptopQuest", l_setLaptopQuest);
lua_register(L, "UB_InitialHeliCrash", l_setInGameHeliCrash);
lua_register(L, "UB_InitialJerryQuotes", l_setJerryQuotes);
lua_register(L, "UB_InitialJerry", l_setInJerry);
lua_register(L, "UB_InitialHeli", l_setInGameHeli);
lua_register(L, "UB_InternalLocateGridNo", l_SetInternalLocateGridNo);
#endif
//lua_register(L, "ExecuteTacticalTextBox", l_ExecuteTacticalTextBox);
//14-10-2011
lua_register(L, "gubBoxerID", l_gubBoxerID);
lua_register(L, "PlaceGroupInSector", l_PlaceGroupInSector);
lua_register(L, "GetSoldierSectorZ", l_CheckSoldierSectorZ);
lua_register(L, "GetSoldierSectorX", l_CheckSoldierSectorX);
lua_register(L, "GetSoldierSectorY", l_CheckSoldierSectorY);
lua_register(L, "GetSoldierbGroupID", l_CheckSoldierbGroupID);
lua_register(L, "ChangeSelectedMapSector", l_ChangeSelectedMapSector);
lua_register(L, "InternalLeaveTacticalScreen", l_InternalLeaveTacticalScreen);
lua_register(L, "SetSoldierSectorZ", l_SetSoldierSectorZ);
lua_register(L, "SetSoldierSectorX", l_SetSoldierSectorX);
lua_register(L, "SetSoldierSectorY", l_SetSoldierSectorY);
lua_register(L, "SetSoldierGroupID", l_SetSoldierbGroupID);
lua_register(L, "SetMercPtsrGroupID", l_SetMercPtsrubGroupID);
lua_register(L, "SetMercPtsrSectorX", l_SetMercPtsrSectorX);
lua_register(L, "SetMercPtsrSectorY", l_SetMercPtsrSectorY);
lua_register(L, "SetMercPtsrSectorZ", l_SetMercPtsrSectorZ);
lua_register(L, "GetMercPtsrSectorX", l_CheckMercPtsrSectorX);
lua_register(L, "GetMercPtsrSectorY", l_CheckMercPtsrSectorY);
lua_register(L, "GetMercPtsrSectorZ", l_CheckMercPtsrSectorZ);
lua_register(L, "GetMercPtsrGroupID", l_CheckSoldierbGroupID);
lua_register(L, "GetGroup", l_GetGroup);
//02-04-2013
lua_register(L, "SetPendingNewScreen", l_SetPendingNewScreen);
lua_register(L, "AddFilesToPlayersLog", l_AddFilesToPlayersLog);
lua_register(L, "SetBobbyRSiteCanBeAccessed", l_fBobbyRSiteCanBeAccessed);
lua_register(L, "AddExitGridToWorld", l_AddExitGridToWorld);
lua_register(L, "WorldLevelDataMapElementRevealed", l_WorldLevelDataMAPELEMENT_REVEALED);
lua_register(L, "FindProfile", l_FindSoldierByProfileIDBool);
lua_register(L, "CreateKeyProfInv", l_CreateKeyProfInv);
lua_register(L, "CreateKeyAndAddKeyToPool", l_CreateKeyAndAddItemToPool);
lua_register(L, "CreateKeyProfInvAndAddKeyToPool", l_CreateKeyProfInvAndAddItemToPool);
lua_register(L, "PlayerTeamFull", l_PlayerTeamFull);
lua_register(L, "CheckProfileStrategicInsertionData", l_usStrategicInsertionDataProfileID);
lua_register(L, "CurrentSquad", l_CurrentSquad);
lua_register(L, "SetTacticalTraversal", l_SetgfTacticalTraversal);
lua_register(L, "GetTacticalTraversal", l_GetgfTacticalTraversal);
//Cursor
lua_register(L, "DestroyedTimeCursor", l_DestroyedTimeCursor);
//TalkingMenuDialogue
lua_register(L, "TalkingMenuDialogue", l_TalkingMenuDialogue);
lua_register(L, "StartDialogueMessageBox", l_StartDialogueMessageBox);
lua_register(L, "AddVolunteers", l_AddVolunteers);
lua_register(L, "GetVolunteers", l_GetVolunteers);
lua_register(L, "AddIntel", l_AddIntel);
lua_register(L, "GetIntel", l_GetIntel);
lua_register(L, "AddMilitiaResources", l_AddMilitiaResources);
lua_register(L, "GetMilitiaResources_Gun", l_GetMilitiaResources_Gun);
lua_register(L, "GetMilitiaResources_Armour", l_GetMilitiaResources_Armour);
lua_register(L, "GetMilitiaResources_Misc", l_GetMilitiaResources_Misc);
lua_register(L, "AddTownWorkers", l_AddTownWorkers);
lua_register(L, "GetTownWorkers", l_GetTownWorkers);
lua_register(L, "CreateArmedCivilain", l_CreateArmedCivilain);
lua_register(L, "CreateCivilian", l_CreateCivilian);
lua_register(L, "BuildFortification", l_BuildFortification);
lua_register(L, "RemoveFortification", l_RemoveFortification);
lua_register(L, "DestroyAndReplaceDecal", l_DestroyAndReplaceDecal);
lua_register(L, "GetFact", l_GetFact);
lua_register(L, "SetFact", l_SetFact);
lua_register(L, "GetModderLUAFact", l_GetModderLUAFact);
lua_register(L, "SetModderLUAFact", l_SetModderLUAFact);
lua_register(L, "SetScreenMsg", l_SetScreenMsg);
lua_register(L, "GetUsedLanguage", l_GetUsedLanguage);
lua_register(L, "DoInteractiveActionDefaultResult", l_DoInteractiveActionDefaultResult);
lua_register(L, "GiveExp", l_GiveExp);
lua_register(L, "NumNonPlayerTeamInSector", l_NumNonPlayerTeamInSector);
lua_register(L, "SetSamSiteHackStatus", l_SetSamSiteHackStatus);
lua_register(L, "GetSamSiteHackStatus", l_GetSamSiteHackStatus);
lua_register(L, "SetMiniGameType", l_SetMiniGameType);
lua_register(L, "DisplayPictureTactical", l_DisplayPictureTactical);
lua_register(L, "SoldierSpendMoney", l_SoldierSpendMoney);
lua_register(L, "SetAdditionalDialogue", l_SetAdditionalDialogue);
lua_register(L, "SetReplaceDialogue", l_SetReplaceDialogue);
lua_register(L, "PlaySound", l_PlaySound);
lua_register(L, "AddArmsDealerAdditionalIntelDataItem", l_AddArmsDealerAdditionalIntelDataItem);
lua_register(L, "SetPhotoFactLaptopData", l_SetPhotoFactLaptopData);
lua_register(L, "GetNumHostilesInSector", l_GetNumHostilesInSector);
lua_register(L, "SetIntelAndQuestMapDataForSector", l_SetIntelAndQuestMapDataForSector);
}
#ifdef NEWMUSIC
BOOLEAN LetLuaMusicControl(UINT8 Init)
{
const char* filename = "scripts\\Music.lua";
LuaScopeState _LS(true);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "Music").Call(0);
}
return true;
}
#endif
//------------------- intro -----------
BOOLEAN LuaIntro(UINT8 Init, UINT32 uiCurrentVideo, INT8 bIntroType, UINT32 iStringToUse)
{
const char* filename = "scripts\\Intro.lua";
LuaScopeState _LS(true);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "PrepareToExitIntroScreen").Call(0);
}
if (Init == 1)
{
LuaFunction(_LS.L, "GetNextIntroVideo").Param(uiCurrentVideo).Call(0);
}
if (Init == 2)
{
LuaFunction(_LS.L, "SetIntroType").Param<int>(bIntroType).Call(0);
}
return true;
}
static int l_DisplaySirtechSplashScreen(lua_State* L)
{
DisplaySirtechSplashScreen();
return 0;
}
static int l_gfIntroScreenExit(lua_State* L)
{
if (lua_gettop(L))
gfIntroScreenExit = lua_toboolean(L, 1);
return 0;
}
static int l_gfDoneWithSplashScreen(lua_State* L)
{
if (lua_gettop(L))
gfDoneWithSplashScreen = lua_toboolean(L, 1);
return 0;
}
static int l_guiIntroExitScreen(lua_State* L)
{
if (lua_gettop(L))
guiIntroExitScreen = lua_tointeger(L, 1);
return 0;
}
static int l_gbIntroScreenMode(lua_State* L)
{
if (lua_gettop(L))
gbIntroScreenMode = lua_tointeger(L, 1);
return 0;
}
static int l_iStringToUse(lua_State* L)
{
if (lua_gettop(L))
iStringToUseLua = lua_tointeger(L, 1);
return 0;
}
static int l_gfEnteringMapScreen(lua_State* L)
{
if (lua_gettop(L))
gfEnteringMapScreen = lua_toboolean(L, 1);
return 0;
}
static int l_StopVideo(lua_State* L)
{
StopIntroVideo();
Test = 1;
return 0;
}
static int l_StartVideo(lua_State* L)
{
Test = 0;
return 0;
}
//------------------- End intro -----------
#ifdef JA2UB
static int l_EnterTacticalInFinalSector(lua_State* L)
{
EnterTacticalInFinalSector();
return 0;
}
#endif
static int l_ReStartingGame(lua_State* L)
{
ReStartingGame();
return 0;
}
#ifdef JA2UB
BOOLEAN LetLuaMakeBadSectorListFromMapsOnHardDrive(UINT8 Init)
{
const char* filename = "scripts\\MakeMapsOnHardDrive.lua";
LuaScopeState _LS(true);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "MakeBadSectorListFromMapsOnHardDrive").Call(0);
}
return true;
}
BOOLEAN LuaInitStrategicLayer(UINT8 Init)
{
const char* filename = "scripts\\InitStrategicLayer.lua";
LuaScopeState _LS(true);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "InitStrategicLayer").Call(0);
}
return true;
}
#endif
static int l_SetHandleGlobalLoyaltyEvent(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT8 ubEventType = lua_tointeger(L, 1);
INT16 sSectorX = lua_tointeger(L, 2);
INT16 sSectorY = lua_tointeger(L, 3);
INT8 bSectorZ = lua_tointeger(L, 4);
HandleGlobalLoyaltyEvent(ubEventType, sSectorX, sSectorY, bSectorZ);
}
return 0;
}
static int l_gMercProfileGearset(lua_State* L)
{
if (lua_gettop(L) >= 8)
{
UINT8 ID = lua_tointeger(L, 1);
UINT8 i1 = lua_tointeger(L, 3);
UINT16 inv = lua_tointeger(L, 4);
UINT8 number = lua_tointeger(L, 5);
UINT8 status = lua_tointeger(L, 6);
UINT8 drop = lua_tointeger(L, 7);
UINT8 slot = lua_tointeger(L, 8);
gMercProfileGear[ID][i1].inv[slot] = inv;
gMercProfileGear[ID][i1].iNumber[slot] = number;
gMercProfileGear[ID][i1].iStatus[slot] = status;
gMercProfileGear[ID][i1].iDrop[slot] = drop;
}
return 0;
}
static int l_GuaranteeAtLeastXItemsOfIndex(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ShopID = lua_tointeger(L, 1);
UINT16 ItemsID = lua_tointeger(L, 2);
UINT32 VAL = lua_tointeger(L, 3);
GuaranteeAtLeastXItemsOfIndex(ShopID, ItemsID, VAL);
}
return 0;
}
static int l_GuaranteeAtMostNumOfItemsForItem(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ubArmsDealer = lua_tointeger(L, 1);
INT16 sItemIndex = lua_tointeger(L, 2);
UINT32 ubAtMostNumItems = lua_tointeger(L, 3);
GuaranteeAtMostNumOfItemsForItem(ubArmsDealer, sItemIndex, ubAtMostNumItems);
}
return 0;
}
static int l_FindUnderGroundSectorVisited(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 sSectorX = lua_tointeger(L, 1);
UINT8 sSectorY = lua_tointeger(L, 2);
UINT8 bLevel = lua_tointeger(L, 3);
UNDERGROUND_SECTORINFO* pSector = FindUnderGroundSector(sSectorX, sSectorY, bLevel);
BOOLEAN bol = FALSE;
if (pSector && pSector->fVisited)
bol = TRUE;
lua_pushboolean(L, bol);
}
return 1;
}
static int l_FindUnderGroundSector(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 sSectorX = lua_tointeger(L, 1);
UINT8 sSectorY = lua_tointeger(L, 2);
UINT8 bLevel = lua_tointeger(L, 3);
UNDERGROUND_SECTORINFO* pSector = FindUnderGroundSector(sSectorX, sSectorY, bLevel);
BOOLEAN bol = FALSE;
if (pSector)
bol = TRUE;
lua_pushboolean(L, bol);
}
return 1;
}
static int l_AddEnemyToUnderGroundSector(lua_State* L)
{
if (lua_gettop(L) >= 6)
{
UINT8 sSectorX = lua_tointeger(L, 1);
UINT8 sSectorY = lua_tointeger(L, 2);
UINT8 bLevel = lua_tointeger(L, 3);
UINT8 ubNumAdmins = lua_tointeger(L, 4);
UINT8 ubNumTroops = lua_tointeger(L, 5);
UINT8 ubNumElites = lua_tointeger(L, 6);
UINT8 ubNumTanks = lua_tointeger(L, 7);
UNDERGROUND_SECTORINFO* pSector = FindUnderGroundSector(sSectorX, sSectorY, bLevel);
if (pSector)
{
pSector->ubNumAdmins = ubNumAdmins;
pSector->ubNumTroops = ubNumTroops;
pSector->ubNumElites = ubNumElites;
pSector->ubNumTanks = ubNumTanks;
}
}
return 0;
}
static int l_WhoIs(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 whois = lua_tointeger(L, 1);
UINT8 Val = lua_tointeger(L, 2);
UINT8 Prof = 0;
if (gMercProfiles[Val].Type == whois)
Prof = Val;
lua_pushinteger(L, Prof);
}
return 1;
}
#ifdef JA2UB
static int l_HandlePlayerHittingSwitchToLaunchMissles(lua_State* L)
{
HandlePlayerHittingSwitchToLaunchMissles();
return 0;
}
static int l_HavePersonAtGridnoStop(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
HavePersonAtGridnoStop(sGridNo);
}
return 0;
}
static int l_HandleSeeingPowerGenFan(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
HandleSeeingPowerGenFan(sGridNo);
}
return 0;
}
static int l_HandleSwitchToOpenFortifiedDoor(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
HandleSwitchToOpenFortifiedDoor(sGridNo);
}
return 0;
}
static int l_HandleSeeingFortifiedDoor(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
HandleSeeingFortifiedDoor(sGridNo);
}
return 0;
}
static int l_ShouldThePlayerStopWhenWalkingOnBiggensActionItem(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubRecordNum = lua_tointeger(L, 1);
bool Bool = ShouldThePlayerStopWhenWalkingOnBiggensActionItem(ubRecordNum);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_HasNpcSaidQuoteBefore(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ubNPC = lua_tointeger(L, 1);
UINT8 ubRecord = lua_tointeger(L, 2);
bool Bool = HasNpcSaidQuoteBefore(ubNPC, ubRecord);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_SetNumberOfJa25BloodCatsInSector(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
INT8 bNumBloodCats = lua_tointeger(L, 3);
INT8 bBloodCatPlacements = lua_tointeger(L, 4);
SectorInfo[SECTOR(sSectorX, sSectorY)].bBloodCatPlacements = bBloodCatPlacements;
SectorInfo[SECTOR(sSectorX, sSectorY)].bBloodCats = bNumBloodCats;
}
return 0;
}
static int l_SetNumberJa25EnemiesInSurfaceSector(lua_State* L)
{
if ( lua_gettop(L) >= 3 )
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
UINT8 ubNumAdmins = lua_tointeger(L, 3);
UINT8 ubNumTroops = 0;
UINT8 ubNumElites = 0;
UINT8 ubNumTanks = 0;
UINT8 ubNumJeeps = 0;
UINT8 ubNumRobots = 0;
if ( lua_gettop(L) >= 4 )
{
ubNumTroops = lua_tointeger(L, 4);
}
if ( lua_gettop(L) >= 5 )
{
ubNumElites = lua_tointeger(L, 5);
}
if ( lua_gettop(L) >= 6 )
{
ubNumTanks = lua_tointeger(L, 6);
}
if ( lua_gettop(L) >= 7 )
{
ubNumJeeps = lua_tointeger(L, 7);
}
if ( lua_gettop(L) >= 8 )
{
ubNumRobots = lua_tointeger(L, 8);
}
SetNumberJa25EnemiesInSurfaceSector(SECTOR(sSectorX, sSectorY), ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots);
}
return 0;
}
static int l_Ja25SaveStructubJohnKulbaInitialSectorY(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 Y = lua_tointeger(L, 1);
gJa25SaveStruct.ubJohnKulbaInitialSectorY = Y;
}
return 0;
}
static int l_Ja25SaveStructubJohnKulbaInitialSectorX(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 X = lua_tointeger(L, 1);
gJa25SaveStruct.ubJohnKulbaInitialSectorX = X;
}
return 0;
}
//gJa25SaveStruct.fJohnKulbaIsInGame
static int l_Ja25SaveCheckStructJohnKulbaIsInGame(lua_State* L)
{
bool FactFalse = gJa25SaveStruct.fJohnKulbaIsInGame;
lua_pushboolean(L, FactFalse);
return 1;
}
//gJa25SaveStruct.fJohnKulbaIsInGame
static int l_Ja25SaveStructJohnKulbaIsInGame(lua_State* L)
{
if (lua_gettop(L))
{
bool FactFalse = lua_toboolean(L, 1);
gJa25SaveStruct.fJohnKulbaIsInGame = FactFalse;
}
return 0;
}
#endif
//-------------- End UB ----------------
static int l_WhoIsThere2(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT32 sGridNo = lua_tointeger(L, 1);
INT8 bLevel = lua_tointeger(L, 2);
UINT16 Val = WhoIsThere2(sGridNo, bLevel);
lua_pushinteger(L, Val);
}
return 1;
}
//set merc
static int l_SetMercProfiles(lua_State* L)
{
MERCPROFILESTRUCT* pProfile;
UINT8 idNPC;
UINT16 x = -1;
UINT16 y = -1;
UINT8 z = -1;
UINT32 Orders = -1;
UINT16 usEyesX = -1;
UINT16 usEyesY = -1;
UINT16 usMouthX = -1;
UINT16 usMouthY = -1;
UINT32 uiEyeDelay = -1;
UINT32 uiMouthDelay = -1;
UINT32 uiWeeklySalary = -1;
UINT32 uiBiWeeklySalary = -1;
INT16 sSalary = -1;
UINT8 ubBodyType = -1;
idNPC = lh_getIntegerFromTable(L, "IDProfile");
if (idNPC < NUM_PROFILES)
{
pProfile = &(gMercProfiles[idNPC]);
x = lh_getIntegerFromTable(L, "SectorX");
y = lh_getIntegerFromTable(L, "SectorY");
z = lh_getIntegerFromTable(L, "SectorZ");
usEyesX = lh_getIntegerFromTable(L, "EyesX");
usEyesY = lh_getIntegerFromTable(L, "EyesY");
usMouthX = lh_getIntegerFromTable(L, "MouthX");
usMouthY = lh_getIntegerFromTable(L, "MouthY");
uiEyeDelay = lh_getIntegerFromTable(L, "EyeDelay");
uiMouthDelay = lh_getIntegerFromTable(L, "MouthDelay");
uiWeeklySalary = lh_getIntegerFromTable(L, "WeeklySalary");
uiBiWeeklySalary = lh_getIntegerFromTable(L, "BiWeeklySalary");
sSalary = lh_getIntegerFromTable(L, "Salary");
ubBodyType = lh_getIntegerFromTable(L, "BodyType");
if (x != -1 && x >= 0 && x <= 16)
pProfile->sSectorX = x;
if (y != -1 && y >= 0 && y <= 16)
pProfile->sSectorY = y;
if (z != -1 && z <= 3)
pProfile->bSectorZ = z;
if (usEyesX != -1)
pProfile->usEyesX = usEyesX;
if (usEyesY != -1)
pProfile->usEyesY = usEyesY;
if (usMouthX != -1)
pProfile->usMouthX = usMouthX;
if (usMouthY != -1)
pProfile->usMouthY = usMouthY;
if (uiEyeDelay != -1)
pProfile->uiEyeDelay = uiEyeDelay;
if (uiMouthDelay != -1)
pProfile->uiMouthDelay = uiMouthDelay;
if (uiWeeklySalary != -1)
pProfile->uiWeeklySalary = uiWeeklySalary;
if (uiBiWeeklySalary != -1)
pProfile->uiBiWeeklySalary = uiBiWeeklySalary;
if (sSalary != -1)
pProfile->sSalary = sSalary;
if (ubBodyType != -1)
pProfile->ubBodyType = ubBodyType;
}
return 0;
}
/*
BOOLEAN LuaCheckFact ( UINT16 usFact, UINT8 ubProfileID , UINT32 Init )
{
char * filename = "scripts\\Quests.lua";
UINT32 size, bytesRead;
char* buffer;
HWFILE file = FileOpen(filename, FILE_ACCESS_READ, FALSE);
if (!file)
return false;
size = FileSize(filename);
buffer = new char[size+1];
buffer[size] = 0;
FileRead(file, buffer, size, &bytesRead);
FileClose(file);
lua_State *L = lua_open();
luaL_openlibs(L);
lua_register(L, "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
lua_register(L, "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(L,TRUE);
IniGlobalGameSetting(L);
if (luaL_dostring(L, buffer))
{
// oh noes, error
// TODO: write to log or something
return false;
}
if ( Init == 0 )
{
lua_getglobal(L , "CheckFact");
lua_pushnumber (L, usFact );
lua_pushnumber (L, ubProfileID );
lua_call(L,2,0);
}
lua_close(L);
delete[] buffer;
return true;
}
BOOLEAN LuaCheckForKingpinsMoneyMissing( BOOLEAN fFirstCheck, UINT8 Init)
{
char * filename = "scripts\\strategicmap.lua";
UINT32 size, bytesRead;
char* buffer;
HWFILE file = FileOpen(filename, FILE_ACCESS_READ, FALSE);
if (!file)
return false;
size = FileSize(filename);
buffer = new char[size+1];
buffer[size] = 0;
FileRead(file, buffer, size, &bytesRead);
FileClose(file);
lua_State *L = lua_open();
luaL_openlibs(L);
//init function
lua_register(L, "CheckFact", l_CheckFact);
lua_register(L, "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
IniFunction(L,TRUE);
IniGlobalGameSetting(L);
if (luaL_dostring(L, buffer))
{
// oh noes, error
// TODO: write to log or something
return false;
}
if ( Init == 0 )
{
lua_getglobal(L , "CheckForKingpinsMoneyMissing");
lua_pushboolean (L, fFirstCheck );
lua_call(L,1,0);
}
lua_close(L);
delete[] buffer;
return true;
}
BOOLEAN LuaHandleDelayedItemsArrival( UINT32 uiReason, UINT8 Init)
{
char * filename = "scripts\\strategicmap.lua";
UINT32 size, bytesRead;
char* buffer;
HWFILE file = FileOpen(filename, FILE_ACCESS_READ, FALSE);
if (!file)
return false;
size = FileSize(filename);
buffer = new char[size+1];
buffer[size] = 0;
FileRead(file, buffer, size, &bytesRead);
FileClose(file);
lua_State *L = lua_open();
luaL_openlibs(L);
//init function
lua_register(L, "CheckFact", l_CheckFact);
lua_register(L, "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
lua_register(L, "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(L,TRUE);
IniGlobalGameSetting(L);
if (luaL_dostring(L, buffer))
{
// oh noes, error
// TODO: write to log or something
return false;
}
if ( Init == 0 )
{
lua_getglobal(L , "HandleDelayedItemsArrival");
lua_pushnumber (L, uiReason );
lua_call(L,1,0);
}
lua_close(L);
delete[] buffer;
return true;
}
BOOLEAN LuaHandleQuestCodeOnSectorEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 Init)
{
char * filename = "scripts\\strategicmap.lua";
UINT32 size, bytesRead;
char* buffer;
HWFILE file = FileOpen(filename, FILE_ACCESS_READ, FALSE);
if (!file)
return false;
size = FileSize(filename);
buffer = new char[size+1];
buffer[size] = 0;
FileRead(file, buffer, size, &bytesRead);
FileClose(file);
lua_State *L = lua_open();
luaL_openlibs(L);
//init function
lua_register(L, "CheckFact", l_CheckFact);
lua_register(L, "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
lua_register(L, "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(L,TRUE);
IniGlobalGameSetting(L);
if (luaL_dostring(L, buffer))
{
// oh noes, error
// TODO: write to log or something
return false;
}
if ( Init == 0 )
{
lua_getglobal(L , "HandleQuestCodeOnSectorEntry");
lua_pushnumber (L, sSectorX );
lua_pushnumber (L, sSectorY );
lua_pushnumber (L, bSectorZ );
lua_call(L,3,0);
}
lua_close(L);
delete[] buffer;
return true;
}
*/
BOOLEAN LuaHandleQuestCodeOnSector(INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 Init)
{
const char* filename = "scripts\\strategicmap.lua";
LuaScopeState _LS(true);
lua_register(_LS.L(), "CheckFact", l_CheckFact);
lua_register(_LS.L(), "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
lua_register(_LS.L(), "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
lua_register(_LS.L(), "SetProfileStrategicInsertionData", l_ProfilesStrategicInsertionData);
lua_register(_LS.L(), "CreateArmedCivilain", l_CreateArmedCivilain);
lua_register(_LS.L(), "BuildFortification", l_BuildFortification);
lua_register(_LS.L(), "RemoveFortification", l_RemoveFortification);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "HandleQuestCodeOnSectorExit").Param<int>(sSectorX).Param<int>(sSectorY).Param<int>(bSectorZ).Call(3);
}
if (Init == 1)
{
LuaFunction(_LS.L, "HandleQuestCodeOnSectorEntry").Param<int>(sSectorX).Param<int>(sSectorY).Param<int>(bSectorZ).Call(3);
}
return true;
}
void LuaHandleSectorLiberation(INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fFirstTime)
{
const char* filename = "scripts\\strategicmap.lua";
LuaScopeState _LS(true);
lua_register(_LS.L(), "CheckFact", l_CheckFact);
lua_register(_LS.L(), "AddVolunteers", l_AddVolunteers);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
LuaFunction(_LS.L, "HandleSectorLiberation").Param<int>(sSectorX).Param<int>(sSectorY).Param<int>(bSectorZ).Param<bool>(fFirstTime).Call(4);
}
void LuaHandleInteractiveActionResult(INT16 sSectorX, INT16 sSectorY,
INT8 bSectorZ,
INT32 sGridNo, UINT8 bLevel, SoldierID ubId,
UINT16 usActionType, INT32 sLuaactionid, INT32 difficulty, UINT16 skill)
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS(true);
lua_register(_LS.L(), "CheckFact", l_CheckFact);
lua_register(_LS.L(), "AddVolunteers", l_AddVolunteers);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
LuaFunction(_LS.L, "HandleInteractiveActionResult").Param<int>(sSectorX).Param<int>(sSectorY).Param<int>(bSectorZ).Param<int>(sGridNo).Param<int>(bLevel).Param<int>(ubId.i).Param<int>(usActionType).Param<int>(sLuaactionid).Param<int>(difficulty).Param<int>(skill).Call(10);
}
void LuaRecruitRPCAdditionalHandling(UINT8 usProfile)
{
const char* filename = "scripts\\strategicmap.lua";
LuaScopeState _LS(true);
lua_register(_LS.L(), "CheckFact", l_CheckFact);
lua_register(_LS.L(), "AddVolunteers", l_AddVolunteers);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
LuaFunction(_LS.L, "RecruitRPCAdditionalHandling").Param<int>(usProfile).Call(1);
}
void LuaHandleSectorTacticalEntry(INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fHasEverBeenPlayerControlled)
{
const char* filename = "scripts\\strategicmap.lua";
LuaScopeState _LS(true);
lua_register(_LS.L(), "CheckFact", l_CheckFact);
lua_register(_LS.L(), "SECTORX", l_SECTORX);
lua_register(_LS.L(), "SECTORY", l_SECTORY);
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).Param<bool>(fHasEverBeenPlayerControlled).Call(4);
}
BOOLEAN LetLuaGameInit(UINT8 Init)
{
const char* filename = "scripts\\GameInit.lua";
LuaScopeState _LS(true);
lua_register(_LS.L(), "CheckFact", l_CheckFact);
lua_register(_LS.L(), "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
//lua_register(_LS.L(), "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "InitNewGame").Call(0);
}
if (Init == 1)
{
LuaFunction(_LS.L, "InitNPCs").Call(0);
}
if (Init == 2)
{
LuaFunction(_LS.L, "InitStrategicLayer").Call(0);
}
return true;
}
BOOLEAN LuaHandleNPCTeamMemberDeath(UINT8 ProfileId, UINT8 Init)
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS(true);
lua_register(_LS.L(), "CheckFact", l_CheckFact);
lua_register(_LS.L(), "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
lua_register(_LS.L(), "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "HandleNPCTeamMemberDeath").Param<int>(ProfileId).Call(1);
}
return true;
}
BOOLEAN LuaHandlePlayerTeamMemberDeath(UINT8 ProfileId, UINT8 Init)
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS(true);
lua_register(_LS.L(), "CheckFact", l_CheckFact);
lua_register(_LS.L(), "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
lua_register(_LS.L(), "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "HandlePlayerTeamMemberDeath").Param<int>(ProfileId).Call(1);
}
return true;
}
BOOLEAN LuaExecuteStrategicEvent(UINT8 EventCallbackID, UINT32 EventTimeStamp, UINT32 EventTimeOffset, UINT8 EventType, UINT8 EventFlags, UINT32 EventParam, UINT32 Init)
{
const char* filename = "scripts\\GameEventHook.lua";
LuaScopeState _LS(true);
IniFunction(_LS.L(), FALSE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "ExecuteStrategicEvent").Param<int>(EventCallbackID).Param<int>(EventTimeStamp).Param<int>(EventTimeOffset).Param<int>(EventType).Param<int>(EventFlags).Param<int>(EventParam).Call(6);
}
return true;
}
BOOLEAN LuaInternalQuest(UINT8 ubQuest, INT16 sSectorX, INT16 sSectorY, BOOLEAN fUpdateHistory, UINT32 Init)
{
const char* filename = "scripts\\Quests.lua";
LuaScopeState _LS(true);
lua_register(_LS.L(), "CreateArmedCivilain", l_CreateArmedCivilain);
IniFunction(_LS.L(), FALSE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "InternalEndQuest").Param<int>(ubQuest).Param<int>(sSectorX).Param<int>(sSectorY).Param<bool>(fUpdateHistory).Call(4);
}
else if (Init == 1)
{
LuaFunction(_LS.L, "InternalStartQuest").Param<int>(ubQuest).Param<int>(sSectorX).Param<int>(sSectorY).Param<bool>(fUpdateHistory).Call(4);
}
return true;
}
BOOLEAN LetLuaMyCustomHandleAtNewGridNo(UINT8 bNewSide, UINT8 ProfileId, UINT8 Init)
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS(true);
// lua_register(_LS.L(), "CheckFact", l_CheckFact);
lua_register(_LS.L(), "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
// lua_register(_LS.L(), "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "HandleAtNewGridNo").Param<int>(ProfileId).Call(0);
}
return true;
}
BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum)
{
CHAR8 filename[255];
sprintf(filename, "scripts\\HandleNPCDoAction\\%03d.lua", usActionCode);
LuaScopeState _LS(true);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "LoadScr").Param<int>(ubTargetNPC).Param<int>(usActionCode).Param<int>(ubQuoteNum).Call(3);
}
return true;
}
// FIXME: Right now this function returns the very first pSoldier from CIV_TEAM that is active and in sector
// Neither one of the function arguments are used inside the function and the only place where this is called
// makes it look like it *is* supposed to match against specific profile *and* restrict the search to player mercs.
// That last part makes no sense since player mercs are part of OUR_TEAM
static SOLDIERTYPE* FindSoldierByProfileID2(UINT8 ubProfileID, BOOLEAN fPlayerMercsOnly)
{
SoldierID soldier = gTacticalStatus.Team[CIV_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[CIV_TEAM].bLastID;
for (; soldier <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++soldier)
{
if (soldier->bActive && soldier->bInSector)
{
return(soldier);
}
}
return(NULL);
}
//--------------------------------
BOOLEAN LuaHandleNPCDoAction(UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum, UINT8 InitFunction)
{
char* filename = "scripts\\InterfaceDialogue.lua";
UINT32 size, bytesRead;
char* buffer;
HWFILE file = FileOpen(filename, FILE_ACCESS_READ, FALSE);
if (!file)
return false;
size = FileSize(filename);
buffer = new char[size + 1];
buffer[size] = 0;
FileRead(file, buffer, size, &bytesRead);
FileClose(file);
lua_State* L = lua_open();
luaL_openlibs(L);
//init function
lua_register(L, "CheckFact", l_CheckFact);
lua_register(L, "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
lua_register(L, "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(L, TRUE);
IniGlobalGameSetting(L);
if (luaL_dostring(L, buffer))
{
// oh noes, error
// TODO: write to log or something
return false;
}
if (InitFunction == 0)
{
lua_getglobal(L, "HandleNPCDoAction");
lua_pushnumber(L, ubTargetNPC);
lua_pushnumber(L, usActionCode);
lua_pushnumber(L, ubQuoteNum);
lua_call(L, 3, 0);
}
lua_close(L);
delete[] buffer;
return true;
}
BOOLEAN LetLuaInterfaceDialogue(UINT8 ubNPC, UINT8 InitFunction)
{
const char* filename = "scripts\\InterfaceDialogue.lua";
LuaScopeState _LS(true);
lua_register(_LS.L(), "CheckFact", l_CheckFact);
lua_register(_LS.L(), "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
lua_register(_LS.L(), "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (InitFunction == 0)
{
LuaFunction(_LS.L, "CarmenLeavesSectorCallback").Call(0);
}
if (InitFunction == 1)
{
LuaFunction(_LS.L, "HandleStuffForNPCEscorted").Param<int>(ubNPC).Call(1);
}
return true;
}
BOOLEAN LetLuaPerformItemAction(UINT32 ActionID, INT32 sGridNo, UINT8 InitFunction)
{
const char* filename = "scripts\\ExplosionControl.lua";
LuaScopeState _LS(true);
lua_register(_LS.L(), "CheckFact", l_CheckFact);
lua_register(_LS.L(), "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
lua_register(_LS.L(), "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (InitFunction == 0)
{
LuaFunction(_LS.L, "PerformItemAction").Param<int>(ActionID).Param<int>(sGridNo).Call(2);
}
return true;
}
BOOLEAN LetLuaHourlyQuestUpdate(UINT8 Init)
{
const char* filename = "scripts\\HourlyUpdate.lua";
LuaScopeState _LS(true);
//lua_register(_LS.L(), "CheckFact", l_CheckFact);
//lua_register(_LS.L(), "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
//lua_register(_LS.L(), "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
//-----boxer------ only hourly quest update
lua_register(_LS.L(), "gfBoxerFought", l_SetgfBoxerFought);
lua_register(_LS.L(), "SetgfBoxersResting", l_SetgfBoxersResting);
lua_register(_LS.L(), "SetgubBoxersRests", l_SetgubBoxersRests);
lua_register(_LS.L(), "GetWorldHour", l_GetWorldHour);
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "HourlyQuestUpdate").Call(0);
}
return true;
}
//object
//---------------
#ifdef JA2UB
static int l_InitMercgridNo0(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
gGameUBOptions.InitialHeliGridNo[0] = sGridNo;
}
return 0;
}
static int l_InitMercgridNo1(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
gGameUBOptions.InitialHeliGridNo[1] = sGridNo;
}
return 0;
}
static int l_InitMercgridNo2(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
gGameUBOptions.InitialHeliGridNo[2] = sGridNo;
}
return 0;
}
static int l_InitMercgridNo3(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
gGameUBOptions.InitialHeliGridNo[3] = sGridNo;
}
return 0;
}
static int l_InitMercgridNo4(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
gGameUBOptions.InitialHeliGridNo[4] = sGridNo;
}
return 0;
}
static int l_InitMercgridNo5(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
gGameUBOptions.InitialHeliGridNo[5] = sGridNo;
}
return 0;
}
static int l_InitMercgridNo6(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
gGameUBOptions.InitialHeliGridNo[6] = sGridNo;
}
return 0;
}
static int l_InitJerryGridNo(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
gGameUBOptions.JerryGridNo = sGridNo;
}
return 0;
}
static int l_Ja25STOGIE_UB(lua_State* L)
{
lua_pushinteger(L, STOGIE_UB);
return 1;
}
static int l_Ja25RUDY_UB(lua_State* L)
{
lua_pushinteger(L, RUDY_UB);
return 1;
}
static int l_Ja25MORRIS_UB(lua_State* L)
{
lua_pushinteger(L, MORRIS_UB);
return 1;
}
static int l_Ja25RAUL_UB(lua_State* L)
{
lua_pushinteger(L, RAUL_UB);
return 1;
}
static int l_Ja25BETTY_UB(lua_State* L)
{
lua_pushinteger(L, BETTY_UB);
return 1;
}
static int l_Ja25PGMALE4_UB(lua_State* L)
{
lua_pushinteger(L, PGMALE4_UB);
return 1;
}
static int l_Ja2JERRY_MILO_UB(lua_State* L)
{
lua_pushinteger(L, JERRY_MILO_UB);
return 1;
}
static int l_Ja25GASTON_UB(lua_State* L)
{
lua_pushinteger(L, GASTON_UB);
return 1;
}
static int l_Ja25MANUEL_UB(lua_State* L)
{
lua_pushinteger(L, MANUEL_UB);
return 1;
}
static int l_Ja25BIGGENS_UB(lua_State* L)
{
lua_pushinteger(L, BIGGENS_UB);
return 1;
}
static int l_Ja25JOHN_K_UB(lua_State* L)
{
lua_pushinteger(L, JOHN_K_UB);
return 1;
}
static int l_Ja25TEX_UB(lua_State* L)
{
lua_pushinteger(L, TEX_UB);
return 1;
}
static int l_setLaptopQuest(lua_State* L)
{
if (lua_gettop(L))
{
bool set = lua_toboolean(L, 1);
gGameUBOptions.LaptopQuestEnabled = set;
}
return 0;
}
static int l_setInJerry(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
bool set = lua_toboolean(L, 1);
INT32 sGridNo = lua_tointeger(L, 2);
gGameUBOptions.InJerry = set;
if (sGridNo > 0)
gGameUBOptions.JerryGridNo = sGridNo;
else if (sGridNo < 0)
gGameUBOptions.JerryGridNo = 15943;
}
return 0;
}
static int l_setJerryQuotes(lua_State* L)
{
if (lua_gettop(L))
{
bool set = lua_toboolean(L, 1);
gGameUBOptions.JerryQuotes = set;
}
return 0;
}
static int l_setInGameHeliCrash(lua_State* L)
{
if (lua_gettop(L))
{
bool set = lua_toboolean(L, 1);
gGameUBOptions.InGameHeliCrash = set;
}
return 0;
}
static int l_setInGameHeli(lua_State* L)
{
if (lua_gettop(L))
{
bool set = lua_toboolean(L, 1);
gGameUBOptions.InGameHeli = set;
}
return 0;
}
static int l_SetInternalLocateGridNo(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
gGameUBOptions.LOCATEGRIDNO = sGridNo;
}
return 0;
}
#endif
static int l_ExecuteTacticalTextBox(lua_State* L)
{
//wchar_t sText[400];
//UINT32 uiStartLoc = 0;
//#define LANGMESSAGEFILE "BinaryData\\TacticalMessages.EDT"
//#define EDT_SIZE 400 * 2
if (lua_gettop(L) >= 2)
{
CHAR16 zString[512];
INT16 sLeftPosition = lua_tointeger(L, 1);
UINT32 idText = lua_tointeger(L, 2);
/*
if ( FileExists(LANGMESSAGEFILE) )
{
uiStartLoc = EDT_SIZE * idText;
LoadEncryptedDataFromFile(LANGMESSAGEFILE, sText, uiStartLoc, EDT_SIZE);
swprintf( zString, sText );
}
else
{
//Create the string
swprintf( zString, L"Empty Text" );
}
*/
if (idText < 1000)
{
swprintf(zString, XMLTacticalMessages[idText]);
if (sLeftPosition <= 0) { sLeftPosition = 110; }
ExecuteTacticalTextBox(sLeftPosition, zString);
}
}
return 0;
}
static int l_SetMercArrivalLocation(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 GridNo = lua_tointeger(L, 1);
gGameExternalOptions.iInitialMercArrivalLocation = GridNo;
}
return 0;
}
static int l_GetDefaultArrivalSectorY(lua_State* L)
{
lua_pushinteger(L, gsMercArriveSectorY);
return 1;
}
static int l_GetDefaultArrivalSectorX(lua_State* L)
{
lua_pushinteger(L, gsMercArriveSectorX);
return 1;
}
static int l_GetDefaultArrivalSector(lua_State* L)
{
lua_pushinteger(L, gsMercArriveSectorX);
lua_pushinteger(L, gsMercArriveSectorY);
return 2;
}
static int l_SetDefaultArrivalSector(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 sSectorX = lua_tointeger(L, 1);
UINT8 sSectorY = lua_tointeger(L, 2);
if ((sSectorX >= 1 || sSectorX <= 16) && (sSectorY >= 1 || sSectorY <= 16))
{
gsMercArriveSectorX = sSectorX;
gsMercArriveSectorY = sSectorY;
#ifdef JA2UB
JA2_5_START_SECTOR_X = sSectorX;
JA2_5_START_SECTOR_Y = sSectorY;
#endif
gGameExternalOptions.ubDefaultArrivalSectorX = sSectorX;
gGameExternalOptions.ubDefaultArrivalSectorY = sSectorY;
}
else
{
#ifdef JA2UB
JA2_5_START_SECTOR_X = 7;
JA2_5_START_SECTOR_Y = 8;
gsMercArriveSectorX = 7;
gsMercArriveSectorY = 8;
gGameExternalOptions.ubDefaultArrivalSectorX = 7;
gGameExternalOptions.ubDefaultArrivalSectorY = 8;
#else
gsMercArriveSectorX = 9;
gsMercArriveSectorY = 1;
gGameExternalOptions.ubDefaultArrivalSectorX = 9;
gGameExternalOptions.ubDefaultArrivalSectorY = 1;
#endif
}
}
return 0;
}
static int l_BoxerExists(lua_State* L)
{
BOOLEAN Bool = BoxerExists();
lua_pushboolean(L, Bool);
return 1;
}
static int l_gubBoxerID(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 val = lua_tointeger(L, 1);
UINT16 val2 = lua_tointeger(L, 2);
if (val <= 2)
{
gubBoxerID[val] = val2;
DebugQuestInfo(String("Lua: set gubBoxerID[%d] %d", val, gubBoxerID[val]));
}
}
return 0;
}
static int l_CheckTalkerUnpropositionedFemale(lua_State* L)
{
bool Bool = CheckTalkerUnpropositionedFemale();
lua_pushboolean(L, Bool);
return 1;
}
static int l_RepairmanIsFixingItemsButNoneAreDoneYet(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubProfileID = lua_tointeger(L, 1);
bool Bool = RepairmanIsFixingItemsButNoneAreDoneYet(ubProfileID);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_CurrentPlayerProgressPercentage(lua_State* L)
{
UINT8 val = CurrentPlayerProgressPercentage();
lua_pushinteger(L, val);
return 1;
}
static int l_SetgMercProfilesbTown(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ubProfileID = lua_tointeger(L, 1);
UINT32 Town = lua_tointeger(L, 2);
gMercProfiles[ubProfileID].bTown = Town;
}
return 0;
}
static int l_InitProfile(lua_State* L)
{
if (lua_gettop(L) >= 5)
{
UINT8 ubProfileID = lua_tointeger(L, 1);
UINT16 x = lua_tointeger(L, 2);
UINT16 y = lua_tointeger(L, 3);
UINT8 z = lua_tointeger(L, 4);
UINT32 sGridNo = lua_tointeger(L, 5);
gMercProfiles[ubProfileID].sSectorX = x;
gMercProfiles[ubProfileID].sSectorY = y;
gMercProfiles[ubProfileID].bSectorZ = z;
gMercProfiles[ubProfileID].sGridNo = sGridNo;
gMercProfiles[ubProfileID].fUseProfileInsertionInfo = TRUE;
gMercProfiles[ubProfileID].ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
gMercProfiles[ubProfileID].usStrategicInsertionData = sGridNo;
}
return 0;
}
static int l_GetgMercProfilesbTown(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubProfileID = lua_tointeger(L, 1);
UINT32 val = gMercProfiles[ubProfileID].bTown;
lua_pushinteger(L, val);
}
return 1;
}
static int l_SetusTotalDaysServed(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ProfilID = lua_tointeger(L, 1);
UINT32 val = lua_tointeger(L, 2);
gMercProfiles[ProfilID].usTotalDaysServed = val;
}
return 0;
}
static int l_GetusTotalDaysServed(lua_State* L)
{
if (lua_gettop(L))
{
INT8 ProfilID = lua_tointeger(L, 1);
UINT32 val = gMercProfiles[ProfilID].usTotalDaysServed;
lua_pushinteger(L, val);
}
return 1;
}
static int l_SetgfTownUsesLoyalty(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 bTown = lua_tointeger(L, 1);
bool Bool = lua_tointeger(L, 2);
gfTownUsesLoyalty[bTown] = Bool;
}
return 0;
}
static int l_GetgfTownUsesLoyalty(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 bTown = lua_tointeger(L, 1);
bool Bool = gfTownUsesLoyalty[bTown];
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_SetTownLoyaltyfLiberatedAlready(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 bTown = lua_tointeger(L, 1);
bool Bool = lua_tointeger(L, 2);
gTownLoyalty[bTown].fLiberatedAlready = Bool;
}
return 0;
}
static int l_GetTownLoyaltyfLiberatedAlready(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 bTown = lua_tointeger(L, 1);
bool Bool = gTownLoyalty[bTown].fLiberatedAlready;
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_SetTownLoyaltyfStarted(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 bTown = lua_tointeger(L, 1);
bool Bool = lua_toboolean(L, 2);
gTownLoyalty[bTown].fStarted = Bool;
}
return 0;
}
static int l_GetTownLoyaltyfStarted(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 bTown = lua_tointeger(L, 1);
bool Bool = gTownLoyalty[bTown].fStarted;
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_SetTownLoyaltysChange(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 bTown = lua_tointeger(L, 1);
INT16 val = lua_tointeger(L, 2);
gTownLoyalty[bTown].sChange = val;
}
return 0;
}
static int l_GetTownLoyaltysChange(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 bTown = lua_tointeger(L, 1);
INT16 val = gTownLoyalty[bTown].sChange;
lua_pushinteger(L, val);
}
return 1;
}
static int l_SetTownLoyaltyubRating(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 bTown = lua_tointeger(L, 1);
UINT8 val = lua_tointeger(L, 2);
gTownLoyalty[bTown].ubRating = val;
}
return 0;
}
static int l_GetTownLoyaltyubRating(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 bTown = lua_tointeger(L, 1);
UINT8 val = gTownLoyalty[bTown].ubRating;
lua_pushinteger(L, val);
}
return 1;
}
static int l_GetTownIdForSector(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
INT16 sMapX = lua_tointeger(L, 1);
INT16 sMapY = lua_tointeger(L, 2);
UINT8 val = GetTownIdForSector(sMapX, sMapY);
lua_pushinteger(L, val);
}
return 1;
}
static int l_UpdateMercsInSector(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
INT8 bSectorZ = lua_tointeger(L, 3);
UpdateMercsInSector(sSectorX, sSectorY, bSectorZ);
}
return 0;
}
static int l_CheckIfEntireTownHasBeenLiberated(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT8 bTownId = lua_tointeger(L, 1);
INT16 sSectorX = lua_tointeger(L, 2);
INT16 sSectorY = lua_tointeger(L, 3);
CheckIfEntireTownHasBeenLiberated(bTownId, sSectorX, sSectorY);
}
return 0;
}
static int l_CheckIfEntireTownHasBeenLost(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT8 bTownId = lua_tointeger(L, 1);
INT16 sSectorX = lua_tointeger(L, 2);
INT16 sSectorY = lua_tointeger(L, 3);
CheckIfEntireTownHasBeenLost(bTownId, sSectorX, sSectorY);
}
return 0;
}
static int l_DidFirstBattleTakePlaceInThisTown(lua_State* L)
{
if (lua_gettop(L))
{
INT8 bTownId = lua_tointeger(L, 1);
bool Bool = DidFirstBattleTakePlaceInThisTown(bTownId);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_SetTheFirstBattleSector(lua_State* L)
{
if (lua_gettop(L))
{
INT16 sSectorValue = lua_tointeger(L, 1);
SetTheFirstBattleSector(sSectorValue);
}
return 0;
}
// used when monsters attack a town sector without going through tactical and they win
static int l_AdjustLoyaltyForCivsEatenByMonsters(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
UINT8 ubHowMany = lua_tointeger(L, 3);
AdjustLoyaltyForCivsEatenByMonsters(sSectorX, sSectorY, ubHowMany, (guCreatureAttackType == CREATURE_ATTACK_TYPE_BANDIT));
}
return 0;
}
static int l_IsTownUnderCompleteControlByPlayer(lua_State* L)
{
if (lua_gettop(L))
{
INT8 bTownId = lua_tointeger(L, 1);
INT32 val = IsTownUnderCompleteControlByPlayer(bTownId);
lua_pushinteger(L, val);
}
return 1;
}
static int l_GetNumberOfWholeTownsUnderControl(lua_State* L)
{
INT32 val = GetNumberOfWholeTownsUnderControl();
lua_pushinteger(L, val);
return 1;
}
static int l_SetCurrentWorldSector(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT16 sMapX = lua_tointeger(L, 1);
INT16 sMapY = lua_tointeger(L, 2);
INT8 bMapZ = lua_tointeger(L, 3);
bool Bool = SetCurrentWorldSector(sMapX, sMapY, bMapZ);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_TalkingMenuDialogue(lua_State* L)
{
if (lua_gettop(L))
{
UINT16 usQuoteNum = lua_tointeger(L, 1);
TalkingMenuDialogue(usQuoteNum);
}
return 0;
}
static int l_CurrentSquad(lua_State* L)
{
INT32 squad = CurrentSquad();
lua_pushinteger(L, squad);
return 1;
}
static int l_SetgfTacticalTraversal(lua_State* L)
{
if (lua_gettop(L))
{
bool bol = lua_toboolean(L, 1);
gfTacticalTraversal = bol;
}
return 0;
}
static int l_GetgfTacticalTraversal(lua_State* L)
{
bool Bol = gfTacticalTraversal;
lua_pushboolean(L, Bol);
return 1;
}
static int l_DestroyedTimeCursor(lua_State* L)
{
gTacticalStatus.uiFlags &= ~ENGAGED_IN_CONV;
return 0;
}
static int l_EnterSector(lua_State* L)
{
if (lua_gettop(L))
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
INT8 bSectorZ = lua_tointeger(L, 3);
bool Bool = EnterSector(sSectorX, sSectorY, bSectorZ);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_FadeInGameScreen(lua_State* L)
{
FadeInGameScreen();
return 0;
}
static int l_FadeOutGameScreen(lua_State* L)
{
FadeOutGameScreen();
return 0;
}
int l_InitMapProfil(lua_State* L)
{
if (lua_gettop(L) >= 5)
{
UINT8 prof = lua_tointeger(L, 1);
INT16 x = lua_tointeger(L, 2);
INT16 y = lua_tointeger(L, 3);
INT8 z = lua_tointeger(L, 4);
UINT32 gridno = lua_tointeger(L, 5);
gMercProfiles[prof].sSectorX = x;
gMercProfiles[prof].sSectorY = y;
gMercProfiles[prof].bSectorZ = z;
gMercProfiles[prof].sGridNo = gridno;
gMercProfiles[prof].fUseProfileInsertionInfo = TRUE;
gMercProfiles[prof].ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
gMercProfiles[prof].usStrategicInsertionData = gridno;
}
return 0;
}
static int l_ProfilesStrategicInsertionData(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ProfilID = lua_tointeger(L, 1);
INT32 sGridNo = lua_tointeger(L, 2);
if (ProfilID != NO_PROFILE)
{
gMercProfiles[ProfilID].sGridNo = sGridNo;
gMercProfiles[ProfilID].fUseProfileInsertionInfo = TRUE;
gMercProfiles[ProfilID].ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
gMercProfiles[ProfilID].usStrategicInsertionData = sGridNo;
gMercProfiles[ProfilID].ubMiscFlags3 = PROFILE_MISC_FLAG3_PERMANENT_INSERTION_CODE;
}
}
return 0;
}
static int l_SetGroupNextSectorValue(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
UINT8 ubGroupID = lua_tointeger(L, 3);
SetGroupNextSectorValue(sSectorX, sSectorY, ubGroupID);
}
return 0;
}
static int l_SetGroupSectorValue(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
INT16 sSectorZ = lua_tointeger(L, 3);
UINT8 ubGroupID = lua_tointeger(L, 4);
SetGroupSectorValue(sSectorX, sSectorY, sSectorZ, ubGroupID);
}
return 0;
}
static int l_DeleteMercInventory(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ID = lua_tointeger(L, 1);
UINT32 inv = lua_tointeger(L, 2);
gMercProfiles[ID].inv[inv] = 0;
gMercProfiles[ID].bInvStatus[inv] = 0;
gMercProfiles[ID].bInvNumber[inv] = 0;
}
return 0;
}
static int l_StrategicPythSpacesAway(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
INT16 sOrigin = lua_tointeger(L, 1);
INT16 sDest = lua_tointeger(L, 2);
INT16 val = StrategicPythSpacesAway(sOrigin, sDest);
lua_pushinteger(L, val);
}
return 1;
}
static int l_GetMercArrivalTimeOfDay(lua_State* L)
{
UINT32 val = GetMercArrivalTimeOfDay();
lua_pushinteger(L, val);
return 1;
}
static int l_NumberOfMercsOnPlayerTeam(lua_State* L)
{
UINT16 val = NumberOfMercsOnPlayerTeam();
lua_pushinteger(L, val);
return 1;
}
static int l_IsMercHireable(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubMercID = lua_tointeger(L, 1);
bool Bool = IsMercHireable(ubMercID);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_IsMercDead(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubMercID = lua_tointeger(L, 1);
bool Bool = IsMercDead(ubMercID);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_ResetHistoryFact(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ubCode = lua_tointeger(L, 1);
INT16 sSectorX = lua_tointeger(L, 2);
INT16 sSectorY = lua_tointeger(L, 3);
ResetHistoryFact(ubCode, sSectorX, sSectorY);
}
return 0;
}
static int l_SetHistoryFact(lua_State* L)
{
if (lua_gettop(L) >= 5)
{
UINT8 ubCode = lua_tointeger(L, 1);
UINT8 ubSecondCode = lua_tointeger(L, 2);
UINT32 uiDate = lua_tointeger(L, 3);
INT16 sSectorX = lua_tointeger(L, 4);
INT16 sSectorY = lua_tointeger(L, 5);
SetHistoryFact(ubCode, ubSecondCode, uiDate, sSectorX, sSectorY);
}
return 0;
}
static int l_SectorEnemy(lua_State* L)
{
UINT16 x = 0;
UINT16 y = 0;
UINT8 TROOPS_ILOSC = 0;
UINT8 ELITA_ILOSC = 0;
UINT8 CREATURE_ILOSC = 0;
UINT8 TANKS_ILOSC = 0;
x = lh_getIntegerFromTable(L, "SectorX");
y = lh_getIntegerFromTable(L, "SectorY");
TROOPS_ILOSC = lh_getIntegerFromTable(L, "Troops");
ELITA_ILOSC = lh_getIntegerFromTable(L, "Elite");
CREATURE_ILOSC = lh_getIntegerFromTable(L, "Creature");
TANKS_ILOSC = lh_getIntegerFromTable(L, "Tanks");
if (x >= 1 && x <= 16 && y >= 1 && y <= 16)
{
SectorInfo[(UINT8)SECTOR(x, y)].ubNumTroops = TROOPS_ILOSC;
SectorInfo[(UINT8)SECTOR(x, y)].ubNumElites = ELITA_ILOSC;
SectorInfo[(UINT8)SECTOR(x, y)].ubNumCreatures = CREATURE_ILOSC;
SectorInfo[(UINT8)SECTOR(x, y)].ubNumTanks = TANKS_ILOSC;
}
return 0;
}
static int l_SECTOR(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT16 x = lua_tointeger(L, 1);
UINT16 y = lua_tointeger(L, 2);
UINT8 val = SECTOR(x, y);
lua_pushinteger(L, val);
}
return 1;
}
static int l_SECTORX(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 sector = lua_tointeger(L, 1);
UINT8 val = SECTORX(sector);
lua_pushinteger(L, val);
}
return 1;
}
static int l_SECTORY(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 sector = lua_tointeger(L, 1);
UINT8 val = SECTORY(sector);
lua_pushinteger(L, val);
}
return 1;
}
static int l_CALCULATE_STRATEGIC_INDEX(lua_State* L)
{
if (lua_gettop(L))
{
UINT16 x = lua_tointeger(L, 1);
UINT16 y = lua_tointeger(L, 2);
UINT8 val = CALCULATE_STRATEGIC_INDEX(x, y);
lua_pushinteger(L, val);
}
return 1;
}
static int l_SectorInfoBloodCats(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 idSector = lua_tointeger(L, 1);
INT16 val = SectorInfo[idSector].bBloodCats;
lua_pushinteger(L, val);
}
return 1;
}
static int l_IsHisMineAtMaxProduction(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubMinerProfileId = lua_tointeger(L, 1);
bool Bool = IsHisMineAtMaxProduction(ubMinerProfileId);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_IsHisMineLostAndRegained(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubMinerProfileId = lua_tointeger(L, 1);
bool Bool = IsHisMineLostAndRegained(ubMinerProfileId);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_IsHisMineInfested(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubMinerProfileId = lua_tointeger(L, 1);
bool Bool = IsHisMineInfested(ubMinerProfileId);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_IsHisMineDisloyal(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubMinerProfileId = lua_tointeger(L, 1);
bool Bool = IsHisMineDisloyal(ubMinerProfileId);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_IsHisMineEmpty(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubMinerProfileId = lua_tointeger(L, 1);
bool Bool = IsHisMineEmpty(ubMinerProfileId);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_IsHisMineRunningOut(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubMinerProfileId = lua_tointeger(L, 1);
bool Bool = IsHisMineRunningOut(ubMinerProfileId);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_GetHeadMinersMineIndex(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubMinerProfileId = lua_tointeger(L, 1);
UINT8 ID2 = GetHeadMinersMineIndex(ubMinerProfileId);
lua_pushinteger(L, ID2);
}
return 1;
}
static int l_PlayerSpokeToHeadMiner(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubMinerProfileId = lua_tointeger(L, 1);
PlayerSpokeToHeadMiner(ubMinerProfileId);
}
return 0;
}
static int l_ResetQueenRetookMine(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubMinerProfileId = lua_tointeger(L, 1);
ResetQueenRetookMine(ubMinerProfileId);
}
return 0;
}
static int l_IssueHeadMinerQuote(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
INT8 bMineIndex = lua_tointeger(L, 1);
UINT8 ubQuoteType = lua_tointeger(L, 2);
IssueHeadMinerQuote(bMineIndex, ubQuoteType);
}
return 0;
}
static int l_NumMercsNear(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ubProfileID = lua_tointeger(L, 1);
UINT8 ubMaxDist = lua_tointeger(L, 2);
UINT16 ID2 = NumMercsNear(ubProfileID, ubMaxDist);
lua_pushinteger(L, ID2);
}
return 1;
}
static int l_PredictDailyIncomeFromAMine(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
INT8 bMineIndex = lua_tointeger(L, 1);
BOOLEAN Bool = lua_toboolean(L, 2);
UINT32 val = PredictDailyIncomeFromAMine(bMineIndex, Bool);
lua_pushinteger(L, val);
}
return 1;
}
static int l_GetIdOfMineForSector(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
INT8 bSectorZ = lua_tointeger(L, 3);
INT8 val = GetIdOfMineForSector(sSectorX, sSectorY, bSectorZ);
lua_pushinteger(L, val);
}
return 1;
}
static int l_SpokenToHeadMiner(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubMineIndex = lua_tointeger(L, 1);
BOOLEAN Bool = SpokenToHeadMiner(ubMineIndex);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_AnotherFightPossible(lua_State* L)
{
BOOLEAN Bool = AnotherFightPossible();
lua_pushboolean(L, Bool);
return 1;
}
static int l_fTurnTimeLimit(lua_State* L)
{
if (lua_gettop(L))
{
BOOLEAN Bool = lua_tointeger(L, 1);
gGameOptions.fTurnTimeLimit = Bool;
}
return 0;
}
static int l_HasHisMineBeenProducingForPlayerForSomeTime(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubProfileID = lua_tointeger(L, 1);
BOOLEAN Bool = HasHisMineBeenProducingForPlayerForSomeTime(ubProfileID);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_CheckTalkerFemale(lua_State* L)
{
BOOLEAN Bool = CheckTalkerFemale();
lua_pushboolean(L, Bool);
return 1;
}
static int l_CheckTalkerStrong(lua_State* L)
{
BOOLEAN Bool = CheckTalkerStrong();
lua_pushboolean(L, Bool);
return 1;
}
static int l_NumMalesPresent(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubProfileID = lua_tointeger(L, 1);
UINT8 id = NumMalesPresent(ubProfileID);
lua_pushinteger(L, id);
}
return 1;
}
static int l_NumWoundedMercsNearby(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ID = lua_tointeger(L, 1);
UINT32 ID2 = NumWoundedMercsNearby(ID);
lua_pushinteger(L, ID2);
}
return 1;
}
static int l_gubFact(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT32 Fact = lua_tointeger(L, 1);
BOOLEAN Bool = lua_toboolean(L, 2);
gubFact[Fact] = Bool;
}
return 0;
}
static int l_CheckPlayerHasHead(lua_State* L)
{
BOOLEAN Bool = CheckPlayerHasHead();
lua_pushboolean(L, Bool);
return 1;
}
static int l_GetgubFact(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 Fact = lua_tointeger(L, 1);
BOOLEAN Bool = gubFact[Fact];
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_CheckForNewShipment(lua_State* L)
{
BOOLEAN Bool = CheckForNewShipment();
lua_pushboolean(L, Bool);
return 1;
}
static int l_CountNumberOfBobbyPurchasesThatAreInTransit(lua_State* L)
{
UINT16 id = CountNumberOfBobbyPurchasesThatAreInTransit();
lua_pushinteger(L, id);
return 1;
}
static int l_FunctionCheckForKingpinsMoneyMissing(lua_State* L)
{
if (lua_gettop(L))
{
BOOLEAN Bool = lua_toboolean(L, 1);
CheckForKingpinsMoneyMissing(Bool);
}
return 0;
}
static int l_GetNumberOfWorldItems(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT16 sMapX = lua_tointeger(L, 1);
INT16 sMapY = lua_tointeger(L, 2);
INT8 bMapZ = lua_tointeger(L, 3);
INT32 NumItems = GetAmountOfWorldItems(sMapX, sMapY, bMapZ);
lua_pushinteger(L, NumItems);
}
return 1;
}
static int l_MoveItemPools(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
INT32 sStartPos = lua_tointeger(L, 1);
INT32 sEndPos = lua_tointeger(L, 2);
INT8 bStartLevel = lua_tointeger(L, 3);
INT8 bEndLevel = lua_tointeger(L, 4);
MoveItemPools(sStartPos, sEndPos, bStartLevel, bEndLevel);
}
return 0;
}
static int l_AddFutureDayStrategicEvent(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT8 ubCallbackID = lua_tointeger(L, 1);
UINT32 uiMinStamp = lua_tointeger(L, 2);
UINT32 uiParam = lua_tointeger(L, 3);
UINT32 uiNumDaysFromPresent = lua_tointeger(L, 4);
AddFutureDayStrategicEvent(ubCallbackID, uiMinStamp, uiParam, uiNumDaysFromPresent);
}
return 0;
}
static int l_AddAdvancedStrategicEvent(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT8 ubEventType = lua_tointeger(L, 1);
UINT8 ubCallbackID = lua_tointeger(L, 2);
UINT32 uiTimeStamp = lua_tointeger(L, 3);
UINT32 uiParam = lua_tointeger(L, 4);
AddAdvancedStrategicEvent(ubEventType, ubCallbackID, uiTimeStamp, uiParam);
}
return 0;
}
static int l_AddSameDayStrategicEvent(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ubCallbackID = lua_tointeger(L, 1);
UINT32 uiMinStamp = lua_tointeger(L, 2);
UINT32 uiParam = lua_tointeger(L, 3);
AddSameDayStrategicEvent(ubCallbackID, uiMinStamp, uiParam);
}
return 0;
}
static int l_AddHistoryToPlayersLog(lua_State* L)
{
if (lua_gettop(L) >= 5)
{
UINT8 ubCode = lua_tointeger(L, 1);
UINT8 ubSecondCode = lua_tointeger(L, 2);
UINT32 uiDate = lua_tointeger(L, 3);
INT16 sSectorX = lua_tointeger(L, 4);
INT16 sSectorY = lua_tointeger(L, 5);
AddHistoryToPlayersLog(ubCode, ubSecondCode, uiDate, sSectorX, sSectorY);
}
return 0;
}
static int l_AddFilesToPlayersLog(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ubCode = lua_tointeger(L, 1);
UINT32 uiDate = lua_tointeger(L, 2);
UINT8 ubFormat = lua_tointeger(L, 3);
AddFilesToPlayersLog(ubCode, uiDate, ubFormat, NULL, NULL);
}
return 0;
}
static int l_gWorldItemsObjectDataMoney(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 uiLoop = lua_tointeger(L, 1);
UINT32 MoneyAmount = gWorldItems[uiLoop].object[0]->data.money.uiMoneyAmount;
lua_pushinteger(L, MoneyAmount);
}
return 1;
}
static int l_gWorldItemsObjectItem(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 uiLoop = lua_tointeger(L, 1);
UINT32 Object = gWorldItems[uiLoop].object.usItem;
lua_pushinteger(L, Object);
}
return 1;
}
static int l_ItemExistsAtLocation(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT32 sGridNo = lua_tointeger(L, 1);
INT32 iItemIndex = lua_tointeger(L, 2);
UINT8 ubLevel = lua_tointeger(L, 3);
BOOLEAN Bool = ItemExistsAtLocation(sGridNo, iItemIndex, ubLevel);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_gWorldItemsExists(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 uiLoop = lua_tointeger(L, 1);
BOOLEAN Bool = gWorldItems[uiLoop].fExists;
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_SetgWorldItemsExists(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT32 uiLoop = lua_tointeger(L, 1);
BOOLEAN Bool = lua_tointeger(L, 2);
gWorldItems[uiLoop].fExists = Bool;
}
return 0;
}
//----------10-05-2010---------------------------
static int l_bAttitude(lua_State* L)
{
SOLDIERTYPE* pSoldier;
if (lua_gettop(L) >= 2)
{
UINT8 ID = lua_tointeger(L, 1);
UINT32 Attitude = lua_tointeger(L, 2);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
Attitude = pSoldier->aiData.bAttitude;
}
lua_pushinteger(L, Attitude);
}
return 1;
}
static int l_InitCreatureQuest(lua_State* L)
{
InitCreatureQuest();
return 0;
}
static int l_AffectAllTownsLoyaltyByDistanceFrom(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT32 iLoyaltyChange = lua_tointeger(L, 1);
INT16 sSectorX = lua_tointeger(L, 2);
INT16 sSectorY = lua_tointeger(L, 3);
INT8 bSectorZ = lua_tointeger(L, 4);
AffectAllTownsLoyaltyByDistanceFrom(iLoyaltyChange, sSectorX, sSectorY, bSectorZ);
}
return 0;
}
static int l_PlayerMercsInSector(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ubSectorX = lua_tointeger(L, 1);
UINT8 ubSectorY = lua_tointeger(L, 2);
UINT8 ubSectorZ = lua_tointeger(L, 3);
UINT8 val = PlayerMercsInSector(ubSectorX, ubSectorY, ubSectorZ);
lua_pushinteger(L, val);
}
return 1;
}
static int l_GetPlayerMercsInSector(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ubSectorX = lua_tointeger(L, 1);
UINT8 ubSectorY = lua_tointeger(L, 2);
UINT8 ubSectorZ = lua_tointeger(L, 3);
UINT8 val = PlayerMercsInSector(ubSectorX, ubSectorY, ubSectorZ);
lua_pushinteger(L, val);
}
return 1;
}
static int l_GetPlayerGroupsInSector(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 bSectorX = lua_tointeger(L, 1);
UINT8 bSectorY = lua_tointeger(L, 2);
UINT8 bSectorZ = lua_tointeger(L, 3);
UINT8 val = PlayerGroupsInSector(bSectorX, bSectorY, bSectorZ);
lua_pushinteger(L, val);
}
return 1;
}
static int l_PlayerGroupsInSector(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ubSectorX = lua_tointeger(L, 1);
UINT8 ubSectorY = lua_tointeger(L, 2);
UINT8 ubSectorZ = lua_tointeger(L, 3);
UINT8 Group = PlayerGroupsInSector(ubSectorX, ubSectorY, ubSectorZ);
lua_pushinteger(L, Group);
}
return 1;
}
static int l_DeleteTalkingMenu(lua_State* L)
{
DeleteTalkingMenu();
return 0;
}
static int l_SetubDefaultArrivalSectorY(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 val = lua_tointeger(L, 1);
gGameExternalOptions.ubDefaultArrivalSectorY = val;
}
return 0;
}
static int l_SetiFirstArrivalDelay(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 val = lua_tointeger(L, 1);
gGameExternalOptions.iFirstArrivalDelay = val;
}
return 0;
}
static int l_SetubDefaultArrivalSectorX(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 val = lua_tointeger(L, 1);
gGameExternalOptions.ubDefaultArrivalSectorX = val;
}
return 0;
}
//----
static int l_GetubDefaultArrivalSectorY(lua_State* L)
{
UINT32 val = gGameExternalOptions.ubDefaultArrivalSectorY;
lua_pushinteger(L, val);
return 1;
}
static int l_GetiFirstArrivalDelay(lua_State* L)
{
UINT32 val = gGameExternalOptions.iFirstArrivalDelay;
lua_pushinteger(L, val);
return 1;
}
static int l_GetubDefaultArrivalSectorX(lua_State* L)
{
UINT32 val = gGameExternalOptions.ubDefaultArrivalSectorX;
lua_pushinteger(L, val);
return 1;
}
static int l_GetWorldTotalMin(lua_State* L)
{
UINT32 uiDate = GetWorldTotalMin();
lua_pushinteger(L, uiDate);
return 1;
}
static int l_GetWorldTotalSeconds(lua_State* L)
{
UINT32 uiTime = GetWorldTotalSeconds();
lua_pushinteger(L, uiTime);
return 1;
}
static int l_GetWorldDay(lua_State* L)
{
UINT32 uiTime = GetWorldDay();
lua_pushinteger(L, uiTime);
return 1;
}
static int l_GetWorldDayInSeconds(lua_State* L)
{
UINT32 uiTime = GetWorldDayInSeconds();
lua_pushinteger(L, uiTime);
return 1;
}
static int l_GetWorldDayInMinutes(lua_State* L)
{
UINT32 uiTime = GetWorldDayInMinutes();
lua_pushinteger(L, uiTime);
return 1;
}
static int l_GetFutureDayInMinutes(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 uiDay = lua_tointeger(L, 1);
UINT32 uiTime = GetFutureDayInMinutes(uiDay);
lua_pushinteger(L, uiTime);
}
return 1;
}
static int l_GetMidnightOfFutureDayInMinutes(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 uiDay = lua_tointeger(L, 1);
UINT32 uiTime = GetMidnightOfFutureDayInMinutes(uiDay);
lua_pushinteger(L, uiTime);
}
return 1;
}
static int l_DayTime(lua_State* L)
{
BOOLEAN val = DayTime();
lua_pushboolean(L, val);
return 1;
}
static int l_NightTime(lua_State* L)
{
BOOLEAN val = NightTime();
lua_pushboolean(L, val);
return 1;
}
static int l_AddTransactionToPlayersBook(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT8 ubCode = lua_tointeger(L, 1);
UINT8 ubSecondCode = lua_tointeger(L, 2);
UINT32 uiDate = lua_tointeger(L, 3);
INT32 iAmount = lua_tointeger(L, 4);
AddTransactionToPlayersBook(ubCode, ubSecondCode, uiDate, iAmount);
}
return 0;
}
static int l_CheckInvestigateSector(lua_State* L)
{
BOOLEAN Bool = gGameExternalOptions.gfInvestigateSector;
lua_pushboolean(L, Bool);
return 1;
}
static int l_SetInvestigateSector(lua_State* L)
{
if (lua_gettop(L))
{
BOOLEAN Bool = lua_toboolean(L, 1);
gGameExternalOptions.gfInvestigateSector = Bool;
}
return 0;
}
//static int l_MusicFadeIn (lua_State *L)
//{
//UINT8 n = lua_gettop(L);
//
// MusicFadeIn();
//
//return 0;
//}
//static int l_MusicFadeOut (lua_State *L)
//{
//UINT8 n = lua_gettop(L);
//
// MusicFadeOut();
//
//return 0;
//}
//static int l_MusicStop (lua_State *L)
//{
//UINT8 n = lua_gettop(L);
//
// MusicStop( );
//
//return 0;
//}
static int l_MusicGetVolume(lua_State* L)
{
UINT32 uiVolume = MusicGetVolume();
lua_pushinteger(L, uiVolume);
return 1;
}
static int l_GetSpeechVolume(lua_State* L)
{
UINT32 uiVolume = GetSpeechVolume();
lua_pushinteger(L, uiVolume);
return 1;
}
static int l_GetSoundEffectsVolume(lua_State* L)
{
UINT32 uiVolume = GetSoundEffectsVolume();
lua_pushinteger(L, uiVolume);
return 1;
}
static int l_SetSoundEffectsVolume(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 uiVolume = lua_tointeger(L, 1);
SetSoundEffectsVolume(uiVolume);
}
return 0;
}
static int l_SetSpeechVolume(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 uiVolume = lua_tointeger(L, 1);
SetSpeechVolume(uiVolume);
}
return 0;
}
static int l_MusicSetVolume(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 uiVolume = lua_tointeger(L, 1);
MusicSetVolume(uiVolume);
}
return 0;
}
#ifdef NEWMUSIC
static int l_SetMusicID(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
INT16 x = lua_tointeger(L, 1);
INT16 y = lua_tointeger(L, 2);
INT16 z = lua_tointeger(L, 3);
UINT8 MusicType = lua_tointeger(L, 4);
if (MusicType == 1)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
SetMusicModeID(MUSIC_TACTICAL_NOTHING, MusicSoundValues[SECTOR(x, y)].SoundTacticalNothing[z]);
}
else if (MusicType == 2)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
SetMusicModeID(MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[SECTOR(x, y)].SoundTacticalTensor[z]);
}
else if (MusicType == 3)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
SetMusicModeID(MUSIC_TACTICAL_BATTLE, MusicSoundValues[SECTOR(x, y)].SoundTacticalBattle[z]);
}
else if (MusicType == 4)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
SetMusicModeID(MUSIC_TACTICAL_VICTORY, MusicSoundValues[SECTOR(x, y)].SoundTacticalVictory[z]);
}
else if (MusicType == 5)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
SetMusicModeID(MUSIC_TACTICAL_DEATH, MusicSoundValues[SECTOR(x, y)].SoundTacticalDeath[z]);
}
else if (MusicType == 6)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
SetMusicModeID(MUSIC_TACTICAL_BATTLE, MusicSoundValues[SECTOR(x, y)].SoundTacticalBattleCreature[z]);
}
else if (MusicType == 7)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
SetMusicModeID(MUSIC_TACTICAL_BATTLE, MusicSoundValues[SECTOR(x, y)].SoundTacticalBattleCreepy[z]);
}
}
return 0;
}
static int l_GetMusicID(lua_State* L)
{
INT32 SoundID = -1;
if (lua_gettop(L) >= 4)
{
INT16 x = lua_tointeger(L, 1);
INT16 y = lua_tointeger(L, 2);
INT16 z = lua_tointeger(L, 3);
UINT8 MusicType = lua_tointeger(L, 4);
if (MusicType == 1)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
SoundID = MusicSoundValues[SECTOR(x, y)].SoundTacticalNothing[z];
}
else if (MusicType == 2)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
SoundID = MusicSoundValues[SECTOR(x, y)].SoundTacticalTensor[z];
}
else if (MusicType == 3)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
SoundID = MusicSoundValues[SECTOR(x, y)].SoundTacticalBattle[z];
}
else if (MusicType == 4)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
SoundID = MusicSoundValues[SECTOR(x, y)].SoundTacticalVictory[z];
}
else if (MusicType == 5)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
SoundID = MusicSoundValues[SECTOR(x, y)].SoundTacticalDeath[z];
}
else if (MusicType == 6)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
SoundID = MusicSoundValues[SECTOR(x, y)].SoundTacticalBattleCreature[z];
}
else if (MusicType == 7)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
SoundID = MusicSoundValues[SECTOR(x, y)].SoundTacticalBattleCreepy[z];
}
}
lua_pushinteger(L, SoundID);
return 1;
}
static int l_gAddMusic(lua_State* L)
{
if (lua_gettop(L) >= 5)
{
INT16 x = lua_tointeger(L, 1);
INT16 y = lua_tointeger(L, 2);
INT16 z = lua_tointeger(L, 3);
UINT8 MusicType = lua_tointeger(L, 4);
INT32 SoundId = lua_tointeger(L, 5);
/*
MUSIC_NONE 0
MUSIC_TACTICAL_NOTHING, 1
MUSIC_TACTICAL_ENEMYPRESENT,2
MUSIC_TACTICAL_BATTLE,3
MUSIC_TACTICAL_VICTORY,4
*/
if (MusicType == 1)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
MusicSoundValues[SECTOR(x, y)].SoundTacticalNothing[z] = SoundId;
}
else if (MusicType == 2)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
MusicSoundValues[SECTOR(x, y)].SoundTacticalTensor[z] = SoundId;
}
else if (MusicType == 3)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
MusicSoundValues[SECTOR(x, y)].SoundTacticalBattle[z] = SoundId;
}
else if (MusicType == 4)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
MusicSoundValues[SECTOR(x, y)].SoundTacticalVictory[z] = SoundId;
}
else if (MusicType == 5)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
MusicSoundValues[SECTOR(x, y)].SoundTacticalDeath[z] = SoundId;
}
else if (MusicType == 6)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
MusicSoundValues[SECTOR(x, y)].SoundTacticalBattleCreature[z] = SoundId;
}
else if (MusicType == 7)
{
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16) && (z >= 0 || z <= 3))
MusicSoundValues[SECTOR(x, y)].SoundTacticalBattleCreepy[z] = SoundId;
}
}
return 0;
}
#endif
static int l_MusicPlay(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT32 musicMode = lua_tointeger(L, 1);
UINT32 song = lua_tointeger(L, 2);
MusicPlay(static_cast<NewMusicList>(musicMode), song);
}
return 0;
}
static int l_SetMusicMode(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubMusicMode = lua_tointeger(L, 1);
SetMusicMode(ubMusicMode);
}
return 0;
}
static int l_PlayerTeamFull(lua_State* L)
{
BOOLEAN Full = PlayerTeamFull();
lua_pushboolean(L, Full);
return 1;
}
static int l_PauseGame(lua_State* L)
{
if (lua_gettop(L))
{
BOOLEAN Pause = lua_toboolean(L, 1);
if (Pause == TRUE)
{
HandlePlayerPauseUnPauseOfGame();
}
}
return 0;
}
static int l_SetProfileFaceData(lua_State* L)
{
if (lua_gettop(L) >= 6)
{
UINT8 ubCharNum = lua_tointeger(L, 1);
UINT8 ubFaceIndex = lua_tointeger(L, 2);
UINT16 usEyesX = lua_tointeger(L, 3);
UINT16 usEyesY = lua_tointeger(L, 4);
UINT16 usMouthX = lua_tointeger(L, 5);
UINT16 usMouthY = lua_tointeger(L, 6);
SetProfileFaceData(ubCharNum, ubFaceIndex, usEyesX, usEyesY, usMouthX, usMouthY);
}
return 0;
}
static int l_GetProfileFaceData(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubCharNum = lua_tointeger(L, 1);
UINT8 ubFaceIndex = gMercProfiles[ubCharNum].ubFaceIndex;
UINT16 usEyesX = gMercProfiles[ubCharNum].usEyesX;
UINT16 usEyesY = gMercProfiles[ubCharNum].usEyesY;
UINT16 usMouthX = gMercProfiles[ubCharNum].usMouthX;
UINT16 usMouthY = gMercProfiles[ubCharNum].usMouthY;
lua_pushinteger(L, ubFaceIndex);
lua_pushinteger(L, usEyesX);
lua_pushinteger(L, usEyesY);
lua_pushinteger(L, usMouthX);
lua_pushinteger(L, usMouthY);
}
return 5;
}
static int l_SetOffPanicBombs(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT16 ubID = lua_tointeger(L, 1);
INT8 bPanicTrigger = lua_tointeger(L, 2);
SetOffPanicBombs(ubID, bPanicTrigger);
}
return 0;
}
static int l_ToggleActionItemsByFrequency(lua_State* L)
{
if (lua_gettop(L))
{
UINT16 ID = lua_tointeger(L, 1);
ToggleActionItemsByFrequency(FIRST_MAP_PLACED_FREQUENCY + ID);
}
return 0;
}
static int l_PlayJA2Sample(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT16 sample = lua_tointeger(L, 1);
INT8 SoundVolume2 = lua_tointeger(L, 2);
UINT32 sGridNo = lua_tointeger(L, 3);
PlayJA2Sample(sample, RATE_11025, SoundVolume(SoundVolume2, sGridNo), 5, SoundDir(sGridNo));
}
return 0;
}
//-----------------07-05-2010--------------------
static int l_WorldLevelDataTerrainID(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
UINT32 sGridNo2 = gpWorldLevelData[sGridNo].ubTerrainID;
lua_pushboolean(L, sGridNo2);
}
return 1;
}
static int l_MakeNoise(lua_State* L)
{
if (lua_gettop(L) >= 6)
{
UINT16 ubNoiseMaker = lua_tointeger(L, 1);
INT32 sGridNo = lua_tointeger(L, 2);
INT8 bLevel = lua_tointeger(L, 3);
UINT8 ubTerrType = lua_tointeger(L, 4);
UINT8 ubVolume = lua_tointeger(L, 5);
UINT8 ubNoiseType = lua_tointeger(L, 6);
MakeNoise(ubNoiseMaker, sGridNo, bLevel, ubTerrType, ubVolume, ubNoiseType);
}
return 0;
}
static int l_TacticalStatusTeamHuman(lua_State* L)
{
BOOLEAN Bool;
if (lua_gettop(L))
{
UINT8 team = lua_tointeger(L, 1);
if (gTacticalStatus.Team[team].bHuman)
Bool = TRUE;
else
Bool = FALSE;
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_TacticalStatusTeamActive(lua_State* L)
{
BOOLEAN Bool;
if (lua_gettop(L))
{
UINT8 team = lua_tointeger(L, 1);
if (gTacticalStatus.Team[team].bTeamActive)
Bool = TRUE;
else
Bool = FALSE;
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_usStrategicInsertionDataProfileID(lua_State* L)
{
UINT32 sGridNo = 0;
if (lua_gettop(L))
{
UINT8 ID = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
sGridNo = pSoldier->usStrategicInsertionData;
}
lua_pushinteger(L, sGridNo);
}
return 1;
}
static int l_bNeutral(lua_State* L)
{
BOOLEAN Bool = FALSE;
SOLDIERTYPE* pSoldier;
if (lua_gettop(L))
{
UINT8 ID = lua_tointeger(L, 1);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
if (pSoldier->aiData.bNeutral)
Bool = TRUE;
else
Bool = FALSE;
}
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_CheckSoldierAlertStatus(lua_State* L)
{
UINT8 Status_alert = NUM_STATUS_STATES;
SOLDIERTYPE* pSoldier;
if (lua_gettop(L))
{
UINT8 ID = lua_tointeger(L, 1);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
Status_alert = pSoldier->aiData.bAlertStatus;
lua_pushinteger(L, Status_alert);
}
return 1;
}
static int l_InitFace(lua_State* L)
{
UINT8 ID;
UINT8 IDFace = -1;
SOLDIERTYPE* pSoldier;
if (lua_gettop(L) >= 2)
{
ID = lua_tointeger(L, 1);
IDFace = lua_tointeger(L, 2);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
DeleteSoldierFace(pSoldier);
// create new face
if (IDFace > -1)
pSoldier->iFaceIndex = IDFace;//InitSoldierFace( pSoldier );
else
pSoldier->iFaceIndex = InitSoldierFace(pSoldier);
}
}
return 0;
}
// FIXME: Aim of this function is unclear and it's a broken mess
// FindSoldierByProfileID2 call is set to find a soldier with specific profile and restrict search to player controlled mercs
// The function searches through CIV_TEAM which are never player controlled mercs *AND* does not check for profile
// So if a call from lua side comes, the first branch will match for the first civilian who is in sector and active
// Else branch does the same, except it will choose a civilian which doesn't have a profile
// The call to register this as a valid lua function is currently commented out and should remain so until the function is fixed.
static int l_ActionInProgress(lua_State* L)
{
SOLDIERTYPE* pSoldier;
if (lua_gettop(L) >= 2)
{
UINT8 ID = lua_tointeger(L, 1);
UINT8 cnt = lua_tointeger(L, 2);
if (ID < NUM_PROFILES)
{
pSoldier = FindSoldierByProfileID2(ID, TRUE);
if (pSoldier)
{
pSoldier->aiData.bActionInProgress = ExecuteAction(pSoldier);
}
}
else
{
SoldierID cnt2 = gTacticalStatus.Team[CIV_TEAM].bFirstID;
for (; cnt2 <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++cnt2)
{
pSoldier = cnt2;
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->ubProfile == NO_PROFILE)
{
pSoldier->aiData.bActionInProgress = ExecuteAction(pSoldier);
}
}
}
}
return 0;
}
static int l_SetSoldierNonNeutral(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ID = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
SetSoldierNonNeutral(pSoldier);
}
}
return 0;
}
static int l_CheckSoldierNoiseVolume(lua_State* L)
{
UINT8 NoiseVolume = 0;
SOLDIERTYPE* pSoldier;
if (lua_gettop(L))
{
UINT8 ID = lua_tointeger(L, 1);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
NoiseVolume = pSoldier->aiData.ubNoiseVolume;
}
lua_pushinteger(L, NoiseVolume);
}
return 1;
}
static int l_TogglePressureActionItemsInGridNo(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
TogglePressureActionItemsInGridNo(sGridNo);
}
return 0;
}
static int l_TriggerNPCWithIHateYouQuote(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ID = lua_tointeger(L, 1);
TriggerNPCWithIHateYouQuote(ID);
}
return 0;
}
static int l_SetNewSituation(lua_State* L)
{
BOOLEAN Bool = FALSE;
SOLDIERTYPE* pSoldier;
if (lua_gettop(L))
{
UINT8 ID = lua_tointeger(L, 1);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
SetNewSituation(pSoldier);
}
}
return 0;
}
static int l_SetNoiseGridno(lua_State* L)
{
SOLDIERTYPE* pSoldier;
if (lua_gettop(L) >= 2)
{
UINT8 ID = lua_tointeger(L, 1);
UINT32 sGridNo = lua_tointeger(L, 2);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
pSoldier->aiData.sNoiseGridno = sGridNo;
}
}
return 0;
}
static int l_SetNoiseVolume(lua_State* L)
{
SOLDIERTYPE* pSoldier;
if (lua_gettop(L) >= 2)
{
UINT8 ID = lua_tointeger(L, 1);
UINT32 NoiseVolume = lua_tointeger(L, 2);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
pSoldier->aiData.ubNoiseVolume = NoiseVolume;
}
}
return 0;
}
static int l_TacticalCharacterDialogue(lua_State* L)
{
SOLDIERTYPE* pSoldier;
if (lua_gettop(L) >= 2)
{
UINT8 ID = lua_tointeger(L, 1);
UINT32 Quote = lua_tointeger(L, 2);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
TacticalCharacterDialogue(pSoldier, Quote);
}
}
return 0;
}
static int l_TacticalCharacterDialogueWithSpecialEvent(lua_State* L)
{
SOLDIERTYPE* pSoldier;
if (lua_gettop(L) >= 5)
{
UINT8 ID = lua_tointeger(L, 1);
UINT16 usQuoteNum = lua_tointeger(L, 2);
UINT32 uiFlag = lua_tointeger(L, 3);
UINT32 uiData1 = lua_tointeger(L, 4);
UINT32 uiData2 = lua_tointeger(L, 5);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
TacticalCharacterDialogueWithSpecialEvent(pSoldier, usQuoteNum, uiFlag, uiData1, uiData2);
}
}
return 0;
}
static int l_SetAlertStatus(lua_State* L)
{
SOLDIERTYPE* pSoldier;
if (lua_gettop(L) >= 2)
{
UINT8 ID = lua_tointeger(L, 1);
UINT32 AlertStatus = lua_tointeger(L, 2);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
pSoldier->aiData.bAlertStatus = AlertStatus;
}
}
return 0;
}
static int l_CheckAction(lua_State* L)
{
UINT32 Action = AI_ACTION_NONE;
SOLDIERTYPE* pSoldier;
if (lua_gettop(L))
{
UINT8 ID = lua_tointeger(L, 1);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
Action = pSoldier->aiData.bAction;
}
lua_pushinteger(L, Action);
}
return 1;
}
static int l_SetNextAction(lua_State* L)
{
SOLDIERTYPE* pSoldier;
if (lua_gettop(L) >= 2)
{
UINT8 ID = lua_tointeger(L, 1);
UINT32 NextAction = lua_tointeger(L, 2);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
pSoldier->aiData.bNextAction = NextAction;
}
}
return 0;
}
static int l_SetKeySoldier(lua_State* L)
{
SOLDIERTYPE* pSoldier;
if (lua_gettop(L) >= 2)
{
UINT8 ID = lua_tointeger(L, 1);
BOOLEAN Bool = lua_toboolean(L, 2);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
pSoldier->flags.bHasKeys = Bool;
}
}
return 0;
}
static int l_ActiveTimedBombExists(lua_State* L)
{
bool Bool = ActiveTimedBombExists();
lua_pushboolean(L, Bool);
return 1;
}
static int l_DoesSAMExistHere(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
INT16 sSectorZ = lua_tointeger(L, 3);
INT32 sGridNo = lua_tointeger(L, 4);
BOOLEAN Bool = DoesSAMExistHere(sSectorX, sSectorY, sSectorZ, sGridNo);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_RemoveAllActiveTimedBombs(lua_State* L)
{
RemoveAllActiveTimedBombs();
return 0;
}
static int l_UpdateSAMDoneRepair(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
INT16 sSectorZ = lua_tointeger(L, 3);
UpdateSAMDoneRepair(sSectorX, sSectorY, sSectorZ);
}
return 0;
}
static int l_UpdateAndDamageSAMIfFound(lua_State* L)
{
if (lua_gettop(L) >= 5)
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
INT16 sSectorZ = lua_tointeger(L, 3);
INT32 sGridNo = lua_tointeger(L, 4);
UINT8 ubDamage = lua_tointeger(L, 5);
UpdateAndDamageSAMIfFound(sSectorX, sSectorY, sSectorZ, sGridNo, ubDamage);
}
return 0;
}
static int l_ActivateSwitchInGridNo(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT16 ubID = lua_tointeger(L, 1);
INT32 sGridNo = lua_tointeger(L, 2);
if (!TileIsOutOfBounds(sGridNo) && ubID < TOTAL_SOLDIERS)
ActivateSwitchInGridNo(ubID, sGridNo);
}
return 0;
}
static int l_HandleNPCTriggerNPC(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
UINT8 ubTargetRecord = lua_tointeger(L, 2);
BOOLEAN fShowDialogueMenu = lua_toboolean(L, 3);
UINT8 ubTargetApproach = lua_tointeger(L, 4);
if (ubTargetNPC < NUM_PROFILES)
HandleNPCTriggerNPC(ubTargetNPC, ubTargetRecord, fShowDialogueMenu, ubTargetApproach);
}
return 0;
}
static int l_HandleNPCGotoGridNo(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
INT32 usGridNo = lua_tointeger(L, 2);
UINT8 ubQuoteNum = lua_tointeger(L, 3);
if (ubTargetNPC < NUM_PROFILES)
HandleNPCGotoGridNo(ubTargetNPC, usGridNo, ubQuoteNum);
}
return 0;
}
static int l_HandleNPCClosePanel(lua_State* L)
{
HandleNPCClosePanel();
return 0;
}
static int l_HandleNPCDoAction(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ID = lua_tointeger(L, 1);
UINT16 usActionCode = lua_tointeger(L, 2);
UINT8 ubQuoteNum = lua_tointeger(L, 3);
if (ID < NUM_PROFILES)
HandleNPCDoAction(ID, usActionCode, ubQuoteNum);
}
return 0;
}
static int l_SetNextActionData(lua_State* L)
{
SOLDIERTYPE* pSoldier;
if (lua_gettop(L) >= 2)
{
UINT8 ID = lua_tointeger(L, 1);
UINT32 NextActionData = lua_tointeger(L, 2);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
pSoldier->aiData.usNextActionData = NextActionData;
}
}
return 0;
}
static int l_RESETTIMECOUNTER(lua_State* L)
{
SOLDIERTYPE* pSoldier;
if (lua_gettop(L) >= 2)
{
UINT8 ID = lua_tointeger(L, 1);
UINT32 Counter = lua_tointeger(L, 2);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
RESETTIMECOUNTER(pSoldier->timeCounters.AICounter, Counter);
}
}
return 0;
}
static int l_CancelAIAction(lua_State* L)
{
SOLDIERTYPE* pSoldier;
if (lua_gettop(L))
{
UINT8 ID = lua_tointeger(L, 1);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: lua cancel action"));
CancelAIAction(pSoldier, TRUE);
}
}
return 0;
}
static int l_SoldierTo3DLocationLineOfSightTest(lua_State* L)
{
BOOLEAN Bool = FALSE;
SOLDIERTYPE* pSoldier;
if (lua_gettop(L) >= 4)
{
UINT8 ID = lua_tointeger(L, 1);
UINT32 sGridNo = lua_tointeger(L, 2);
INT8 bLevel = lua_tointeger(L, 3);
INT8 bCubeLevel = lua_tointeger(L, 4);
pSoldier = FindSoldierByProfileID(ID, FALSE);
if (pSoldier)
{
if (SoldierTo3DLocationLineOfSightTest(pSoldier, sGridNo, bLevel, bCubeLevel, TRUE))
Bool = TRUE;
else
Bool = FALSE;
}
lua_pushboolean(L, Bool);
}
return 1;
}
//------------
static int l_NPCGotoGridNo(lua_State* L)
{
UINT32 sAdjustedGridNo;
SOLDIERTYPE* pSoldier;
if (lua_gettop(L) >= 3)
{
UINT8 ubID = lua_tointeger(L, 1);
INT32 sGridno = lua_tointeger(L, 2);
UINT32 ubQuoteNum = lua_tointeger(L, 3);
if (ubID < NUM_PROFILES && !TileIsOutOfBounds(sGridno))
{
pSoldier = FindSoldierByProfileID(ubID, FALSE);
if (pSoldier)
{
if (NewOKDestination(pSoldier, sGridno, TRUE, 0))
{
// go for it!
NPCGotoGridNo(ubID, sGridno, ubQuoteNum);
}
else
{
sAdjustedGridNo = FindAdjacentGridEx(pSoldier, sGridno, NULL, NULL, FALSE, FALSE);
if (sAdjustedGridNo != -1)
{
NPCGotoGridNo(ubID, sAdjustedGridNo, ubQuoteNum);
}
}
}
}
}
return 0;
}
//-------------------
//Maps function
static int l_ApplyMapChangesToMapTempFile(lua_State* L)
{
BOOLEAN Bool = FALSE;
if (lua_gettop(L))
{
Bool = lua_toboolean(L, 1);
// Remove old graphic
ApplyMapChangesToMapTempFile(Bool);
}
return 0;
}
static int l_AddRemoveObjectToUnLoadedMapTempFile(lua_State* L)
{
INT32 uiMapIndex = 0;
UINT16 usIndex = 0;
INT16 sSectorX = 0;
INT16 sSectorY = 0;
UINT8 ubSectorZ = 0;
if (lua_gettop(L) >= 5)
{
uiMapIndex = lua_tointeger(L, 1);
usIndex = lua_tointeger(L, 2);
sSectorX = lua_tointeger(L, 3);
sSectorY = lua_tointeger(L, 4);
ubSectorZ = lua_tointeger(L, 5);
if (sSectorX > 0 && sSectorY > 0)
AddRemoveObjectToUnLoadedMapTempFile(uiMapIndex, usIndex, sSectorX, sSectorY, ubSectorZ);
}
return 0;
}
static int l_RemoveStructFromUnLoadedMapTempFile(lua_State* L)
{
INT32 uiMapIndex = 0;
UINT16 usIndex = 0;
INT16 sSectorX = 0;
INT16 sSectorY = 0;
UINT8 ubSectorZ = 0;
if (lua_gettop(L) >= 5)
{
uiMapIndex = lua_tointeger(L, 1);
usIndex = lua_tointeger(L, 2);
sSectorX = lua_tointeger(L, 3);
sSectorY = lua_tointeger(L, 4);
ubSectorZ = lua_tointeger(L, 5);
if (sSectorX > 0 && sSectorY > 0)
RemoveStructFromUnLoadedMapTempFile(uiMapIndex, usIndex, sSectorX, sSectorY, ubSectorZ);
}
return 0;
}
static int l_AddObjectToUnLoadedMapTempFile(lua_State* L)
{
INT32 uiMapIndex = 0;
UINT16 usIndex = 0;
INT16 sSectorX = 0;
INT16 sSectorY = 0;
UINT8 ubSectorZ = 0;
if (lua_gettop(L) >= 5)
{
uiMapIndex = lua_tointeger(L, 1);
usIndex = lua_tointeger(L, 2);
sSectorX = lua_tointeger(L, 3);
sSectorY = lua_tointeger(L, 4);
ubSectorZ = lua_tointeger(L, 5);
if (sSectorX > 0 && sSectorY > 0)
AddObjectToUnLoadedMapTempFile(uiMapIndex, usIndex, sSectorX, sSectorY, ubSectorZ);
}
return 0;
}
static int l_AddStructToUnLoadedMapTempFile(lua_State* L)
{
INT32 uiMapIndex = 0;
UINT16 usIndex = 0;
INT16 sSectorX = 0;
INT16 sSectorY = 0;
UINT8 ubSectorZ = 0;
if (lua_gettop(L) >= 5)
{
uiMapIndex = lua_tointeger(L, 1);
usIndex = lua_tointeger(L, 2);
sSectorX = lua_tointeger(L, 3);
sSectorY = lua_tointeger(L, 4);
ubSectorZ = lua_tointeger(L, 5);
if (sSectorX > 0 && sSectorY > 0)
AddStructToUnLoadedMapTempFile(uiMapIndex, usIndex, sSectorX, sSectorY, ubSectorZ);
}
return 0;
}
/*
static int l_gTacticalStatus_Team (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
BOOLEAN Bool = FALSE;
INT32 cnt;
SOLDIERTYPE *pSoldier;
UINt8 Team;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Team = lua_tointeger(L,i);
}
return 0;
}
*/
/*
static int l_AddExitGridToWorld (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
EXITGRID ExitGrid;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Bool = lua_toboolean(L,i);
}
ExitGrid.ubGotoSectorX = 8;
ExitGrid.ubGotoSectorY = 4;
ExitGrid.ubGotoSectorZ = 1;
AddExitGridToWorld( 6004, &ExitGrid );
AddExitGridToWorld( 6005, &ExitGrid );
AddExitGridToWorld( 6164, &ExitGrid );
AddExitGridToWorld( 6165, &ExitGrid );
return 0;
}
*/
static int l_AddExitGridToWorld(lua_State* L)
{
EXITGRID ExitGrid;
UINT32 Gridno1 = 0;
UINT32 Gridno2 = 0;
if (lua_gettop(L) >= 5)
{
UINT8 SectorX = lua_tointeger(L, 1);
UINT8 SectorY = lua_tointeger(L, 2);
INT8 SectorZ = lua_tointeger(L, 3);
Gridno1 = lua_tointeger(L, 4);
Gridno2 = lua_tointeger(L, 5);
ExitGrid.ubGotoSectorX = SectorX;
ExitGrid.ubGotoSectorY = SectorY;
ExitGrid.ubGotoSectorZ = SectorZ;
ExitGrid.usGridNo = Gridno1;
AddExitGridToWorld(Gridno2, &ExitGrid);
}
return 0;
}
static int l_RemoveStruct(lua_State* L)
{
UINT16 usTileIndex;
if (lua_gettop(L) >= 3)
{
UINT32 uiCheckType = lua_tointeger(L, 1);
UINT16 usSubIndex = lua_tointeger(L, 2);
UINT32 Gridno = lua_tointeger(L, 3);
GetTileIndexFromTypeSubIndex(uiCheckType, usSubIndex, &usTileIndex);
RemoveStruct(Gridno, usTileIndex);
}
return 0;
}
static int l_AddStructToHead(lua_State* L)
{
UINT16 usTileIndex;
if (lua_gettop(L) >= 3)
{
UINT32 uiCheckType = lua_tointeger(L, 1);
UINT16 usSubIndex = lua_tointeger(L, 2);
UINT32 Gridno = lua_tointeger(L, 3);
GetTileIndexFromTypeSubIndex(uiCheckType, usSubIndex, &usTileIndex);
AddStructToHead(Gridno, usTileIndex);
}
return 0;
}
static int l_ConvertGridNoToXY(lua_State* L)
{
INT16 sX, sY;
if (lua_gettop(L) >= 2)
{
UINT32 Gridno = lua_tointeger(L, 1);
UINT32 dis = lua_tointeger(L, 2);
// Redo movement costs....
ConvertGridNoToXY(Gridno, &sX, &sY);
RecompileLocalMovementCostsFromRadius(Gridno, dis);
}
return 0;
}
static int l_SetRender(lua_State* L)
{
gTacticalStatus.uiFlags |= NOHIDE_REDUNDENCY;
InvalidateWorldRedundency();
SetRenderFlags(RENDER_FLAG_FULL);
return 0;
}
static int l_WorldLevelDataMAPELEMENT_REVEALED(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
gpWorldLevelData[sGridNo].uiFlags |= MAPELEMENT_REVEALED;
}
return 0;
}
//-----------------
static int l_SetUpHelicopterForPlayer(lua_State* L)
{
UINT8 vehicle = 163; // Default: Helicopter
if (lua_gettop(L) >= 4)
{
UINT16 SextorX = lua_tointeger(L, 1);
UINT16 SextorY = lua_tointeger(L, 2);
UINT8 SkyDrive = lua_tointeger(L, 3);
vehicle = lua_tointeger(L, 4);
SetUpHelicopterForPlayer(SextorX, SextorY, SkyDrive, vehicle);
}
return 0;
}
//-----Ai Action------------
//open door
static int l_ACTION_ITEM_OPEN_DOOR(lua_State* L)
{
OBJECTTYPE DoorCloser;
UINT32 sGridNo;
STRUCTURE* pStructure;
if (lua_gettop(L))
{
sGridNo = lua_tointeger(L, 1);
pStructure = FindStructure(sGridNo, STRUCTURE_ANYDOOR);
if (pStructure)
{
if (pStructure->fFlags & STRUCTURE_OPEN)
{
// it's already open - this MIGHT be an error but probably not
// because we are basically just ensuring that the door is open
}
else
{
if (pStructure->fFlags & STRUCTURE_BASE_TILE)
{
HandleDoorChangeFromGridNo(NULL, sGridNo, FALSE);
}
else
{
HandleDoorChangeFromGridNo(NULL, pStructure->sBaseGridNo, FALSE);
}
gfExplosionQueueMayHaveChangedSight = TRUE;
}
}
}
return 0;
}
//Close Door
static int l_ACTION_ITEM_CLOSE_DOOR(lua_State* L)
{
OBJECTTYPE DoorCloser;
UINT32 sGridNo;
STRUCTURE* pStructure;
if (lua_gettop(L))
{
sGridNo = lua_tointeger(L, 1);
pStructure = FindStructure(sGridNo, STRUCTURE_ANYDOOR);
if (pStructure)
{
if (pStructure->fFlags & STRUCTURE_OPEN)
{
if (pStructure->fFlags & STRUCTURE_BASE_TILE)
{
HandleDoorChangeFromGridNo(NULL, sGridNo, FALSE);
}
else
{
HandleDoorChangeFromGridNo(NULL, pStructure->sBaseGridNo, FALSE);
}
gfExplosionQueueMayHaveChangedSight = TRUE;
}
else
{
// it's already closed - this MIGHT be an error but probably not
// because we are basically just ensuring that the door is closed
}
}
}
return 0;
}
static int l_ACTION_ITEM_TOGGLE_DOOR(lua_State* L)
{
OBJECTTYPE DoorCloser;
UINT32 sGridNo;
STRUCTURE* pStructure;
if (lua_gettop(L))
{
sGridNo = lua_tointeger(L, 1);
pStructure = FindStructure(sGridNo, STRUCTURE_ANYDOOR);
if (pStructure)
{
if (pStructure->fFlags & STRUCTURE_BASE_TILE)
{
HandleDoorChangeFromGridNo(NULL, sGridNo, FALSE);
}
else
{
HandleDoorChangeFromGridNo(NULL, pStructure->sBaseGridNo, FALSE);
}
gfExplosionQueueMayHaveChangedSight = TRUE;
}
}
return 0;
}
//locked unlocked door
static int l_ACTION_ITEM_UNLOCK_DOOR(lua_State* L)
{
OBJECTTYPE DoorCloser;
UINT32 sGridNo;
DOOR* pDoor;
if (lua_gettop(L))
{
sGridNo = lua_tointeger(L, 1);
pDoor = FindDoorInfoAtGridNo(sGridNo);
if (pDoor)
{
pDoor->fLocked = FALSE;
}
}
return 0;
}
static int l_ACTION_ITEM_TOGGLE_LOCK(lua_State* L)
{
OBJECTTYPE DoorCloser;
UINT32 sGridNo;
DOOR* pDoor;
if (lua_gettop(L))
{
sGridNo = lua_tointeger(L, 1);
pDoor = FindDoorInfoAtGridNo(sGridNo);
if (pDoor)
{
if (pDoor->fLocked)
{
pDoor->fLocked = FALSE;
}
else
{
pDoor->fLocked = TRUE;
}
}
}
return 0;
}
static int l_ACTION_ITEM_UNTRAP_DOOR(lua_State* L)
{
OBJECTTYPE DoorCloser;
UINT32 sGridNo;
DOOR* pDoor;
if (lua_gettop(L))
{
sGridNo = lua_tointeger(L, 1);
pDoor = FindDoorInfoAtGridNo(sGridNo);
if (pDoor)
{
pDoor->ubTrapLevel = 0;
pDoor->ubTrapID = NO_TRAP;
}
}
return 0;
}
static int l_ACTION_ITEM_SMALL_PIT(lua_State* L)
{
OBJECTTYPE DoorCloser;
UINT32 sGridNo;
if (lua_gettop(L))
{
sGridNo = lua_tointeger(L, 1);
Add3X3Pit(sGridNo);
SearchForOtherMembersWithinPitRadiusAndMakeThemFall(sGridNo, 1);
}
return 0;
}
static int l_SearchForOtherMembersWithinPitRadiusAndMakeThemFall(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT32 sGridNo = lua_tointeger(L, 1);
INT16 sRadius = lua_tointeger(L, 2);
SearchForOtherMembersWithinPitRadiusAndMakeThemFall(sGridNo, sRadius);
}
return 0;
}
static int l_Add5X5Pit(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
Add5X5Pit(sGridNo);
}
return 0;
}
static int l_Add3X3Pit(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
Add3X3Pit(sGridNo);
}
return 0;
}
static int l_ACTION_ITEM_LARGE_PIT(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
Add5X5Pit(sGridNo);
SearchForOtherMembersWithinPitRadiusAndMakeThemFall(sGridNo, 2);
}
return 0;
}
static int l_ACTION_ITEM_TOGGLE_ACTION1(lua_State* L)
{
ToggleActionItemsByFrequency(FIRST_MAP_PLACED_FREQUENCY + 1);
return 0;
}
static int l_ACTION_ITEM_TOGGLE_ACTION2(lua_State* L)
{
ToggleActionItemsByFrequency(FIRST_MAP_PLACED_FREQUENCY + 2);
return 0;
}
static int l_ACTION_ITEM_TOGGLE_ACTION3(lua_State* L)
{
ToggleActionItemsByFrequency(FIRST_MAP_PLACED_FREQUENCY + 3);
return 0;
}
static int l_ACTION_ITEM_TOGGLE_ACTION4(lua_State* L)
{
ToggleActionItemsByFrequency(FIRST_MAP_PLACED_FREQUENCY + 4);
return 0;
}
static int l_ACTION_ITEM_TOGGLE_PRESSURE_ITEMS(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 sGridNo = lua_tointeger(L, 1);
TogglePressureActionItemsInGridNo(sGridNo);
}
return 0;
}
static int l_ACTION_ITEM_ENTER_BROTHEL(lua_State* L)
{
return 0;
}
static int l_ACTION_ITEM_EXIT_BROTHEL(lua_State* L)
{
return 0;
}
static int l_ACTION_ITEM_KINGPIN_ALARM(lua_State* L)
{
return 0;
}
static int l_ACTION_ITEM_SEX(lua_State* L)
{
UINT8 n = lua_gettop(L);
INT32 sGridNo = NOWHERE;
if (n >= 1)
{
sGridNo = lua_tointeger(L, 1);
if (!(gTacticalStatus.uiFlags & INCOMBAT))
{
SoldierID soldier;
OBJECTTYPE DoorCloser;
INT16 sTeleportSpot;
INT16 sDoorSpot;
UINT8 ubDirection;
//DBrot: More Rooms
//UINT8 ubRoom, ubOldRoom;
UINT16 usRoom, usOldRoom;
// Flugente: check for valid sGridNo
if (TileIsOutOfBounds(sGridNo))
return 0;
soldier = WhoIsThere2(sGridNo, 0);
if ((soldier != NOBODY) && (soldier->bTeam == gbPlayerNum))
{
if (InARoom(sGridNo, &usRoom) && InARoom(soldier->sOldGridNo, &usOldRoom) && usOldRoom != usRoom)
{
// also require there to be a miniskirt civ in the room
if (HookerInRoom(usRoom))
{
// stop the merc...
soldier->EVENT_StopMerc(soldier->sGridNo, soldier->ubDirection);
if (sGridNo == gModSettings.iCarlaDoorGridNo + 1)
{
sDoorSpot = gModSettings.iCarlaDoorGridNo;
sTeleportSpot = gModSettings.iCarlaDoorGridNo;
}
else if (sGridNo == gModSettings.iCindyDoorGridNo + 1)
{
sDoorSpot = gModSettings.iCindyDoorGridNo;
sTeleportSpot = gModSettings.iCindyDoorGridNo;
}
else if (sGridNo == gModSettings.iBambiDoorGridNo)
{
sDoorSpot = gModSettings.iBambiDoorGridNo;
sTeleportSpot = gModSettings.iBambiDoorGridNo + 1;
}
else
{
sDoorSpot = NOWHERE;
sTeleportSpot = NOWHERE;
}
if (!TileIsOutOfBounds(sDoorSpot) && !TileIsOutOfBounds(sTeleportSpot))
{
// close the door...
DoorCloser[0]->data.misc.bActionValue = ACTION_ITEM_CLOSE_DOOR;
PerformItemAction(sDoorSpot, &DoorCloser);
// Flugente: additional dialogue
AdditionalTacticalCharacterDialogue_CallsLua(soldier, ADE_SEX);
// have sex
HandleNPCDoAction(0, NPC_ACTION_SEX, 0);
// move the merc outside of the room again
sTeleportSpot = FindGridNoFromSweetSpotWithStructData(soldier, STANDING, sTeleportSpot, 2, &ubDirection, FALSE);
soldier->ChangeSoldierState(STANDING, 0, TRUE);
TeleportSoldier(soldier, sTeleportSpot, FALSE);
HandleMoraleEvent(soldier, MORALE_SEX, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
FatigueCharacter(soldier);
FatigueCharacter(soldier);
FatigueCharacter(soldier);
FatigueCharacter(soldier);
DirtyMercPanelInterface(soldier, DIRTYLEVEL1);
// Flugente: we might get a disease from this...
HandlePossibleInfection(soldier, NULL, INFECTION_TYPE_SEX);
}
}
}
}
}
}
return 0;
}
static int l_ACTION_ITEM_REVEAL_ROOM(lua_State* L)
{
UINT8 n = lua_gettop(L);
INT32 sGridNo = NOWHERE;
if (n >= 1)
{
sGridNo = lua_tointeger(L, 1);
// Flugente: check for valid sGridNo
if (TileIsOutOfBounds(sGridNo))
return 0;
//DBrot: More Rooms
//UINT8 ubRoom;
UINT16 usRoom;
if (InAHiddenRoom(sGridNo, &usRoom))
{
RemoveRoomRoof(sGridNo, usRoom, NULL);
}
}
return 0;
}
static int l_ACTION_ITEM_LOCAL_ALARM(lua_State* L)
{
if (lua_gettop(L))
{
INT32 sGridNo = lua_tointeger(L, 1);
// Flugente: check for valid sGridNo
if (TileIsOutOfBounds(sGridNo))
return 0;
MakeNoise(NOBODY, sGridNo, 0, gpWorldLevelData[sGridNo].ubTerrainID, 30, NOISE_SILENT_ALARM);
}
return 0;
}
static int l_ACTION_ITEM_GLOBAL_ALARM(lua_State* L)
{
if (lua_gettop(L))
{
INT32 sGridNo = lua_tointeger(L, 1);
// Flugente: check for valid sGridNo
if (TileIsOutOfBounds(sGridNo))
return 0;
CallAvailableEnemiesTo(sGridNo);
}
return 0;
}
static int l_ACTION_ITEM_BLOODCAT_ALARM(lua_State* L)
{
if (lua_gettop(L))
{
INT32 sGridNo = lua_tointeger(L, 1);
// Flugente: check for valid sGridNo
if (TileIsOutOfBounds(sGridNo))
return 0;
CallAvailableTeamEnemiesTo(sGridNo, CREATURE_TEAM);
}
return 0;
}
static int l_ACTION_ITEM_KLAXON(lua_State* L)
{
if (lua_gettop(L))
{
INT32 sGridNo = lua_tointeger(L, 1);
// Flugente: check for valid sGridNo
if (TileIsOutOfBounds(sGridNo))
return 0;
PlayJA2Sample(KLAXON_ALARM, RATE_11025, SoundVolume(MIDVOLUME, sGridNo), 5, SoundDir(sGridNo));
}
return 0;
}
static int l_ACTION_ITEM_MUSEUM_ALARM(lua_State* L)
{
if (lua_gettop(L))
{
INT32 sGridNo = lua_tointeger(L, 1);
// Flugente: check for valid sGridNo
if (TileIsOutOfBounds(sGridNo))
return 0;
PlayJA2Sample(KLAXON_ALARM, RATE_11025, SoundVolume(MIDVOLUME, sGridNo), 5, SoundDir(sGridNo));
CallEldinTo(sGridNo);
}
return 0;
}
//------------------------------------------------
static int l_Action_door(lua_State* L)
{
UINT8 n = lua_gettop(L);
OBJECTTYPE DoorCloser;
BOOLEAN Bool;
INT32 sGridNo = NOWHERE;
if (lua_gettop(L) >= 2)
{
Bool = lua_toboolean(L, 1);
sGridNo = lua_tointeger(L, 2);
// Flugente: check for valid sGridNo
if (TileIsOutOfBounds(sGridNo))
return 0;
if (Bool == FALSE)
{
DoorCloser[0]->data.misc.bActionValue = ACTION_ITEM_CLOSE_DOOR;
PerformItemAction(sGridNo, &DoorCloser);
}
else
{
DoorCloser[0]->data.misc.bActionValue = ACTION_ITEM_OPEN_DOOR;
PerformItemAction(sGridNo, &DoorCloser);
}
}
return 0;
}
static int l_Action_door_open(lua_State* L)
{
UINT8 n = lua_gettop(L);
OBJECTTYPE DoorCloser;
INT32 sGridNo = NOWHERE;
if (n >= 1)
{
sGridNo = lua_tointeger(L, 1);
// Flugente: check for valid sGridNo
if (TileIsOutOfBounds(sGridNo))
return 0;
DoorCloser[0]->data.misc.bActionValue = ACTION_ITEM_OPEN_DOOR;
PerformItemAction(sGridNo, &DoorCloser);
}
return 0;
}
static int l_Action_door_close(lua_State* L)
{
UINT8 n = lua_gettop(L);
OBJECTTYPE DoorCloser;
INT32 sGridNo = NOWHERE;
if (n >= 1)
{
sGridNo = lua_tointeger(L, 1);
// Flugente: check for valid sGridNo
if (TileIsOutOfBounds(sGridNo))
return 0;
DoorCloser[0]->data.misc.bActionValue = ACTION_ITEM_CLOSE_DOOR;
PerformItemAction(sGridNo, &DoorCloser);
}
return 0;
}
//-----------------------------------
//action
static int l_SetOffBombsByFrequency(lua_State* L)
{
//SOLDIERTYPE * pSoldier;
if (lua_gettop(L) >= 2)
{
INT8 ACTION = lua_tointeger(L, 1);
SoldierID ID = lua_tointeger(L, 2);
if (ACTION >= 1 || ACTION <= 4)
{
//pSoldier = FindSoldierByProfileID( ID, TRUE );
//if (pSoldier)
//{
SetOffBombsByFrequency(ID /*pSoldier->ubID*/, FIRST_MAP_PLACED_FREQUENCY + ACTION);
//}
}
}
return 0;
}
//action
static int l_TeleportSoldier(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ubID = lua_tointeger(L, 1);
INT32 sGridNo = lua_tointeger(L, 2);
if (ubID < NUM_PROFILES && !TileIsOutOfBounds(sGridNo))
{
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubID, TRUE);
if (pSoldier)
{
TeleportSoldier(pSoldier, sGridNo, TRUE);
}
}
}
return 0;
}
//-------------------------------------------
static int l_SetGlobalLuaBoolFalse(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 val = lua_tointeger(L, 1);
gLuaGlobal[val].fGlobalLuaBool = FALSE;
}
return 0;
}
static int l_SetGlobalLuaBoolTrue(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 val = lua_tointeger(L, 1);
gLuaGlobal[val].fGlobalLuaBool = TRUE;
}
return 0;
}
static int l_SetGlobalLuaBool(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT32 val = lua_tointeger(L, 1);
BOOLEAN set = lua_toboolean(L, 2);
// Flugente: I assume '< 1000' is meant here...
if (val < 1000)
gLuaGlobal[val].fGlobalLuaBool = set;
}
return 0;
}
static int l_SetGlobalLuaVal(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT32 val = lua_tointeger(L, 1);
INT32 set = lua_tointeger(L, 2);
if (val < 1000)
gLuaGlobal[val].iGlobalLuaVal = set;
}
return 0;
}
static int l_GetGlobalLuaVal(lua_State* L)
{
UINT8 n = lua_gettop(L);
UINT32 val;
INT32 set;
if (n >= 1)
val = lua_tointeger(L, 1);
else
return 1;
set = gLuaGlobal[val].iGlobalLuaVal;
lua_pushinteger(L, set);
return 1;
}
static int l_CheckGlobalLuaBool(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 val = lua_tointeger(L, 1);
BOOLEAN Bool = gLuaGlobal[val].fGlobalLuaBool;
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_CheckGlobalLuaVal(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 val = lua_tointeger(L, 1);
INT32 set = gLuaGlobal[val].iGlobalLuaVal;
lua_pushinteger(L, set);
}
return 1;
}
static int l_ItemTypeExistsAtLocation(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT32 ItemIndex = lua_tointeger(L, 1);
UINT32 GridNo = lua_tointeger(L, 2);
BOOLEAN Bool = ItemTypeExistsAtLocation(GridNo, ItemIndex, 0, NULL);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_fCivGroupHostile(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 Group = lua_tointeger(L, 1);
BOOLEAN Bool = gTacticalStatus.fCivGroupHostile[Group];
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_fEnemyControlled(lua_State* L)
{
if (lua_gettop(L))
{
UINT16 id = lua_tointeger(L, 1);
BOOLEAN Bool = StrategicMap[id].fEnemyControlled;
lua_pushboolean(L, Bool);
}
return 1;
}
//anim
static int l_EVENT_InitNewSoldierAnim(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT16 ubTargetNPC = lua_tointeger(L, 1);
UINT32 ANIM = lua_tointeger(L, 2);
SoldierID solID = lua_tointeger(L, 3);
// This is not my favorite, but now it will at least work. -Asdow
if (ubTargetNPC != NOBODY)
{
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC, TRUE);
if (pSoldier)//&& pSoldier->ubBodyType == BodyType )
{
DeleteTalkingMenu();
pSoldier->EVENT_InitNewSoldierAnim(ANIM, 0, TRUE);
}
}
else
{
if (solID != NOBODY && solID->bInSector)
solID->EVENT_InitNewSoldierAnim(ANIM, 0, TRUE);
}
}
return 0;
}
static int l_EnterShopKeeperInterfaceScreen(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubCharacterNum = lua_tointeger(L, 1);
if (HandleShopKeepHasBeenShutDown(ubCharacterNum) == FALSE)
{
DeleteTalkingMenu();
EnterShopKeeperInterfaceScreen(ubCharacterNum);
}
}
return 0;
}
static int l_CheckCombatMode(lua_State* L)
{
UINT8 n = lua_gettop(L);
BOOLEAN Bool = (gTacticalStatus.uiFlags & INCOMBAT);
lua_pushboolean(L, Bool);
return 1;
}
//---------------------------------------------
static int l_SetEnterCombatMode(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT16 group = lua_tointeger(L, 1);
SoldierID ubID = lua_tointeger(L, 2);
if (ubID == NOBODY)
return 0;
SOLDIERTYPE* pGoon = NULL;
for (SoldierID ubLoop = gTacticalStatus.Team[CIV_TEAM].bFirstID; ubLoop <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++ubLoop)
{
pGoon = ubLoop;
if (pGoon->ubCivilianGroup == group && pGoon->bActive && pGoon->bInSector && pGoon->stats.bLife >= OKLIFE && pGoon->aiData.bOppList[ubID] == SEEN_CURRENTLY)
{
MakeCivHostile(pGoon);
if (!(gTacticalStatus.uiFlags & INCOMBAT))
{
EnterCombatMode(pGoon->bTeam);
}
}
}
}
return 0;
}
static int l_SetEnterCombatModeTeam(lua_State* L)
{
if (!(gTacticalStatus.uiFlags & INCOMBAT) && lua_gettop(L) >= 1)
{
UINT8 Team = lua_tointeger(L, 1);
EnterCombatMode(Team);
}
return 0;
}
static int l_MakeMercPtrsHostile(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
if (ubID != NOBODY)
{
MakeCivHostile(ubID);
}
}
return 0;
}
static int l_ChangeNpcToDifferentSector(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT8 ubNpcId = lua_tointeger(L, 1);
INT16 sSectorX = lua_tointeger(L, 2);
INT16 sSectorY = lua_tointeger(L, 3);
INT8 bSectorZ = lua_tointeger(L, 4);
ChangeNpcToDifferentSector(ubNpcId, sSectorX, sSectorY, bSectorZ);
}
return 0;
}
static int l_PlayerInARoom(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT32 sGridNo = lua_tointeger(L, 1);
UINT16 usRoom2 = lua_tointeger(L, 2);
//DBrot: More Rooms
//UINT8 ubRoom,ubRoom2;
UINT16 usRoom;
BOOLEAN Bool = (InARoom(sGridNo, &usRoom) && usRoom == usRoom2);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_EVENT_SoldierGotHit(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 UID = lua_tointeger(L, 1);
SOLDIERTYPE* pTarget2;
if (gMercProfiles[UID].bMercStatus != MERC_IS_DEAD)
{
pTarget2 = FindSoldierByProfileID(UID, FALSE);
if (pTarget2)
{
DeleteTalkingMenu();
if (pTarget2->stats.bLife >= 0)
{
pTarget2->EVENT_SoldierGotHit(1, 100, 10, pTarget2->ubDirection, 320, NOBODY, FIRE_WEAPON_NO_SPECIAL, AIM_SHOT_TORSO, 0, NOWHERE);
}
}
}
}
return 0;
}
/*
static int l_SetSoldierSide (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT8 bNewSide;
SOLDIERTYPE *pSoldier;
UINT8 ubID;
BOOLEAN Bool;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
if (i == 2 ) bNewSide = lua_tointeger(L,i);
}
if ( ubID->bInSector && ubID->bActive )
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
{ pSoldier = ubID;
if (pSoldier)
{
pSoldier->bSide = bNewSide;
}
}
return 0;
}
*/
static int l_SetSoldierSide(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 UID = lua_tointeger(L, 1);
INT8 bNewSide = lua_tointeger(L, 2);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
pSoldier->bSide = bNewSide;
}
}
return 0;
}
static int l_CheckSoldierSide(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 UID = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
INT8 bNewSide = -1;
if (pSoldier)
{
bNewSide = pSoldier->bSide;
}
if (bNewSide > -1)
lua_pushinteger(L, bNewSide);
}
return 1;
}
static int l_CheckSoldierNeutral(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 UID = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
BOOLEAN Bool = (pSoldier->aiData.bNeutral);
lua_pushboolean(L, Bool);
}
}
return 1;
}
static int l_CheckSoldierCivilianGroup(lua_State* L)
{
if (lua_gettop(L))
{
INT8 bGroup;
SOLDIERTYPE* pSoldier = NULL;
UINT8 UID = lua_tointeger(L, 1);
pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
bGroup = pSoldier->ubCivilianGroup;
lua_pushinteger(L, bGroup);
}
}
return 1;
}
static int l_CheckSoldierubProfile(lua_State* L)
{
if (lua_gettop(L))
{
INT8 bGroup;
SOLDIERTYPE* pSoldier = NULL;
UINT8 UID = lua_tointeger(L, 1);
pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
bGroup = pSoldier->ubProfile;
lua_pushinteger(L, bGroup);
}
}
return 1;
}
static int l_SetSoldierOrders(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SOLDIERTYPE* pSoldier = NULL;
UINT8 UID = lua_tointeger(L, 1);
UINT8 Orders = lua_tointeger(L, 2);
pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
pSoldier->aiData.bOrders = Orders;
}
}
return 0;
}
static int l_CheckForPotentialAddToBattleIncrement(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 UID = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
CheckForPotentialAddToBattleIncrement(pSoldier);
}
return 0;
}
static int l_RecalculateOppCntsDueToNoLongerNeutral(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 UID = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
RecalculateOppCntsDueToNoLongerNeutral(pSoldier);
}
return 0;
}
static int l_CheckSoldierActive(lua_State* L)
{
SOLDIERTYPE* pSoldier;
BOOLEAN Bool = FALSE;
if (lua_gettop(L))
{
UINT8 UID = lua_tointeger(L, 1);
pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
if (pSoldier->bActive)
Bool = TRUE;
else
Bool = FALSE;
}
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_CheckSoldierInSector(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubID = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubID, FALSE);
BOOLEAN Bool = FALSE;
if (pSoldier && pSoldier->bInSector)
Bool = TRUE;
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_CheckSoldierAssignment(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 UID = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
INT32 squad = -1;
if (pSoldier)
squad = pSoldier->bAssignment;
lua_pushinteger(L, squad);
}
return 1;
}
static int l_GetSoldierTeam(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 UID = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
INT8 Side = -1;
if (pSoldier)
Side = pSoldier->bSide;
lua_pushinteger(L, Side);
}
return 1;
}
static int l_ChangeSoldierTeam(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 UID = lua_tointeger(L, 1);
INT8 Side = lua_tointeger(L, 2);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
ChangeSoldierTeam(pSoldier, Side);
}
return 0;
}
static int l_ChangeMercPtrsTeam(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID UID = lua_tointeger(L, 1);
INT8 Side = lua_tointeger(L, 2);
if (UID != NOBODY && UID->bInSector && UID->bActive)
{
UID->bSide = Side;
}
}
return 0;
}
static int l_ExecuteStrategicAIAction(lua_State* L)
{
if (lua_gettop(L) >= 5)
{
UINT16 usActionCode = lua_tointeger(L, 1); // See list in "interface Dialogue.h"
INT16 sSectorX = lua_tointeger(L, 2); // Target X location of strategic action
INT16 sSectorY = lua_tointeger(L, 3); // Target Y location of strategic action
INT32 option1 = lua_tointeger(L, 4); // Option 1, vaies with action
INT32 option2 = lua_tointeger(L, 5); // Option 2, vaies with action
ExecuteStrategicAIAction(usActionCode, sSectorX, sSectorY, option1, option2);
}
return 0;
}
//AddEmailXML
static int l_AddEmailMercAvailableXML(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 uiIndex = lua_tointeger(L, 1);
UINT8 pMerc = 0;
if (uiIndex != 0)
pMerc = uiIndex + 1;
if (gMercProfiles[uiIndex].Type == PROFILETYPE_AIM)
AddEmailTypeXML(pMerc, uiIndex, uiIndex, GetWorldTotalMin(), -1, TYPE_EMAIL_AIM_AVAILABLE);
}
return 0;
}
//AddEmailXML
static int l_AddEmailLevelUpXML(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 uiIndex = lua_tointeger(L, 1);
UINT8 pMerc = 0;
if (uiIndex != 0)
pMerc = uiIndex + 1;
if (gMercProfiles[uiIndex].Type == PROFILETYPE_MERC)
AddEmailTypeXML(pMerc, uiIndex, uiIndex, GetWorldTotalMin(), -1, TYPE_EMAIL_MERC_LEVEL_UP);
}
return 0;
}
//AddEmail
static int l_AddEmail(lua_State* L)
{
if (lua_gettop(L) >= 5)
{
INT32 iMessageOffset = lua_tointeger(L, 1);
INT32 iMessageLength = lua_tointeger(L, 2);
UINT8 ubSender = lua_tointeger(L, 3);
INT32 iCurrentIMPPosition = lua_tointeger(L, 4);
INT16 iCurrentShipmentDestinationID = lua_tointeger(L, 5);
AddEmail(iMessageOffset, iMessageLength, ubSender, GetWorldTotalMin(), iCurrentIMPPosition, iCurrentShipmentDestinationID, TYPE_EMAIL_EMAIL_EDT);
}
return 0;
}
//AddPreReadEmail
static int l_AddPreReadEmail(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT32 iMessageOffset = lua_tointeger(L, 1);
INT32 iMessageLength = lua_tointeger(L, 2);
UINT8 ubSender = lua_tointeger(L, 3);
AddPreReadEmail(iMessageOffset, iMessageLength, ubSender, GetWorldTotalMin(), TYPE_EMAIL_EMAIL_EDT);
}
return 0;
}
// New externalized emails
//AddEmail
static int l_AddEmailFromXML(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 index = lua_tointeger(L, 1);
bool preReadMail = false;
INT32 iCurrentIMPPosition = -1;
INT16 iCurrentShipmentDestinationID = -1;
INT32 specialData1 = -1;
UINT32 specialData2 = -1;
INT32 specialData3 = -1;
INT32 specialData4 = -1;
UINT32 specialData5 = -1;
UINT32 specialData6 = -1;
if ( lua_gettop(L) >= 2 )
{
preReadMail = lua_toboolean(L, 2);
}
if ( lua_gettop(L) >= 7 )
{
iCurrentIMPPosition = lua_tointeger(L, 3);
iCurrentShipmentDestinationID = lua_tointeger(L, 4);
specialData1 = lua_tointeger(L, 5);
specialData2 = lua_tointeger(L, 6);
specialData3 = lua_tointeger(L, 7);
}
if ( specialData1 != -1 || specialData2 != -1 )
{
AddEmailWithSpecialDataXML(index, GetWorldTotalMin(), iCurrentIMPPosition, iCurrentShipmentDestinationID, preReadMail, specialData1, specialData2, specialData3, specialData4, specialData5, specialData6);
}
else
{
AddEmailFromXML(index, GetWorldTotalMin(), iCurrentIMPPosition, iCurrentShipmentDestinationID, preReadMail, specialData1, specialData2, specialData3, specialData4, specialData5, specialData6);
}
}
return 0;
}
//gfBoxerFought
static int l_SetgfBoxerFought(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 id = lua_tointeger(L, 1);
BOOLEAN Bool = lua_toboolean(L, 2);
gfBoxerFought[id] = Bool;
DebugQuestInfo(String("lua: set gfBoxerFought[%d] %d ", id, Bool));
}
return 0;
}
static int l_SetgfBoxersResting(lua_State* L)
{
if (lua_gettop(L))
{
gfBoxersResting = lua_toboolean(L, 1);
DebugQuestInfo(String("lua: set gfBoxersResting %d", gfBoxersResting));
}
return 0;
}
static int l_SetgubBoxersRests(lua_State* L)
{
if (lua_gettop(L))
{
gubBoxersRests = lua_tointeger(L, 1);
DebugQuestInfo(String("lua: set gubBoxersRests %d ", gubBoxersRests));
}
return 0;
}
static int l_GetWorldHour(lua_State* L)
{
UINT32 h2 = GetWorldHour();
lua_pushinteger(L, h2);
return 1;
}
static int l_GetWorldMinutesInDay(lua_State* L)
{
UINT32 uiTime = GetWorldMinutesInDay();
lua_pushinteger(L, uiTime);
return 1;
}
//---------------------------------------------------------------------------------------
BOOLEAN LetLuaHandleEarlyMorningEvents(UINT8 Init)
{
const char* filename = "scripts\\StrategicEventHandler.lua";
LuaScopeState _LS(true);
// lua_register(_LS.L(), "CheckFact", l_CheckFact);
lua_register(_LS.L(), "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
// lua_register(_LS.L(), "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "HandleEarlyMorningEvents").Call(0);
}
/*
if ( Init == 1 )
{
LuaFunction(_LS.L, "HandlePossiblyDamagedPackage" ).Call(0);
}
if ( Init == 2 )
{
LuaFunction(_LS.L, "AddSecondAirportAttendant" ).Call(0);
}
if ( Init == 3 )
{
LuaFunction(_LS.L, "SetPabloToUnbribed" ).Call(0);
}
if ( Init == 4 )
{
LuaFunction(_LS.L, "CheckForMissingHospitalSupplies" ).Call(0);
}
*/
return true;
}
/*
BOOLEAN LetLuaHandleNPCSystemEvent( UINT32 uiEvent, UINT8 Init)
{
char * filename = "scripts\\StrategicEventHandler.lua";
UINT32 size, bytesRead;
char* buffer;
HWFILE file = FileOpen(filename, FILE_ACCESS_READ, FALSE);
if (!file)
return false;
size = FileSize(filename);
buffer = new char[size+1];
buffer[size] = 0;
FileRead(file, buffer, size, &bytesRead);
FileClose(file);
lua_State *L = lua_open();
luaL_openlibs(L);
//init function
lua_register(L, "CheckFact", l_CheckFact);
lua_register(L, "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
lua_register(L, "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(L,TRUE);
IniGlobalGameSetting(L);
if (luaL_dostring(L, buffer))
{
// oh noes, error
// TODO: write to log or something
return false;
}
if ( Init == 0 )
{
lua_getglobal(L , "HandleNPCSystemEvent");
lua_pushnumber(L, uiEvent);
lua_call(L,1,0);
}
lua_close(L);
delete[] buffer;
return true;
}
*/
//---------------
static int l_FindItem2Soldier(lua_State* L)
{
BOOLEAN bol = FALSE;
if (lua_gettop(L) >= 3)
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
UINT32 ItemIndex = lua_tointeger(L, 2);
BOOLEAN fPlayerMercsOnly = lua_toboolean(L, 3);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC, fPlayerMercsOnly);
if (pSoldier)
{
INT8 bItemIn = FindObj(pSoldier, ItemIndex);
if (bItemIn != NO_SLOT)
{
bol = TRUE;
}
}
lua_pushboolean(L, bol);
}
return 1;
}
static int l_FindItemSoldier(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
UINT32 ItemIndex = lua_tointeger(L, 2);
UINT32 GridNo = lua_tointeger(L, 3);
BOOLEAN fPlayerMercsOnly = lua_toboolean(L, 4);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC, fPlayerMercsOnly);
if (pSoldier)
{
INT8 bItemIn = FindObj(pSoldier, ItemIndex);
if (bItemIn != NO_SLOT)
{
AddItemToPool(GridNo, &(pSoldier->inv[bItemIn]), -1, 0, 0, 0);
DeleteObj(&(pSoldier->inv[bItemIn]));
RemoveObjectFromSoldierProfile(ubTargetNPC, ItemIndex);
}
}
}
return 0;
}
//Create items
static int l_CreateItem(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT16 usItem = lua_tointeger(L, 1);
INT16 bStatus = lua_tointeger(L, 2);
INT32 sGridNo = lua_tointeger(L, 3);
UINT8 bLevel = lua_tointeger(L, 4);
OBJECTTYPE Object;
CreateItem(usItem, bStatus, &Object);
INT32 iWorldItem;
AddItemToPoolAndGetIndex(sGridNo, &Object, -1, bLevel, 0, 0, -1, &iWorldItem);
}
return 0;
}
static int l_CreateItemInv(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ubID = lua_tointeger(L, 1);
UINT16 BItemId = lua_tointeger(L, 2);
UINT8 slot = lua_tointeger(L, 3);
if (ubID < NUM_PROFILES && slot <= SMALLPOCK30POS)
{
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubID, FALSE);
if (pSoldier)
{
CreateItem((UINT16)(BItemId), 100, &(pSoldier->inv[slot]));
}
}
}
return 0;
}
static int l_CreateItemInvOrFloor(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID ubID = lua_tointeger(L, 1);
UINT16 usItem = lua_tointeger(L, 2);
if (ubID != NOBODY)
{
SOLDIERTYPE* pSoldier = ubID;
CreateItem(usItem, 100, &gTempObject);
if (!AutoPlaceObject(pSoldier, &gTempObject, TRUE))
{
AddItemToPool(pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0, -1);
}
}
}
return 0;
}
static int l_DestroyOneItemInInventory(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID ubID = lua_tointeger(L, 1);
UINT16 usItem = lua_tointeger(L, 2);
if (ubID < TOTAL_SOLDIERS)
{
ubID->DestroyOneItemInInventory(usItem);
}
}
return 0;
}
static int l_HasItemInInventory(lua_State* L)
{
bool Bool = FALSE;
if (lua_gettop(L) >= 2)
{
SoldierID ubID = lua_tointeger(L, 1);
UINT16 usItem = lua_tointeger(L, 2);
if (ubID < TOTAL_SOLDIERS)
{
Bool = ubID->HasItemInInventory(usItem);
}
}
lua_pushboolean(L, Bool);
return 1;
}
static int l_CreateKeyProfInvAndAddItemToPool(lua_State* L)
{
if (lua_gettop(L) >= 5)
{
INT32 iWorldItem;
UINT8 ubTargetNPC = lua_tointeger(L, 1);
UINT8 ubNumberOfKeys = lua_tointeger(L, 2);
UINT8 ubKeyIdValue = lua_tointeger(L, 3);
INT32 sGridNo = lua_tointeger(L, 4);
UINT8 bLevel = lua_tointeger(L, 5);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC, FALSE);
if (pSoldier)
{
OBJECTTYPE Key;
CreateKeyObject(&Key, ubNumberOfKeys, ubKeyIdValue);
AutoPlaceObject(pSoldier, &Key, TRUE);
AddItemToPoolAndGetIndex(sGridNo, &Key, -1, bLevel, 0, 0, -1, &iWorldItem);
}
}
return 0;
}
static int l_CreateKeyAndAddItemToPool(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT8 ubNumberOfKeys = lua_tointeger(L, 1);
UINT8 ubKeyIdValue = lua_tointeger(L, 2);
INT32 sGridNo = lua_tointeger(L, 3);
UINT8 bLevel = lua_tointeger(L, 4);
OBJECTTYPE Key;
CreateKeyObject(&Key, ubNumberOfKeys, ubKeyIdValue);
INT32 iWorldItem;
AddItemToPoolAndGetIndex(sGridNo, &Key, -1, bLevel, 0, 0, -1, &iWorldItem);
}
return 0;
}
//Create items
static int l_CreateToUnLoadedSector(lua_State* L)
{
if (lua_gettop(L) >= 11)
{
UINT16 usItem = lua_tointeger(L, 1);
INT16 bStatus = lua_tointeger(L, 2);
INT16 sMapX = lua_tointeger(L, 3);
INT16 sMapY = lua_tointeger(L, 4);
INT8 bMapZ = lua_tointeger(L, 5);
INT32 sGridNo = lua_tointeger(L, 6);
UINT32 uiNumberOfItems = lua_tointeger(L, 7);
UINT8 ubLevel = lua_tointeger(L, 8);
//if (i == 9 ) usFlags = lua_tointeger(L,i);
INT8 bRenderZHeightAboveLevel = lua_tointeger(L, 9);
INT8 bVisible = lua_tointeger(L, 10);
BOOLEAN fReplaceEntireFile = lua_toboolean(L, 11);
OBJECTTYPE Object;
CreateItem(usItem, bStatus, &Object);
AddItemsToUnLoadedSector(sMapX, sMapY, bMapZ, sGridNo, uiNumberOfItems, &Object, ubLevel, WORLD_ITEM_REACHABLE, bRenderZHeightAboveLevel, bVisible, fReplaceEntireFile);
}
return 0;
}
//Create Key
static int l_CreateKeyProfInv(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
UINT8 ubNumberOfKeys = lua_tointeger(L, 2);
UINT8 ubKeyIdValue = lua_tointeger(L, 3);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC, FALSE);
if (pSoldier)
{
OBJECTTYPE Key;
CreateKeyObject(&Key, ubNumberOfKeys, ubKeyIdValue);
AutoPlaceObject(pSoldier, &Key, TRUE);
}
}
return 0;
}
//Create items
static int l_CreateItemToPool(lua_State* L)
{
if (lua_gettop(L) >= 6)
{
UINT16 usItem = lua_tointeger(L, 1);
INT16 bStatus = lua_tointeger(L, 2);
INT32 sGridNo = lua_tointeger(L, 3);
INT8 bVisible = lua_tointeger(L, 4);
UINT8 ubLevel = lua_tointeger(L, 5);
INT8 bRenderZHeightAboveLevel = lua_tointeger(L, 6);
//if (i == 6 ) usFlags = lua_tointeger(L,i);
OBJECTTYPE Object;
CreateItem(usItem, bStatus, &Object);
AddItemToPool(sGridNo, &Object, bVisible, ubLevel, WORLD_ITEM_REACHABLE, bRenderZHeightAboveLevel);
}
return 0;
}
static int l_CreateMoney(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT16 money = lua_tointeger(L, 1);
INT32 sGridNo = lua_tointeger(L, 2);
UINT8 bLevel = lua_tointeger(L, 3);
OBJECTTYPE Object;
CreateMoney(money, &Object);
INT32 iWorldItem = 0;
AddItemToPoolAndGetIndex(sGridNo, &Object, -1, bLevel, 0, 0, -1, &iWorldItem);
}
return 0;
}
//RecruitRPC
static int l_RecruitRPC(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 id = lua_tointeger(L, 1);
RecruitRPC(id);
}
return 0;
}
//RecruitEPC
static int l_RecruitEPC(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 id = lua_tointeger(L, 1);
if (!CheckNPCIsEPC(id))
RecruitEPC(id);
}
return 0;
}
//UnRecruitEPC
static int l_UnRecruitEPC(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 id = lua_tointeger(L, 1);
if (CheckNPCIsEPC(id))
UnRecruitEPC(id);
}
return 0;
}
static int l_FindSoldierTeam(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC, FALSE);
if (pSoldier)
{
UINT8 team = 0;
if (pSoldier->bTeam == OUR_TEAM)
team = 0;
else if (pSoldier->bTeam == ENEMY_TEAM)
team = 1;
else if (pSoldier->bTeam == CREATURE_TEAM)
team = 2;
else if (pSoldier->bTeam == MILITIA_TEAM)
team = 3;
else if (pSoldier->bTeam == CIV_TEAM)
team = 4;
else if (pSoldier->bTeam == PLAYER_PLAN)
team = 5;
lua_pushinteger(L, team);
}
}
return 1;
}
static int l_EVENT_StopMerc(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC, FALSE);
if (pSoldier)
{
pSoldier->EVENT_StopMerc(pSoldier->sGridNo, pSoldier->ubDirection);
}
}
return 0;
}
static int l_GetGridoProfileID(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC, FALSE);
UINT32 gridNo = 0;
if (pSoldier)
gridNo = pSoldier->sGridNo;
lua_pushinteger(L, gridNo);
}
return 1;
}
static int l_GetDirection(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC, FALSE);
UINT32 Direction = 0;
if (pSoldier)
Direction = pSoldier->ubDirection;
lua_pushinteger(L, Direction);
}
return 1;
}
static int l_ubID(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC, FALSE);
if (pSoldier)
lua_pushinteger(L, pSoldier->ubID);
else
lua_pushinteger(L, -1);
}
return 1;
}
//------------
static int l_GetFirstID(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 team = lua_tointeger(L, 1);
UINT32 id = gTacticalStatus.Team[team].bFirstID;
lua_pushinteger(L, id);
}
return 1;
}
static int l_GetLastID(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 team = lua_tointeger(L, 1);
UINT32 id = gTacticalStatus.Team[team].bLastID;
lua_pushinteger(L, id);
}
return 1;
}
static int l_SetCivGroupHostile(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Civ = lua_tointeger(L, 1);
UINT8 status = lua_tointeger(L, 2);
gTacticalStatus.fCivGroupHostile[Civ] = status;
}
return 0;
}
//Merc
static int l_CheckMercPtrsAssignment(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
if (ubID != NOBODY)
{
INT32 squad = ubID->bAssignment;
lua_pushinteger(L, squad);
}
}
return 1;
}
static int l_CheckMercPtrsActive(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
BOOLEAN Bool = FALSE;
if (ubID != NOBODY && ubID->bActive)
Bool = TRUE;
else
Bool = FALSE;
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_CheckMercPtsrInSector(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
BOOLEAN Bool = FALSE;
if (ubID != NOBODY && ubID->bInSector)
Bool = TRUE;
else
Bool = FALSE;
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_GetMercPtsrProfileID(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
if (ubID != NOBODY)
{
UINT8 profil = ubID->ubProfile;
lua_pushinteger(L, profil);
}
}
return 1;
}
static int l_CheckMercPtrsLife(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
if (ubID != NOBODY)
{
INT8 life = ubID->stats.bLife;
lua_pushinteger(L, life);
}
}
return 1;
}
static int l_SoldierGiveItem(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ubID1 = lua_tointeger(L, 1);
UINT8 ubID2 = lua_tointeger(L, 2);
UINT32 item = lua_tointeger(L, 3);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubID1, FALSE);
SOLDIERTYPE* pSoldier2 = FindSoldierByProfileID(ubID2, FALSE);
BOOLEAN bol = FALSE;
if (!pSoldier || !pSoldier2)
bol = FALSE;
else
bol = TRUE;
if (bol == TRUE)
{
// Look for item....
INT8 bInvPos = FindObj(pSoldier, item);
AssertMsg(bInvPos != NO_SLOT, "Interface Dialogue.C: Gift item does not exist in NPC.");
SoldierGiveItem(pSoldier, pSoldier2, &(pSoldier->inv[bInvPos]), bInvPos);
}
}
return 0;
}
static int l_CheckMercPtsrTeleportToSector(lua_State* L)
{
if (lua_gettop(L) >= 5)
{
SoldierID ubID = NOBODY;
INT16 SectorX = 0;
INT16 SectorY = 0;
INT8 SectorZ = 0;
UINT32 GridNo = 0;
SOLDIERTYPE* pSoldier;
SectorX = lua_tointeger(L, 1);
SectorY = lua_tointeger(L, 2);
SectorZ = lua_tointeger(L, 3);
GridNo = lua_tointeger(L, 4);
ubID = lua_tointeger(L, 5);
if (ubID != NOBODY && ubID->bInSector && ubID->bActive)
{
pSoldier = ubID;
if (pSoldier)
{
pSoldier->sSectorX = SectorX;
pSoldier->sSectorY = SectorY;
pSoldier->bSectorZ = SectorZ;
// Set gridno
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = GridNo;
}
}
}
return 0;
}
static int l_GetMercPtrsGroup(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
if (ubID != NOBODY)
{
UINT8 GroupID = ubID->ubGroupID;
lua_pushinteger(L, GroupID);
}
}
return 1;
}
static int l_WearGasMaskIfAvailable(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
if (ubID != NOBODY && ubID->bInSector && ubID->bActive)
{
WearGasMaskIfAvailable(ubID);
}
}
return 0;
}
static int l_SetNewSituationMercPtsr(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
if (ubID != NOBODY && ubID->bInSector && ubID->bActive)
{
SetNewSituation(ubID);
}
}
return 0;
}
static int l_gsPublicNoiseGridNo(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Team = lua_tointeger(L, 1);
UINT32 sGridNo = lua_tointeger(L, 2);
gsPublicNoiseGridNo[Team] = sGridNo;
}
return 0;
}
static int l_gubPublicNoiseVolume(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Team = lua_tointeger(L, 1);
UINT32 Duration = lua_tointeger(L, 2);
//MAX_MISC_NOISE_DURATION
gubPublicNoiseVolume[Team] = Duration;
}
return 0;
}
static int l_AnimMercPtsrInSector(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID ubID = lua_tointeger(L, 1);
UINT16 Anim = lua_tointeger(L, 2);
if (ubID != NOBODY && ubID->bInSector)
ubID->EVENT_InitNewSoldierAnim(Anim, 0, TRUE);
}
return 0;
}
static int l_AnimMercPtsrfAIFlags(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
if (ubID != NOBODY && ubID->bInSector)
ubID->aiData.fAIFlags |= AI_HANDLE_EVERY_FRAME;
}
return 0;
}
static int l_AnimMercPtsrusStrategicInsertionData(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID ubID = lua_tointeger(L, 1);
INT32 GridNo = lua_tointeger(L, 2);
if (ubID != NOBODY && ubID->bInSector)
ubID->usStrategicInsertionData = GridNo;
}
return 0;
}
static int l_AnimMercPtsrubStrategicInsertionCode(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID ubID = lua_tointeger(L, 1);
INT32 GridNo = lua_tointeger(L, 2);
if (ubID != NOBODY && ubID->bInSector)
ubID->ubStrategicInsertionCode = GridNo;
}
return 0;
}
static int l_WhichBuddy(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
INT8 bBuddyIndex;
SoldierID ubID1 = lua_tointeger(L, 1);
SoldierID ubID2 = lua_tointeger(L, 2);
if ((ubID1 != NOBODY && ubID1->bInSector) && (ubID2 != NOBODY && ubID2->bInSector))
bBuddyIndex = WhichBuddy(ubID1->ubProfile, ubID2->ubProfile);
lua_pushinteger(L, bBuddyIndex);
}
return 1;
}
static int l_AnimMercPtsrsAbsoluteFinalDestination(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID ubID;
INT32 GridNo = NOWHERE;
ubID = lua_tointeger(L, 1);
GridNo = lua_tointeger(L, 2);
if (ubID != NOBODY && ubID->bInSector && GridNo != NOWHERE)
ubID->sAbsoluteFinalDestination = GridNo;
}
return 0;
}
static int l_AnimMercPtsrusNextActionData(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID ubID;
INT32 GridNo = NOWHERE;
ubID = lua_tointeger(L, 1);
GridNo = lua_tointeger(L, 2);
if (ubID != NOBODY && ubID->bInSector && GridNo != NOWHERE)
ubID->aiData.usNextActionData = GridNo;
}
return 0;
}
static int l_AnimMercPtsrbNextAction(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID ubID;
INT8 AI_ACTION = 0;
ubID = lua_tointeger(L, 1);
AI_ACTION = lua_tointeger(L, 2);
if (ubID != NOBODY && ubID->bInSector)
ubID->aiData.bNextAction = AI_ACTION;
}
return 0;
}
static int l_SetSoldierBodyType(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID ubID;
UINT8 Anim = 0;
ubID = lua_tointeger(L, 1);
Anim = lua_tointeger(L, 2);
if (ubID != NOBODY && ubID->bInSector && ubID->bActive)
ubID->ubBodyType = Anim;
}
return 0;
}
static int l_GetSoldierBodyType(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID;
UINT8 Anim = 0;
ubID = lua_tointeger(L, 1);
if (ubID != NOBODY && ubID->bInSector && ubID->bActive)
Anim = ubID->ubBodyType;
lua_pushinteger(L, Anim);
}
return 1;
}
static int l_CheckSoldierBodyType(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID ubID;
UINT8 Anim = 0;
ubID = lua_tointeger(L, 1);
Anim = lua_tointeger(L, 2);
if (ubID != NOBODY && ubID->bInSector && ubID->bActive && ubID->ubBodyType == Anim)
{
lua_pushboolean(L, true);
}
else
{
lua_pushboolean(L, false);
}
}
return 1;
}
static int l_IS_CIV_BODY_TYPE(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
if (ubID != NOBODY && ubID->bInSector && ubID->bActive && IS_CIV_BODY_TYPE(ubID))
lua_pushboolean(L, true);
else
lua_pushboolean(L, false);
}
return 1;
}
static int l_SetOffBombsInGridNo(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
SoldierID ubID = lua_tointeger(L, 1);
INT32 sGridNo = lua_tointeger(L, 2);
BOOLEAN fAllBombs = lua_toboolean(L, 3);
INT8 bLevel = lua_tointeger(L, 4);
SetOffBombsInGridNo(ubID, sGridNo, fAllBombs, bLevel);
}
return 0;
}
static int l_AnimMercPtsrSoldierGotHit(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
if (ubID != NOBODY && ubID->bInSector && ubID->bActive)
{
if (ubID->stats.bLife >= 0)
{
ubID->EVENT_SoldierGotHit(1, 100, 10, ubID->ubDirection, 320, NOBODY, FIRE_WEAPON_NO_SPECIAL, AIM_SHOT_TORSO, 0, NOWHERE);
}
}
}
return 0;
}
static int l_CheckMercPtsrubIDSeenubID2(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID ubID = lua_tointeger(L, 1);
SoldierID ubID2 = lua_tointeger(L, 2);
if (ubID != NOBODY && ubID2 != NOBODY)
{
INT8 seen = ubID->aiData.bOppList[ubID2];
lua_pushinteger(L, seen);
}
}
return 1;
}
static int l_CheckMercPtrsInCivilianGroup(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
if (ubID != NOBODY)
{
UINT8 group = ubID->ubCivilianGroup;
lua_pushinteger(L, group);
}
}
return 1;
}
//------------
//INT32 NewGridNo(INT32 sGridNo, INT16 sDirInc);
//INT16 DirectionInc(UINT8 ubDirection);
//INT32 OutOfBounds(INT32 sGridNo, INT32 sProposedGridNo);
static int l_TileIsOutOfBounds(lua_State* L)
{
if (lua_gettop(L))
{
INT32 sGridNo = lua_tointeger(L, 1);
TileIsOutOfBounds(sGridNo);
}
return 0;
}
static int l_ClosestPC(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
INT32 sDistance = lua_tointeger(L, 2);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC, FALSE);
if (pSoldier)
{
INT32 psDistance = 0;
ClosestPC(pSoldier, &psDistance);
}
}
return 0;
}
static int l_TileIsOutOfBoundsClosestPC(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
BOOLEAN fPlayerMercsOnly = lua_toboolean(L, 2);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC, fPlayerMercsOnly);
BOOLEAN Bool = FALSE;
if (pSoldier)
{
INT32 sDist = 0;
if (TileIsOutOfBounds(ClosestPC(pSoldier, &sDist)) && sDist > NPC_TALK_RADIUS * 2)
Bool = TRUE;
}
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_FindSoldierByProfileID(lua_State* L)
{
SOLDIERTYPE* pSoldier;
UINT8 foundProfileID = -1;
UINT16 ubLoop = 0, ubLoopLimit = MAX_NUM_SOLDIERS;
if (lua_gettop(L))
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
for (ubLoop = 0, pSoldier = MercPtrs[0]; ubLoop < ubLoopLimit; ubLoop++, pSoldier++)
{
if (pSoldier->bActive && pSoldier->ubProfile == ubTargetNPC)
{
foundProfileID = pSoldier->ubProfile;
break;
}
}
lua_pushinteger(L, foundProfileID);
}
return 1;
}
static int l_FindSoldierByProfileIDBool(lua_State* L)
{
UINT16 ubLoop = 0, ubLoopLimit = 0;
SOLDIERTYPE* pSoldier;
BOOLEAN ProfBool = FALSE;
if (lua_gettop(L))
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
ubLoopLimit = MAX_NUM_SOLDIERS;
for (ubLoop = 0, pSoldier = MercPtrs[0]; ubLoop < ubLoopLimit; ubLoop++, pSoldier++)
{
if (pSoldier->bActive && pSoldier->ubProfile == ubTargetNPC)
{
ProfBool = TRUE;
break;
}
}
lua_pushboolean(L, ProfBool);
}
return 1;
}
static int l_ubWhatKindOfMercAmI(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC, TRUE);//, fPlayerMercsOnly);
UINT8 team = 0;
if (pSoldier)
{
if (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER)
team = 0;
else if (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC)
team = 1;
else if (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__MERC)
team = 2;
else if (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__NPC)
team = 3;
else if (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC)
team = 4;
else if (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__NPC_WITH_UNEXTENDABLE_CONTRACT)
team = 5;
else if (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE)
team = 6;
}
lua_pushinteger(L, team);
}
return 1;
}
static int l_PythSpacesAway(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
INT32 sDest = lua_tointeger(L, 2);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC, FALSE);
INT32 sOrigin = 0;
if (pSoldier)
sOrigin = PythSpacesAway(pSoldier->sGridNo, sDest);
lua_pushinteger(L, sOrigin);
}
return 1;
}
static int l_MakeHostile(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ubTargetNPC = lua_tointeger(L, 1);
BOOLEAN fPlayerMercsOnly = lua_toboolean(L, 2);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubTargetNPC, fPlayerMercsOnly);
if (pSoldier)
{
if (pSoldier->ubCivilianGroup != NON_CIV_GROUP)
{
if (gTacticalStatus.fCivGroupHostile[pSoldier->ubCivilianGroup] == CIV_GROUP_NEUTRAL)
{
CivilianGroupMemberChangesSides(pSoldier);
}
}
else
{
// make hostile
MakeCivHostile(pSoldier);
}
DeleteTalkingMenu();
if (!(gTacticalStatus.uiFlags & INCOMBAT))
{
EnterCombatMode(pSoldier->bTeam);
}
}
}
return 0;
}
//---------------
//-------------New--------------
static int l_GetTimeQuestWasStarted(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 ubCode = lua_tointeger(L, 1);
UINT32 ubCode2 = GetTimeQuestWasStarted(ubCode);
lua_pushinteger(L, ubCode2);
}
return 1;
}
static int l_GiveQuestRewardPoint(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
INT16 sQuestSectorX = lua_tointeger(L, 1);
INT16 sQuestSectorY = lua_tointeger(L, 2);
INT8 bExpReward = lua_tointeger(L, 3);
UINT8 bException = lua_tointeger(L, 4);
GiveQuestRewardPoint(sQuestSectorX, sQuestSectorY, bExpReward, bException);
}
return 0;
}
static int l_gubQuest(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 quest = lua_tointeger(L, 1);
UINT8 Bool = 0;
if (gubQuest[quest] == QUESTNOTSTARTED)
Bool = 0;
else if (gubQuest[quest] == QUESTINPROGRESS)
Bool = 1;
else if (gubQuest[quest] == QUESTDONE)
Bool = 2;
lua_pushinteger(L, Bool);
}
return 1;
}
static int l_SetgubQuest(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 quest = lua_tointeger(L, 1);
UINT8 stat = lua_tointeger(L, 2);
if (stat == 0 || stat == 1 || stat == 2)
gubQuest[quest] = stat;
}
return 0;
}
static int l_GetTacticalStatusEnemyInSector(lua_State* L)
{
UINT8 n = lua_gettop(L);
BOOLEAN Bool = gTacticalStatus.fEnemyInSector;
lua_pushboolean(L, Bool);
return 1;
}
//InTownSectorWithTrainingLoyalty
static int l_InTownSectorWithTrainingLoyalty(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
BOOLEAN Bool = InTownSectorWithTrainingLoyalty(sSectorX, sSectorY);
lua_pushboolean(L, Bool);
}
return 1;
}
//NPCHeardShot
static int l_NPCHeardShot(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubProfileID = lua_tointeger(L, 1);
BOOLEAN Bool = NPCHeardShot(ubProfileID);
lua_pushboolean(L, Bool);
}
return 1;
}
//CheckNPCIsUnderFire
static int l_CheckNPCIsUnderFire(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubProfileID = lua_tointeger(L, 1);
BOOLEAN Bool = CheckNPCIsUnderFire(ubProfileID);
lua_pushboolean(L, Bool);
}
return 1;
}
//CheckNPCCowering
static int l_CheckNPCCowering(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubProfileID = lua_tointeger(L, 1);
BOOLEAN Bool = CheckNPCCowering(ubProfileID);
lua_pushboolean(L, Bool);
}
return 1;
}
//AIMMercWithin
static int l_AIMMercWithin(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
INT32 sGridNo = lua_tointeger(L, 1);
INT16 sDistance = lua_tointeger(L, 2);
BOOLEAN Bool = AIMMercWithin(sGridNo, sDistance);
lua_pushboolean(L, Bool);
}
return 1;
}
//CheckNPCSectorBool
static int l_CheckNPCSectorBool(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT8 ubProfileID = lua_tointeger(L, 1);
INT16 sSectorX = lua_tointeger(L, 2);
INT16 sSectorY = lua_tointeger(L, 3);
INT8 bSectorZ = lua_tointeger(L, 4);
//if (gMercProfiles[ id ].sSectorX == sSectorX && gMercProfiles[ id ].sSectorY == sSectorY && gMercProfiles[ id ].bSectorZ == bSectorZ)
// Bool = TRUE;
//else
// Bool = FALSE;
BOOLEAN Bool = CheckNPCSector(ubProfileID, sSectorX, sSectorY, bSectorZ);
lua_pushboolean(L, Bool);
}
return 1;
}
//FemalePresent
static int l_FemalePresent(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubProfileID = lua_tointeger(L, 1);
BOOLEAN Bool = FemalePresent(ubProfileID);
lua_pushboolean(L, Bool);
}
return 1;
}
//PCInSameRoom
static int l_PCInSameRoom(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubProfileID = lua_tointeger(L, 1);
BOOLEAN Bool = PCInSameRoom(ubProfileID);
lua_pushboolean(L, Bool);
}
return 1;
}
//NPCInRoomRange
static int l_NPCInRoomRange(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ubProfileID = lua_tointeger(L, 1);
UINT16 usRoomID1 = lua_tointeger(L, 2);
UINT16 usRoomID2 = lua_tointeger(L, 3);
BOOLEAN Bool = NPCInRoomRange(ubProfileID, usRoomID1, usRoomID2);
lua_pushboolean(L, Bool);
}
return 1;
}
//NPCInRoom
static int l_NPCInRoom(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ubProfileID = lua_tointeger(L, 1);
UINT16 usRoomID = lua_tointeger(L, 2);
BOOLEAN Bool = NPCInRoom(ubProfileID, usRoomID);
lua_pushboolean(L, Bool);
}
return 1;
}
//CheckNPCIsRPC
static int l_CheckNPCIsRPC(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubProfileID = lua_tointeger(L, 1);
BOOLEAN Bool = CheckNPCIsRPC(ubProfileID);
lua_pushboolean(L, Bool);
}
return 1;
}
//CheckNPCIsEPC
static int l_CheckNPCIsEPC(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubProfileID = lua_tointeger(L, 1);
BOOLEAN Bool = CheckNPCIsEPC(ubProfileID);
lua_pushboolean(L, Bool);
}
return 1;
}
//CheckNPCIsEnemy
static int l_CheckNPCIsEnemy(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 ubProfileID = lua_tointeger(L, 1);
BOOLEAN Bool = CheckNPCIsEnemy(ubProfileID);
lua_pushboolean(L, Bool);
}
return 1;
}
//CheckNPCAt
static int l_CheckNPCAt(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ubNPC = lua_tointeger(L, 1);
INT32 sGridNo = lua_tointeger(L, 2);
BOOLEAN Bool = CheckNPCAt(ubNPC, sGridNo);
lua_pushboolean(L, Bool);
}
return 1;
}
//CheckGuyVisible
static int l_CheckGuyVisible(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ubNPC = lua_tointeger(L, 1);
UINT8 ubGuy = lua_tointeger(L, 2);
BOOLEAN Bool = CheckGuyVisible(ubNPC, ubGuy);
lua_pushboolean(L, Bool);
}
return 1;
}
//CheckNPCWithin
static int l_CheckNPCWithin(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ubFirstNPC = lua_tointeger(L, 1);
UINT8 ubSecondNPC = lua_tointeger(L, 2);
UINT8 ubMaxDistance = lua_tointeger(L, 3);
BOOLEAN Bool = CheckNPCWithin(ubFirstNPC, ubSecondNPC, ubMaxDistance);
lua_pushboolean(L, Bool);
}
return 1;
}
//CheckNPCInOkayHealth
static int l_CheckNPCInOkayHealth(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 id = lua_tointeger(L, 1);
BOOLEAN Bool = CheckNPCInOkayHealth(id);
lua_pushboolean(L, Bool);
}
return 1;
}
//CheckNPCWounded
static int l_CheckNPCWounded(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 id = lua_tointeger(L, 1);
BOOLEAN Bool = CheckNPCWounded(id, FALSE);
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_CheckNPCWoundedbyPlayer(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 id = lua_tointeger(L, 1);
BOOLEAN Bool = CheckNPCWounded(id, TRUE);
lua_pushboolean(L, Bool);
}
return 1;
}
//------------
//CheckNPCBleeding
static int l_CheckNPCBleeding(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 id = lua_tointeger(L, 1);
BOOLEAN Bool = CheckNPCBleeding(id);
lua_pushboolean(L, Bool);
}
return 1;
}
//Check character SectorZ
static int l_CheckCharacterSectorZ(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 id = lua_tointeger(L, 1);
INT8 SectorZ = gMercProfiles[id].bSectorZ;
lua_pushinteger(L, SectorZ);
}
return 1;
}
//Check character SectorY
static int l_CheckCharacterSectorY(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 id = lua_tointeger(L, 1);
UINT16 SectorY = gMercProfiles[id].sSectorY;
lua_pushinteger(L, SectorY);
}
return 1;
}
//Check character SectorX
static int l_CheckCharacterSectorX(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 id = lua_tointeger(L, 1);
UINT16 SectorX = gMercProfiles[id].sSectorX;
lua_pushinteger(L, SectorX);
}
return 1;
}
static int l_SetPendingNewScreenSEXSCREEN(lua_State* L)
{
SetPendingNewScreen(SEX_SCREEN);
return 0;
}
static int l_SetPendingNewScreen(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 scr = lua_tointeger(L, 1);
SetPendingNewScreen(scr);
}
return 0;
}
//--------------
//Set character to sector Z
static int l_GetCharacterSectorZ(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 id = lua_tointeger(L, 1);
INT8 SectorZ = gMercProfiles[id].bSectorZ;
lua_pushinteger(L, SectorZ);
}
return 1;
}
//Set character to sector Y
static int l_GetCharacterSectorY(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 id = lua_tointeger(L, 1);
UINT16 SectorY = gMercProfiles[id].sSectorY;
lua_pushinteger(L, SectorY);
}
return 1;
}
//Set character to sector X
static int l_GetCharacterSectorX(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 id = lua_tointeger(L, 1);
UINT16 SectorX = gMercProfiles[id].sSectorX;
lua_pushinteger(L, SectorX);
}
return 1;
}
//-----------
//Set character to sector Z
static int l_SetCharacterSectorZ(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 id = lua_tointeger(L, 1);
INT8 SectorZ = lua_tointeger(L, 2);
gMercProfiles[id].bSectorZ = SectorZ;
}
return 0;
}
// set boxer ids back to NOBODY, so they can be reinitialised
static int l_ResetBoxers(lua_State* L)
{
for (UINT8 i = 0; i < NUM_BOXERS; ++i)
{
gubBoxerID[i] = NOBODY;
// sevenfm: keep gfBoxerFought[] unchanged as it will be reset every day at 16:00 by HourlyQuestUpdate(), HourlyUpdate.lua
//gfBoxerFought[i] = FALSE;
DebugQuestInfo(String("Lua: reset boxer gubBoxerID[%d] %d", i, gubBoxerID[i]));
}
return 0;
}
//Set character to sector Y
static int l_SetCharacterSectorY(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 id = lua_tointeger(L, 1);
UINT16 SectorY = lua_tointeger(L, 2);
gMercProfiles[id].sSectorY = SectorY;
}
return 0;
}
//Set character to sector X
static int l_SetCharacterSectorX(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 id = lua_tointeger(L, 1);
UINT16 SectorX = lua_tointeger(L, 2);
gMercProfiles[id].sSectorX = SectorX;
}
return 0;
}
//Run TriggerRecord
static int l_TriggerNPCRecord(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 prof = lua_tointeger(L, 1);
UINT8 set = lua_tointeger(L, 2);
TriggerNPCRecord(prof, set);
}
return 0;
}
//Run TriggerNPCRecordImmediately
static int l_TriggerNPCRecordImmediately(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 prof = lua_tointeger(L, 1);
UINT8 set = lua_tointeger(L, 2);
TriggerNPCRecordImmediately(prof, set);
}
return 0;
}
//Add underground Sector
static int l_AddAltUnderGroundSectorNew(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 x = lua_tointeger(L, 1);
UINT8 y = lua_tointeger(L, 2);
UINT8 z = lua_tointeger(L, 3);
if (x >= 1 && x <= 16 && y >= 1 && y <= 16 && z >= 1 && z <= 3)
{
UNDERGROUND_SECTORINFO* pSector;
pSector = FindUnderGroundSector(x, y, z);
if (pSector)
{
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
}
}
}
return 0;
}
static int l_UnderGroundSectorVisited(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 x = lua_tointeger(L, 1);
UINT8 y = lua_tointeger(L, 2);
UINT8 z = lua_tointeger(L, 3);
if (x >= 1 && x <= 16 && y >= 1 && y <= 16 && z >= 1 && z <= 3)
{
UNDERGROUND_SECTORINFO* pSector;
pSector = FindUnderGroundSector(x, y, z);
if (pSector)
{
bool Bool = pSector->fVisited;
lua_pushboolean(L, Bool);
}
}
}
return 1;
}
//Add underGroundSector
static int l_AddAlternateSectorNew(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 x = lua_tointeger(L, 1);
UINT8 y = lua_tointeger(L, 2);
if ((x >= 1 || x <= 16) && (y >= 1 || y <= 16))
{
SectorInfo[SECTOR(x, y)].uiFlags |= SF_USE_ALTERNATE_MAP;
}
}
return 0;
}
//Add character to sector
static int l_AddNPCTOSECTOR(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT8 id = lua_tointeger(L, 1);
UINT8 x = lua_tointeger(L, 2);
UINT8 y = lua_tointeger(L, 3);
UINT8 z = lua_tointeger(L, 4);
if (id < NUM_PROFILES && x >= 1 && x <= 16 && y >= 1 && y <= 16 && z <= 3)
{
MERCPROFILESTRUCT* pProfile = &(gMercProfiles[id]);
pProfile->sSectorX = x;
pProfile->sSectorY = y;
pProfile->bSectorZ = z;
}
}
return 0;
}
//Check character Sector New
static int l_CheckNPCSectorNew(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 id = lua_tointeger(L, 1);
UINT16 SectorX = gMercProfiles[id].sSectorX;
UINT16 SectorY = gMercProfiles[id].sSectorY;
UINT8 SectorZ = gMercProfiles[id].bSectorZ;
lua_pushinteger(L, id);
lua_pushinteger(L, SectorX);
lua_pushinteger(L, SectorY);
lua_pushinteger(L, SectorZ);
}
return 4;
}
//Check character Sector
static int l_CheckNPCSector(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT8 id = lua_tointeger(L, 1);
UINT16 X1 = lua_tointeger(L, 2);
UINT16 Y1 = lua_tointeger(L, 3);
UINT16 Z1 = lua_tointeger(L, 4);
UINT16 SectorX = 0, SectorY = 0;
UINT8 SectorZ = 0;
if (gMercProfiles[id].sSectorX == X1)
{
SectorX = gMercProfiles[id].sSectorX;
}
if (gMercProfiles[id].sSectorY == Y1)
{
SectorY = gMercProfiles[id].sSectorY;
}
if (gMercProfiles[id].bSectorZ == Z1)
{
SectorZ = gMercProfiles[id].bSectorZ;
}
lua_pushinteger(L, id);
lua_pushinteger(L, SectorX);
lua_pushinteger(L, SectorY);
lua_pushinteger(L, SectorZ);
}
return 4;
}
//Check Life character
static int l_bLife(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 IDNPC = lua_gettop(L);
UINT8 Profile = lua_tointeger(L, IDNPC);
UINT32 Life = gMercProfiles[Profile].bLife;
lua_pushinteger(L, Life);
}
return 1;
}
//Set Life character
static int l_SetbLife(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Profile = lua_tointeger(L, 1);
UINT32 Life = lua_tointeger(L, 2);
gMercProfiles[Profile].bLife = Life;
}
return 0;
}
//Get Life Maxcharacter
static int l_GetbLifeMax(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 Profile = lua_tointeger(L, 1);
INT8 Life = gMercProfiles[Profile].bLifeMax;
lua_pushinteger(L, Life);
}
return 1;
}
//check character LastDateSpokenTot
static int l_ubLastDateSpokenTot(lua_State* L)
{
UINT8 IDNPC = lua_gettop(L);
UINT32 LastDateSpokenTo = 0;
UINT8 Profile = 0;
Profile = lua_tointeger(L, IDNPC);
LastDateSpokenTo = gMercProfiles[Profile].ubLastDateSpokenTo;
lua_pushinteger(L, LastDateSpokenTo);
return 1;
}
//check character NPCData
static int l_fNPCData(lua_State* L)
{
UINT8 IDNPC = lua_gettop(L);
UINT32 NPCData = 0;
UINT8 Profile = 0;
Profile = lua_tointeger(L, IDNPC);
NPCData = gMercProfiles[Profile].bNPCData;
lua_pushinteger(L, NPCData);
return 1;
}
//check character NPCData2
static int l_fNPCData2(lua_State* L)
{
UINT8 IDNPC = lua_gettop(L);
UINT32 NPCData2 = 0;
UINT8 Profile = 0;
Profile = lua_tointeger(L, IDNPC);
NPCData2 = gMercProfiles[Profile].bNPCData2;
lua_pushinteger(L, NPCData2);
return 1;
}
//check character money
static int l_fuiMoney(lua_State* L)
{
UINT8 IDNPC = lua_gettop(L);
UINT32 Money = 0;
UINT8 Profile = 0;
Profile = lua_tointeger(L, IDNPC);
Money = gMercProfiles[Profile].uiMoney;
lua_pushinteger(L, Money);
return 1;
}
//set money to character
static int l_SetuiMoney(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Profile = lua_tointeger(L, 1);
UINT32 set = lua_tointeger(L, 2);
gMercProfiles[Profile].uiMoney = set;
}
return 0;
}
static int l_MercSalary(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Profile = lua_tointeger(L, 1);
UINT32 set = lua_tointeger(L, 2);
gMercProfiles[Profile].sTrueSalary = set;
gMercProfiles[Profile].sSalary = set;
}
return 0;
}
//set start quest
static int l_StartQuest(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 Quest = lua_tointeger(L, 1);
UINT16 X = lua_tointeger(L, 2);
UINT16 Y = lua_tointeger(L, 3);
if (X == 0 || Y == 0)
{
StartQuest(Quest, gWorldSectorX, gWorldSectorY);
}
else
{
StartQuest(Quest, X, Y);
}
}
return 0;
}
//set end quest
static int l_EndQuest(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 Quest = lua_tointeger(L, 1);
UINT16 X = lua_tointeger(L, 2);
UINT16 Y = lua_tointeger(L, 3);
if (X == 0 || Y == 0)
{
EndQuest(Quest, gWorldSectorX, gWorldSectorY);
}
else
{
EndQuest(Quest, X, Y);
}
}
return 0;
}
//get
static int l_GetiBalance(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 Profile = lua_tointeger(L, 1);
UINT32 set = gMercProfiles[Profile].iBalance;
lua_pushinteger(L, set);
}
return 1;
}
//set balance character
static int l_iBalance(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Profile = lua_tointeger(L, 1);
UINT32 set = lua_tointeger(L, 2);
gMercProfiles[Profile].iBalance = set;
}
return 0;
}
//set chracter NPCDATA1
static int l_bNPCData(lua_State* L)
{
UINT32 set = 0;
UINT8 Profile = 0;
UINT8 n = lua_gettop(L);
int i = 0;
if (lua_gettop(L) >= 2)
{
UINT8 Profile = lua_tointeger(L, 1);
UINT32 set = lua_tointeger(L, 2);
gMercProfiles[Profile].bNPCData = set;
}
return 0;
}
//set chracter NPCDATA2
static int l_bNPCData2(lua_State* L)
{
UINT32 set = 0;
UINT8 Profile = 0;
UINT8 n = lua_gettop(L);
int i = 0;
if (lua_gettop(L) >= 2)
{
UINT8 Profile = lua_tointeger(L, 1);
UINT32 set = lua_tointeger(L, 2);
}
gMercProfiles[Profile].bNPCData2 = set;
return 0;
}
//check character MiscFlags2
static int l_ubMiscFlags2Check(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Profile = lua_tointeger(L, 1);
UINT32 set = lua_tointeger(L, 2);
UINT8 Flag = 0;
if (set == 1)
{
if (gMercProfiles[Profile].ubMiscFlags2 & PROFILE_MISC_FLAG2_DONT_ADD_TO_SECTOR)
Flag = 1;
}
else if (set == 2)
{
if (gMercProfiles[Profile].ubMiscFlags2 & PROFILE_MISC_FLAG2_LEFT_COUNTRY)
Flag = 1;
}
else if (set == 4)
{
if (gMercProfiles[Profile].ubMiscFlags2 & PROFILE_MISC_FLAG2_BANDAGED_TODAY)
Flag = 1;
}
else if (set == 8)
{
if (gMercProfiles[Profile].ubMiscFlags2 & PROFILE_MISC_FLAG2_SAID_FIRSTSEEN_QUOTE)
Flag = 1;
}
else if (set == 16)
{
if (gMercProfiles[Profile].ubMiscFlags2 & PROFILE_MISC_FLAG2_NEEDS_TO_SAY_HOSTILE_QUOTE)
Flag = 1;
}
else if (set == 32)
{
if (gMercProfiles[Profile].ubMiscFlags2 & PROFILE_MISC_FLAG2_MARRIED_TO_HICKS)
Flag = 1;
}
else if (set == 64)
{
if (gMercProfiles[Profile].ubMiscFlags2 & PROFILE_MISC_FLAG2_ASKED_BY_HICKS)
Flag = 1;
}
// Set the return value of the function
// --> Flag == 0 -> The specified Flag is not set
// --> Flag == 1 -> The specified Flag is set
lua_pushinteger(L, Flag);
}
// Always return 1, this tells LUA that the the function run without a problem.
// But THIS is not the return value of the function. The return value is specified in the "lua_pushinteger()" call above!!!
return 1;
}
//check character MiscFlags1
static int l_ubMiscFlags1Check(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Profile = lua_tointeger(L, 1);
UINT8 set = lua_tointeger(L, 2);
if (gMercProfiles[Profile].ubMiscFlags & set)
lua_pushinteger(L, 1);
else
lua_pushinteger(L, 0);
}
return 1;
}
//set chracter MiscFlags1
static int l_ubMiscFlags1Set(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Profile = lua_tointeger(L, 1);
UINT32 set = lua_tointeger(L, 2);
if (set == 0)
{
gMercProfiles[Profile].ubMiscFlags &= (~PROFILE_MISC_FLAG_RECRUITED);
}
else if (set == 1)
{
gMercProfiles[Profile].ubMiscFlags &= (~PROFILE_MISC_FLAG_HAVESEENCREATURE);
}
else if (set == 2)
{
gMercProfiles[Profile].ubMiscFlags &= (~PROFILE_MISC_FLAG_FORCENPCQUOTE);
}
else if (set == 3)
{
gMercProfiles[Profile].ubMiscFlags &= (~PROFILE_MISC_FLAG_WOUNDEDBYPLAYER);
}
else if (set == 4)
{
gMercProfiles[Profile].ubMiscFlags &= (~PROFILE_MISC_FLAG_TEMP_NPC_QUOTE_DATA_EXISTS);
}
else if (set == 5)
{
gMercProfiles[Profile].ubMiscFlags &= (~PROFILE_MISC_FLAG_SAID_HOSTILE_QUOTE);
}
else if (set == 6)
{
gMercProfiles[Profile].ubMiscFlags &= (~PROFILE_MISC_FLAG_EPCACTIVE);
}
else if (set == 7)
{
gMercProfiles[Profile].ubMiscFlags &= (~PROFILE_MISC_FLAG_ALREADY_USED_ITEMS);
}
/*
PROFILE_MISC_FLAG3_PLAYER_LEFT_MSG_FOR_MERC_AT_AIM
PROFILE_MISC_FLAG3_PERMANENT_INSERTION_CODE
PROFILE_MISC_FLAG3_PLAYER_HAD_CHANCE_TO_HIRE
PROFILE_MISC_FLAG3_HANDLE_DONE_TRAVERSAL
PROFILE_MISC_FLAG3_NPC_PISSED_OFF
PROFILE_MISC_FLAG3_MERC_MERC_IS_DEAD_AND_QUOTE_SAID
PROFILE_MISC_FLAG3_TOWN_DOESNT_CARE_ABOUT_DEATH
PROFILE_MISC_FLAG3_GOODGUY
*/
}
return 0;
}
//set chracter MiscFlags2
static int l_ubMiscFlags2Set(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Profile = lua_tointeger(L, 1);
UINT32 set = lua_tointeger(L, 2);
if (set == 0)
{
gMercProfiles[Profile].ubMiscFlags2 = 0;
}
else if (set == 1)
{
gMercProfiles[Profile].ubMiscFlags2 &= (~PROFILE_MISC_FLAG2_DONT_ADD_TO_SECTOR);
}
else if (set == 2)
{
gMercProfiles[Profile].ubMiscFlags2 &= (~PROFILE_MISC_FLAG2_LEFT_COUNTRY);
}
else if (set == 4)
{
gMercProfiles[Profile].ubMiscFlags2 &= (~PROFILE_MISC_FLAG2_BANDAGED_TODAY);
}
else if (set == 8)
{
gMercProfiles[Profile].ubMiscFlags2 &= (~PROFILE_MISC_FLAG2_SAID_FIRSTSEEN_QUOTE);
}
else if (set == 16)
{
gMercProfiles[Profile].ubMiscFlags2 &= (~PROFILE_MISC_FLAG2_NEEDS_TO_SAY_HOSTILE_QUOTE);
}
else if (set == 32)
{
gMercProfiles[Profile].ubMiscFlags2 &= (~PROFILE_MISC_FLAG2_MARRIED_TO_HICKS);
}
else if (set == 64)
{
gMercProfiles[Profile].ubMiscFlags2 &= (~PROFILE_MISC_FLAG2_ASKED_BY_HICKS);
}
}
return 0;
}
//set chracter ThreatenDefaultResponseUsedRecently
static int l_bThreatenDefaultResponseUsedRecently(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Profile = lua_tointeger(L, 1);
bool set = lua_toboolean(L, 2);
gMercProfiles[Profile].bThreatenDefaultResponseUsedRecently = set;
}
return 0;
}
//set chracter RecruitDefaultResponseUsedRecently
static int l_bRecruitDefaultResponseUsedRecently(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Profile = lua_tointeger(L, 1);
bool set = lua_toboolean(L, 2);
gMercProfiles[Profile].bRecruitDefaultResponseUsedRecently = set;
}
return 0;
}
//set chracter FriendlyOrDirectDefaultResponseUsedRecently
static int l_bFriendlyOrDirectDefaultResponseUsedRecently(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Profile = lua_tointeger(L, 1);
bool set = lua_toboolean(L, 2);
gMercProfiles[Profile].bFriendlyOrDirectDefaultResponseUsedRecently = set;
}
return 0;
}
//remove object from chracter inventory slot
static int l_RemoveObjectFromSoldierProfile(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Profile = lua_tointeger(L, 1);
UINT32 cnt = lua_tointeger(L, 2);
RemoveObjectFromSoldierProfile(Profile, cnt);
}
return 0;
}
//CheckForMissingHospitalSupplies
static int l_CheckForMissingHospitalSupplies(lua_State* L)
{
CheckForMissingHospitalSupplies();
return 0;
}
//Set money in charcter
static int l_SetMoneyInSoldierProfile(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 Profile = lua_tointeger(L, 1);
UINT32 Money = lua_tointeger(L, 2);
SetMoneyInSoldierProfile(Profile, Money);
}
return 0;
}
static int l_AddToShouldBecomeHostileOrSayQuoteList(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
AddToShouldBecomeHostileOrSayQuoteList(ubID);
}
return 0;
}
// set fact = false
static int l_SetFactFalse(lua_State* L)
{
UINT32 FactFalse = 0;
UINT8 n = lua_gettop(L);
FactFalse = lua_tointeger(L, n);
SetFactFalse(FactFalse);
return 0;
}
//set fact = true
static int l_SetFactTrue(lua_State* L)
{
UINT32 FactTrue = 0;
UINT8 n = lua_gettop(L);
FactTrue = lua_tointeger(L, n);
SetFactTrue(FactTrue);
return 0;
}
//Check fact is true or false
static int l_CheckFact(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT32 fact = lua_tointeger(L, 1);
UINT8 ubProfileID = lua_tointeger(L, 2);
bool checkfact = false;
if (ubProfileID != NUM_PROFILES && CheckFact(fact, ubProfileID))
{
checkfact = TRUE;
}
else
{
checkfact = FALSE;
}
lua_pushboolean(L, checkfact);
}
return 1;
}
//---------------------------------------
BOOLEAN LetHandleLoyaltyChangeForNPCAction(UINT8 ubNPCProfileId, UINT8 Init)
{
const char* filename = "scripts\\StrategicTownLoyalty.lua";
LuaScopeState _LS(true);
//lua_register(_LS.L(), "CheckFact", l_CheckFact);
//lua_register(_LS.L(), "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
//lua_register(_LS.L(), "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "HandleLoyaltyChangeForNPCAction").Param<int>(ubNPCProfileId).Call(1);
}
return true;
}
BOOLEAN LuaHandleGlobalLoyaltyEvent(UINT8 ubEventType, INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 Init)
{
const char* filename = "scripts\\StrategicTownLoyalty.lua";
LuaScopeState _LS(true);
//lua_register(_LS.L(), "CheckFact", l_CheckFact);
//lua_register(_LS.L(), "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
//lua_register(_LS.L(), "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
if (Init == 0)
{
LuaFunction(_LS.L, "HandleGlobalLoyaltyEvent").Param<int>(ubEventType).Param<int>(sSectorX).Param<int>(sSectorY).Param<int>(bSectorZ).Call(4);
}
return true;
}
//set merc is ready
static int l_Merc_Status(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 id = lua_tointeger(L, 1);
INT32 set = lua_tointeger(L, 2);
if (set == 0) gMercProfiles[id].bMercStatus = MERC_OK;
if (set == -1) gMercProfiles[id].bMercStatus = MERC_HAS_NO_TEXT_FILE;
if (set == -2) gMercProfiles[id].bMercStatus = MERC_ANNOYED_BUT_CAN_STILL_CONTACT;
if (set == -3) gMercProfiles[id].bMercStatus = MERC_ANNOYED_WONT_CONTACT;
if (set == -4) gMercProfiles[id].bMercStatus = MERC_HIRED_BUT_NOT_ARRIVED_YET;
if (set == -5) gMercProfiles[id].bMercStatus = MERC_IS_DEAD;
if (set == -6) gMercProfiles[id].bMercStatus = MERC_RETURNING_HOME;
if (set == -7) gMercProfiles[id].bMercStatus = MERC_WORKING_ELSEWHERE;
if (set == -8) gMercProfiles[id].bMercStatus = MERC_FIRED_AS_A_POW;
}
return 0;
}
static int l_Get_Merc_Status(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 id = lua_tointeger(L, 1);
INT32 set = 0;
if (gMercProfiles[id].bMercStatus == MERC_OK) set = 0;
if (gMercProfiles[id].bMercStatus == MERC_HAS_NO_TEXT_FILE) set = -1;
if (gMercProfiles[id].bMercStatus == MERC_ANNOYED_BUT_CAN_STILL_CONTACT) set = -2;
if (gMercProfiles[id].bMercStatus == MERC_ANNOYED_WONT_CONTACT)set = -3;
if (gMercProfiles[id].bMercStatus == MERC_HIRED_BUT_NOT_ARRIVED_YET) set = -4;
if (gMercProfiles[id].bMercStatus == MERC_IS_DEAD) set = -5;
if (gMercProfiles[id].bMercStatus == MERC_RETURNING_HOME) set = -6;
if (gMercProfiles[id].bMercStatus == MERC_WORKING_ELSEWHERE) set = -7;
if (gMercProfiles[id].bMercStatus == MERC_FIRED_AS_A_POW) set = -8;
lua_pushinteger(L, set);
}
return 1;
}
//Check merc is dead
static int l_Merc_Is_Dead(lua_State* L)
{
UINT8 npcID = lua_gettop(L);
UINT8 id = lua_tointeger(L, npcID);
BOOLEAN dead = FALSE;
if (gMercProfiles[id].bMercStatus == MERC_IS_DEAD)
{
dead = TRUE;
}
lua_pushboolean(L, dead);
return 1;
}
// add town loyalty
static int l_IncrementTownLoyalty(lua_State* L)
{
UINT32 n = lua_gettop(L);
UINT32 idTown = lua_tointeger(L, 1);
UINT32 idLoyalty = lua_tointeger(L, 2);
if (idLoyalty >= 1)
{
IncrementTownLoyalty(idTown, idLoyalty);
}
return 0;
}
static int l_DecrementTownLoyaltyEverywhere(lua_State* L)
{
UINT32 n = lua_gettop(L);
UINT32 idLoyalty = lua_tointeger(L, 1);
if (idLoyalty >= 1)
{
DecrementTownLoyaltyEverywhere(idLoyalty);
}
return 0;
}
// add loyalty
static int l_IncrementTownLoyaltyEverywhere(lua_State* L)
{
UINT32 n = lua_gettop(L);
UINT32 idLoyalty = lua_tointeger(L, 1);
if (idLoyalty >= 1)
{
IncrementTownLoyaltyEverywhere(idLoyalty);
}
return 0;
}
// remove town loyalty
static int l_DecrementTownLoyalty(lua_State* L)
{
UINT32 n = lua_gettop(L);
UINT32 idTown = lua_tointeger(L, 1);
UINT32 idLoyalty = lua_tointeger(L, 2);
if (idLoyalty >= 1)
{
DecrementTownLoyalty(idTown, idLoyalty);
}
return 0;
}
// set town loyalty 0 - 100%
static int l_SetTownLoyalty(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT32 idTown = lua_tointeger(L, 1);
UINT32 idLoyalty = lua_tointeger(L, 2);
if (idLoyalty >= 1)
{
SetTownLoyalty(idTown, idLoyalty);
}
}
return 0;
}
//------------------------------------------------
//set Hospital Temp Balance
static int l_HospitalTempBalance(lua_State* L)
{
UINT8 n = lua_gettop(L);
UINT32 Balance = lua_tointeger(L, n);
giHospitalTempBalance = Balance;
return 0;
}
//set PlayerTeamSawJoey
static int l_gfPlayerTeamSawJoey(lua_State* L)
{
UINT8 n = lua_gettop(L);
bool set = lua_toboolean(L, n);
gfPlayerTeamSawJoey = set;
return 0;
}
// set
static int l_HospitalRefund(lua_State* L)
{
UINT8 n = lua_gettop(L);
UINT32 Balance = lua_tointeger(L, n);
giHospitalRefund = Balance;
return 0;
}
//set
static int l_HospitalPriceModifier(lua_State* L)
{
UINT8 n = lua_gettop(L);
UINT32 Balance = lua_tointeger(L, n);
gbHospitalPriceModifier = Balance;
return 0;
}
//add character to sector
static int l_AddNPC(lua_State* L)
{
MERCPROFILESTRUCT* pProfile;
std::string sector_id = lh_getStringFromTable(L, "sector");
UINT8 idNPC = 0;
UINT8 x = 0, y = 0, z = 0;
if (locationStringToCoordinates(sector_id, &x, &y, &z))
{
idNPC = lh_getIntegerFromTable(L, "MercProfiles");
pProfile = &(gMercProfiles[idNPC]);
pProfile->sSectorX = x;
pProfile->sSectorY = y;
pProfile->bSectorZ = z;
}
return 0;
}
//add alternate sector
static int l_AddAlternateSector(lua_State* L)
{
std::string sector_id = lh_getStringFromTable(L, "altSector");
UINT8 x = 0, y = 0;
if (locationStringToCoordinates_AltSector(sector_id, &x, &y))
{
SectorInfo[SECTOR(x, y)].uiFlags |= SF_USE_ALTERNATE_MAP;
}
return 0;
}
//add alternate under ground sector
static int l_AddAltUnderGroundSector(lua_State* L)
{
std::string sector_id = lh_getStringFromTable(L, "altSector");
UINT8 x = 0, y = 0, z = 0;
if (locationStringToCoordinates(sector_id, &x, &y, &z))
{
UNDERGROUND_SECTORINFO* pSector;
pSector = FindUnderGroundSector(x, y, z);
if (pSector)
{
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
}
}
return 0;
}
//--------------Briefing room-----------------------30-06-2011
static int l_SetEndMission(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 idMission = lua_tointeger(L, 1);
if (idMission != -1 && gBriefingRoomData[idMission].CheckMission == MISSIONSTART)
{
gBriefingRoomData[idMission].CheckMission = MISSIONEND; //set end mission
UINT32 nextMission = gBriefingRoomData[idMission].NextMission;
if (nextMission != -1)
gBriefingRoomData[nextMission].Hidden = TRUE; // set next mission
}
}
return 0;
}
static int l_SetStartMission(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 idMission = lua_tointeger(L, 1);
if (idMission != -1)
{
if (
(gBriefingRoomData[idMission].CheckMission != MISSIONSTART)
|| (gBriefingRoomData[idMission].CheckMission != MISSIONEND)
|| (gBriefingRoomData[idMission].CheckMission == MISSIONNOSTARTED)
)
{
gBriefingRoomData[idMission].CheckMission = MISSIONSTART; //set start mission
gBriefingRoomData[idMission].Hidden = TRUE; // set next mission
}
}
}
return 0;
}
static int l_CheckMission(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 idMission = lua_tointeger(L, 1);
UINT32 Bool = 0;
if (idMission != -1 && gBriefingRoomData[idMission].CheckMission == MISSIONNOSTARTED)
Bool = 0;
else if (idMission != -1 && gBriefingRoomData[idMission].CheckMission == MISSIONSTART)
Bool = 1;
else if (idMission != -1 && gBriefingRoomData[idMission].CheckMission == MISSIONEND)
Bool = 2;
lua_pushinteger(L, Bool);
}
return 1;
}
//--------------------------------------------------------------
static int l_RemoveGraphicFromTempFile(lua_State* L)
{
if (lua_gettop(L) >= 5)
{
INT32 uiMapIndex = lua_tointeger(L, 1);
UINT16 usIndex = lua_tointeger(L, 2);
INT16 sSectorX = lua_tointeger(L, 3);
INT16 sSectorY = lua_tointeger(L, 4);
UINT8 ubSectorZ = lua_tointeger(L, 5);
RemoveGraphicFromTempFile(uiMapIndex, usIndex, sSectorX, sSectorY, ubSectorZ);
}
return 0;
}
//------------ Towns function
/*
static int l_ResizeTown (lua_State *L)
{
UINT8 n = lua_gettop(L);
UINT16 x = 0;
UINT16 y = 0;
UINT8 TownID;
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) x = lua_tointeger(L,i);
if (i == 2 ) y = lua_tointeger(L,i);
if (i == 3 ) TownID = lua_tointeger(L,i);
}
if ( TownID > 0 && TownID <= NUM_TOWNS ) //MAX_TOWNS
StrategicMap[SECTOR( x, y )].bNameId = TownID;
return 0;
}
static int l_EraseTown (lua_State *L)
{
UINT8 n = lua_gettop(L);
UINT8 TownID,cnt;
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) TownID = lua_tointeger(L,i);
}
for (cnt = 0; cnt < 256; cnt++)
{
if ( StrategicMap[cnt].bNameId == TownID && TownID < NUM_TOWNS ) StrategicMap[cnt].bNameId = 0;
}
return 0;
}
*/
static int l_HiddenTown(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 TownID = lua_tointeger(L, 1);
if (TownID > 0 && TownID <= NUM_TOWNS)
gfHiddenTown[TownID] = FALSE;
}
return 0;
}
static int l_VisibleTown(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 TownID = lua_tointeger(L, 1);
if (TownID > 0 && TownID <= NUM_TOWNS)
gfHiddenTown[TownID] = TRUE;
}
return 0;
}
//---------------
static int l_HireMerc(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 ubCurrentSoldier = lua_tointeger(L, 1);
INT16 iTotalContract = lua_tointeger(L, 2);
UINT32 iTimeTillMercArrives = lua_tointeger(L, 3);
if (ubCurrentSoldier < NUM_PROFILES)
{
MERC_HIRE_STRUCT HireMercStruct;
memset(&HireMercStruct, 0, sizeof(MERC_HIRE_STRUCT));
//HireMercStruct.bMercStatus = MERC_OK;
HireMercStruct.ubProfileID = ubCurrentSoldier;
HireMercStruct.sSectorX = gsMercArriveSectorX;
HireMercStruct.sSectorY = gsMercArriveSectorY;
HireMercStruct.fUseLandingZoneForArrival = TRUE;
HireMercStruct.fCopyProfileItemsOver = TRUE;
HireMercStruct.ubInsertionCode = INSERTION_CODE_CHOPPER;
HireMercStruct.iTotalContractLength = iTotalContract;
//specify when the merc should arrive
HireMercStruct.uiTimeTillMercArrives = iTimeTillMercArrives;
//if we successfully hired the merc
if (!HireMerc(&HireMercStruct))
{
SoldierID sSoldierID = GetSoldierIDFromMercID(ubCurrentSoldier);
if (sSoldierID != NOBODY)
sSoldierID->bTypeOfLastContract = CONTRACT_EXTEND_1_WEEK;
gMercProfiles[ubCurrentSoldier].bMercStatus = MERC_OK;
//add an entry in the financial page for the hiring of the merc
AddTransactionToPlayersBook(HIRED_MERC, ubCurrentSoldier, GetWorldTotalMin(), -(INT32)gMercProfiles[ubCurrentSoldier].uiWeeklySalary);
if (gMercProfiles[ubCurrentSoldier].bMedicalDeposit)
{
//add an entry in the financial page for the medical deposit
AddTransactionToPlayersBook(MEDICAL_DEPOSIT, ubCurrentSoldier, GetWorldTotalMin(), -(gMercProfiles[ubCurrentSoldier].sMedicalDepositAmount));
}
//add an entry in the history page for the hiring of the merc
AddHistoryToPlayersLog(HISTORY_HIRED_MERC_FROM_AIM, ubCurrentSoldier, GetWorldTotalMin(), -1, -1);
}
}
}
return 0;
}
static int lh_getBooleanFromTable(lua_State* L, const char* fieldname)
{
lua_getfield(L, -1, fieldname);
int i = lua_toboolean(L, -1);
lua_pop(L, 1);
return i;
}
//14-10-2011
static int l_InternalLeaveTacticalScreen(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 uiNewScreen = lua_tointeger(L, 1);
if (uiNewScreen < MAX_SCREENS)
InternalLeaveTacticalScreen(uiNewScreen);
}
return 0;
}
static int l_ChangeSelectedMapSector(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT16 sMapX = lua_tointeger(L, 1);
INT16 sMapY = lua_tointeger(L, 2);
INT8 bMapZ = lua_tointeger(L, 3);
ChangeSelectedMapSector(sMapX, sMapY, bMapZ);
}
return 0;
}
static int l_PlaceGroupInSector(lua_State* L)
{
if (lua_gettop(L) >= 7)
{
UINT8 ubGroupID = lua_tointeger(L, 1);
INT16 sPrevX = lua_tointeger(L, 2);
INT16 sPrevY = lua_tointeger(L, 3);
INT16 sNextX = lua_tointeger(L, 4);
INT16 sNextY = lua_tointeger(L, 5);
INT8 bZ = lua_tointeger(L, 6);
BOOLEAN fCheckForBattle = lua_toboolean(L, 7);
PlaceGroupInSector(ubGroupID, sPrevX, sPrevY, sNextX, sNextY, bZ, fCheckForBattle);
}
return 0;
}
static int l_SetSoldierbGroupID(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 UID = lua_tointeger(L, 1);
INT8 bGroupID = lua_tointeger(L, 2);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
pSoldier->ubGroupID = bGroupID;
}
}
return 0;
}
static int l_CheckSoldierbGroupID(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 UID = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
INT8 bGroupID = NUMBER_OF_SQUADS;
if (pSoldier)
{
bGroupID = pSoldier->ubGroupID;
}
lua_pushinteger(L, bGroupID);
}
return 1;
}
static int l_CheckSoldierSectorY(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 UID = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
INT16 SectorY = 0;
if (pSoldier)
{
SectorY = pSoldier->sSectorY;
}
lua_pushinteger(L, SectorY);
}
return 1;
}
static int l_CheckSoldierSectorX(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 UID = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
INT16 SectorX = 0;
if (pSoldier)
{
SectorX = pSoldier->sSectorX;
}
lua_pushinteger(L, SectorX);
}
return 1;
}
static int l_CheckSoldierSectorZ(lua_State* L)
{
if (lua_gettop(L))
{
UINT8 UID = lua_tointeger(L, 1);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
INT8 SectorZ = 0;
if (pSoldier)
{
SectorZ = pSoldier->bSectorZ;
}
lua_pushinteger(L, SectorZ);
}
return 1;
}
static int l_SetSoldierSectorY(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 UID = lua_tointeger(L, 1);
INT16 SectorY = lua_tointeger(L, 2);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
pSoldier->sSectorY = SectorY;
}
}
return 0;
}
static int l_SetSoldierSectorX(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 UID = lua_tointeger(L, 1);
INT16 SectorX = lua_tointeger(L, 2);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
pSoldier->sSectorX = SectorX;
}
}
return 0;
}
static int l_SetSoldierSectorZ(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 UID = lua_tointeger(L, 1);
INT8 SectorZ = lua_tointeger(L, 2);
SOLDIERTYPE* pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
pSoldier->bSectorZ = SectorZ;
}
}
return 0;
}
static int l_SetMercPtsrSectorZ(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID ubID = lua_tointeger(L, 1);
INT8 SectorZ = lua_tointeger(L, 2);
if (ubID != NOBODY && ubID->bInSector && ubID->bActive)
{
ubID->bSectorZ = SectorZ;
}
}
return 0;
}
static int l_SetMercPtsrSectorX(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID ubID = lua_tointeger(L, 1);
INT16 SectorX = lua_tointeger(L, 2);
if (ubID != NOBODY && ubID->bInSector && ubID->bActive)
{
ubID->sSectorX = SectorX;
}
}
return 0;
}
static int l_SetMercPtsrSectorY(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID ubID = lua_tointeger(L, 1);
INT16 SectorY = lua_tointeger(L, 2);
if (ubID != NOBODY && ubID->bInSector && ubID->bActive)
{
ubID->sSectorY = SectorY;
}
}
return 0;
}
static int l_SetMercPtsrubGroupID(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
SoldierID ubID = lua_tointeger(L, 1);
INT8 GroupID = lua_tointeger(L, 2);
if (ubID != NOBODY && ubID->bInSector && ubID->bActive)
ubID->ubGroupID = GroupID;
}
return 0;
}
static int l_CheckMercPtsrSectorY(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
INT16 SectorY = 0;
if (ubID != NOBODY && ubID->bInSector && ubID->bActive)
SectorY = ubID->sSectorY;
lua_pushinteger(L, SectorY);
}
return 1;
}
static int l_CheckMercPtsrSectorX(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
INT16 SectorX = 0;
if (ubID != NOBODY && ubID->bInSector && ubID->bActive)
{
SectorX = ubID->sSectorX;
}
lua_pushinteger(L, SectorX);
}
return 1;
}
static int l_CheckMercPtsrSectorZ(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
INT8 SectorZ = 0;
if (ubID != NOBODY && ubID->bInSector && ubID->bActive)
{
SectorZ = ubID->bSectorZ;
}
lua_pushinteger(L, SectorZ);
}
return 1;
}
static int l_CheckMercPtsrubGroupID(lua_State* L)
{
if (lua_gettop(L))
{
SoldierID ubID = lua_tointeger(L, 1);
UINT8 GroupID = NUMBER_OF_SQUADS;
if (ubID != NOBODY && ubID->bInSector && ubID->bActive)
{
GroupID = ubID->ubGroupID;
}
lua_pushinteger(L, GroupID);
}
return 1;
}
static int l_GetGroup(lua_State* L)
{
UINT8 ubGroupID = NUMBER_OF_SQUADS;
UINT8 GroupID = NUMBER_OF_SQUADS;
BOOLEAN Bool = FALSE;
if (lua_gettop(L))
{
ubGroupID = lua_tointeger(L, 1);
if (GetGroup(ubGroupID))
{
GroupID = ubGroupID;
}
lua_pushinteger(L, GroupID);
}
return 1;
}
static int l_fBobbyRSiteCanBeAccessed(lua_State* L)
{
if (lua_gettop(L))
{
BOOLEAN LaptopAcc = lua_toboolean(L, 1);
LaptopSaveInfo.fBobbyRSiteCanBeAccessed = LaptopAcc;
}
return 0;
}
static int l_StartDialogueMessageBox(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT8 ubProfileID = lua_tointeger(L, 1);
UINT16 usMessageBoxType = lua_tointeger(L, 2);
StartDialogueMessageBox(ubProfileID, usMessageBoxType);
}
return 0;
}
//FIXME: This function does nothing right now
static int l_SetLaptopBroken(lua_State* L)
{
if (lua_gettop(L))
{
bool bol = lua_toboolean(L, 1);
//bLaptopRandomBroken = bol;
}
return 0;
}
static int lh_getIntegerFromTable(lua_State* L, const char* fieldname)
{
lua_getfield(L, -1, fieldname);
int i = lua_tointeger(L, -1);
lua_pop(L, 1);
return i;
}
static std::string lh_getStringFromTable(lua_State* L, const char* fieldname)
{
lua_getfield(L, -1, fieldname);
string s = lua_tostring(L, -1);
lua_pop(L, 1);
return s;
}
static bool locationStringToCoordinates_AltSector(std::string loc, UINT8* x, UINT8* y)
{
int length = loc.length();
// gather row
if (length < 2 || length > 3)
return false;
char row = loc[0];
if (row >= 'A' && row <= 'P')
{
*y = row - 'A' + 1;
}
else if (row >= 'a' && row <= 'p')
{
*y = row - 'a' + 1;
}
else
{
return false;
}
// gather column
stringstream ss(loc.substr(1));
int col = 0;
ss >> col;
if (col >= 1 && col <= 16)
{
*x = col;
}
else
{
return false;
}
return true;
}
// extract x,y,z from strings like "D13-1"
static bool locationStringToCoordinates(std::string loc, UINT8* x, UINT8* y, UINT8* z)
{
int length = loc.length();
// gather row
if (length < 4 || length > 5)
return false;
char row = loc[0];
if (row >= 'A' && row <= 'P')
{
*y = row - 'A' + 1;
}
else if (row >= 'a' && row <= 'p')
{
*y = row - 'a' + 1;
}
else
{
return false;
}
// gather column
stringstream ss(loc);
int col = 0;
ss >> col;
if (col >= 1 && col <= 16)
{
*x = col;
}
else
{
return false;
}
// gather level
char lvl = loc[loc.length() - 1];
if (lvl >= '0' && lvl <= '3')
{
*z = lvl - '0';
}
else
{
return false;
}
return true;
}
//FIXME: This function does nothing right now
static int l_gTacticalStatus(lua_State* L)
{
return 0;
}
//--------------------------------------------------------------
BOOLEAN SaveLuaGlobalToSaveGameFile(HWFILE hFile)
{
UINT32 uiNumBytesWritten;
FileWrite(hFile, &gLuaGlobal, sizeof(gLuaGlobal), &uiNumBytesWritten);
if (uiNumBytesWritten != sizeof(gLuaGlobal))
{
return(FALSE);
}
return(TRUE);
}
BOOLEAN LoadLuaGlobalFromLoadGameFile(HWFILE hFile)
{
UINT32 uiNumBytesRead;
FileRead(hFile, &gLuaGlobal, sizeof(gLuaGlobal), &uiNumBytesRead);
if (uiNumBytesRead != sizeof(gLuaGlobal))
{
return(FALSE);
}
return(TRUE);
}
//--------------------------------------------------------------
static int l_SetStartingCashDifLevel(lua_State* L)
{
if (lua_gettop(L))
{
INT32 DifficultyLevel = lua_tointeger(L, 1);
AddTransactionToPlayersBook(ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), zDiffSetting[DifficultyLevel].iStartingCash);
}
return 0;
}
// add volunteers
static int l_AddVolunteers(lua_State* L)
{
if (lua_gettop(L))
{
FLOAT num = lua_tonumber(L, 1);
AddVolunteers(num);
}
return 0;
}
static int l_GetVolunteers(lua_State* L)
{
UINT8 n = lua_gettop(L);
lua_pushinteger(L, GetVolunteerPool());
return 1;
}
// add info
static int l_AddIntel(lua_State* L)
{
if (lua_gettop(L))
{
int intel = lua_tointeger(L, 1);
AddIntel(intel, TRUE);
}
return 0;
}
static int l_GetIntel(lua_State* L)
{
UINT8 n = lua_gettop(L);
lua_pushnumber(L, GetIntel());
return 1;
}
static int l_AddMilitiaResources(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
FLOAT gun = lua_tonumber(L, 1);
FLOAT armour = lua_tonumber(L, 2);
FLOAT misc = lua_tonumber(L, 3);
AddResources(gun, armour, misc);
}
return 0;
}
static int l_GetMilitiaResources_Gun(lua_State* L)
{
UINT8 n = lua_gettop(L);
FLOAT val_gun, val_armour, val_misc;
GetResources(val_gun, val_armour, val_misc);
lua_pushnumber(L, val_gun);
return 1;
}
static int l_GetMilitiaResources_Armour(lua_State* L)
{
UINT8 n = lua_gettop(L);
FLOAT val_gun, val_armour, val_misc;
GetResources(val_gun, val_armour, val_misc);
lua_pushnumber(L, val_armour);
return 1;
}
static int l_GetMilitiaResources_Misc(lua_State* L)
{
UINT8 n = lua_gettop(L);
FLOAT val_gun, val_armour, val_misc;
GetResources(val_gun, val_armour, val_misc);
lua_pushnumber(L, val_misc);
return 1;
}
static int l_AddTownWorkers(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
INT8 bTownId = lua_tointeger(L, 1);
INT16 asAdd = lua_tointeger(L, 2);
AddTownWorkers(bTownId, asAdd);
}
return 0;
}
static int l_GetTownWorkers(lua_State* L)
{
if (lua_gettop(L))
{
INT8 bTownId = lua_tointeger(L, 1);
UINT16 max;
UINT16 val = GetTownWorkers(bTownId, max);
lua_pushinteger(L, val);
}
return 1;
}
static int l_CreateArmedCivilain(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT8 usCivilianGroup = lua_tointeger(L, 1);
UINT8 usSoldierClass = lua_tointeger(L, 2);
INT32 sGridNo = lua_tointeger(L, 3);
BOOLEAN fHostile = lua_tointeger(L, 4);
if (gGameExternalOptions.bExtraCivilians)
{
SOLDIERTYPE* pSoldier = TacticalCreateArmedCivilian(usSoldierClass);
if (pSoldier)
{
if (sGridNo != NOWHERE)
{
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->sInsertionGridNo = sGridNo;
}
AddSoldierToSector(pSoldier->ubID);
// So we can see them!
AllTeamsLookForAll(NO_INTERRUPTS);
// set correct civ group
if (usCivilianGroup)
{
pSoldier->ubCivilianGroup = usCivilianGroup;
if (fHostile)
gTacticalStatus.fCivGroupHostile[pSoldier->ubCivilianGroup] = CIV_GROUP_WILL_BECOME_HOSTILE;
}
}
}
}
return 0;
}
static int l_CreateCivilian(lua_State* L)
{
if (lua_gettop(L) >= 12)
{
INT32 sGridNo = lua_tointeger(L, 1);
UINT8 usCivilianGroup = lua_tointeger(L, 2);
INT8 usTraderID = lua_tointeger(L, 3);
INT8 sBodyType = lua_tointeger(L, 4);
INT8 aVest = lua_tointeger(L, 5);
INT8 aPants = lua_tointeger(L, 6);
INT8 aHair = lua_tointeger(L, 7);
INT8 aSkin = lua_tointeger(L, 8);
INT16 item1 = lua_tointeger(L, 9);
INT16 item2 = lua_tointeger(L, 10);
INT16 item3 = lua_tointeger(L, 11);
INT16 item4 = lua_tointeger(L, 12);
if (gGameExternalOptions.bExtraCivilians)
{
SOLDIERTYPE* pSoldier = TacticalCreateCivilian(sGridNo, usCivilianGroup, usTraderID, 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))
{
INT32 sGridNo = lua_tointeger(L, 1);
INT8 sLevel = lua_tointeger(L, 2);
UINT8 usIndex = lua_tointeger(L, 3);
UINT8 usStructureIndex = lua_tointeger(L, 4);
BuildFortification(sGridNo, sLevel, usIndex, usStructureIndex);
}
return 0;
}
static int l_RemoveFortification(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT32 sGridNo = lua_tointeger(L, 1);
INT8 sLevel = lua_tointeger(L, 2);
UINT8 usStructureIndex = lua_tointeger(L, 3);
RemoveFortification(sGridNo, sLevel, usStructureIndex);
}
return 0;
}
static int l_DestroyAndReplaceDecal(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT32 sGridNo = lua_tointeger(L, 1);
size_t len = 0;
const char* str = lua_tolstring(L, 2, &len);
UINT8 index = lua_tointeger(L, 3);
ApplyMapChangesToMapTempFile(TRUE);
RemoveAllStructsOfTypeRange(sGridNo, FIRSTWALLDECAL, FOURTHWALLDECAL);
RemoveAllStructsOfTypeRange(sGridNo, FIFTHWALLDECAL, EIGTHWALLDECAL);
RemoveAllStructsOfTypeRange(sGridNo, FIRSTDECORATIONS, FOURTHDECORATIONS);
BuildStructFromName(sGridNo, 0, str, index);
ApplyMapChangesToMapTempFile(FALSE);
}
return 0;
}
static int l_GetFact(lua_State* L)
{
if (lua_gettop(L))
{
UINT16 fact = lua_tointeger(L, 1);
UINT8 val = GetFact(fact);
lua_pushinteger(L, val);
}
return 1;
}
static int l_SetFact(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT16 fact = lua_tointeger(L, 1);
UINT8 val = lua_tointeger(L, 2);
SetFact(fact, val);
}
return 0;
}
extern INT32 gubModderLuaData[MODDER_LUA_DATA_MAX];
static int l_GetModderLUAFact(lua_State* L)
{
if (lua_gettop(L))
{
UINT16 num = lua_tointeger(L, 1);
if (num < MODDER_LUA_DATA_MAX)
lua_pushinteger(L, gubModderLuaData[num]);
}
return 1;
}
static int l_SetModderLUAFact(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT16 num = lua_tointeger(L, 1);
INT32 val = lua_tointeger(L, 2);
if (num < MODDER_LUA_DATA_MAX)
gubModderLuaData[num] = val;
}
return 0;
}
static int l_SetScreenMsg(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT16 usColor = lua_tointeger(L, 1);
size_t len = 0;
const char* str = lua_tolstring(L, 2, &len);
CHAR16 w_str[1000];
MultiByteToWideChar(CP_UTF8, 0, str, -1, w_str, sizeof(w_str) / sizeof(w_str[0]));
w_str[sizeof(w_str) / sizeof(w_str[0]) - 1] = '\0';
ScreenMsg(usColor, MSG_INTERFACE, w_str);
}
return 0;
}
static int l_GetUsedLanguage(lua_State* L)
{
if (lua_gettop(L))
{
INT32 val = static_cast<INT32>(g_lang);
lua_pushinteger(L, val);
}
return 1;
}
static int l_DoInteractiveActionDefaultResult(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT32 sGridNo = lua_tointeger(L, 1);
UINT16 ubID = lua_tointeger(L, 2);
BOOLEAN success = lua_tointeger(L, 3);
DoInteractiveActionDefaultResult(sGridNo, ubID, success);
}
return 0;
}
static int l_GiveExp(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT16 ubID = lua_tointeger(L, 1);
UINT8 ubStat = lua_tointeger(L, 2);
UINT16 usNumChances = lua_tointeger(L, 3);
if (ubID != NOBODY && ubStat >= FIRST_CHANGEABLE_STAT && ubStat <= LAST_CHANGEABLE_STAT)
{
StatChange(MercPtrs[ubID], ubStat, usNumChances, FROM_SUCCESS);
}
}
return 0;
}
static int l_NumNonPlayerTeamInSector(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
UINT8 ubTeam = lua_tointeger(L, 3);
UINT16 numteam = NumNonPlayerTeamMembersInSector(sSectorX, sSectorY, ubTeam);
lua_pushinteger(L, numteam);
}
return 1;
}
static int l_SetSamSiteHackStatus(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
INT8 sStatus = lua_tointeger(L, 3);
SetSamHackStatus(sSectorX, sSectorY, sStatus);
}
return 0;
}
static int l_GetSamSiteHackStatus(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
lua_pushinteger(L, StrategicMap[CALCULATE_STRATEGIC_INDEX(sSectorX, sSectorY)].sSamHackStatus);
}
return 1;
}
static int l_SetMiniGameType(lua_State* L)
{
if (lua_gettop(L))
{
UINT32 usMiniGame = lua_tointeger(L, 1);
SetNextGame(usMiniGame);
}
return 0;
}
static int l_DisplayPictureTactical(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
size_t len = 0;
const char* str = lua_tolstring(L, 1, &len);
bool stretch = lua_tointeger(L, 2);
if (guiCurrentScreen == GAME_SCREEN
&& (std::strstr(str, ".png") != NULL || std::strstr(str, ".PNG") != NULL))
{
SetInteractivePicture(str, stretch);
SetNextGame(PICTURE);
SetPendingNewScreen(MINIGAME_SCREEN);
}
}
return 0;
}
static int l_SoldierSpendMoney(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
UINT16 usId = lua_tointeger(L, 1);
UINT32 amount = lua_tointeger(L, 2);
lua_pushinteger(L, SpendMoney(MercPtrs[usId], amount));
}
return 1;
}
extern BOOLEAN LuaCallsToDoDialogueStuff(UINT8 ubProfile, INT32 iFaceIndex, const char* azSoundString);
extern void SetQuoteStr(STR16 aStr);
static int l_SetAdditionalDialogue(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT8 profile = lua_tointeger(L, 1);
INT32 faceindex = lua_tointeger(L, 2);
size_t len = 0;
const char* str = lua_tolstring(L, 3, &len);
{
size_t len = 0;
const char* str = lua_tolstring(L, 4, &len);
CHAR16 quote_str[1000];
MultiByteToWideChar(CP_UTF8, 0, str, -1, quote_str, sizeof(quote_str) / sizeof(quote_str[0]));
quote_str[sizeof(quote_str) / sizeof(quote_str[0]) - 1] = '\0';
SetQuoteStr(quote_str);
}
LuaCallsToDoDialogueStuff(profile, faceindex, str);
}
return 0;
}
extern void SetSoundString(const char* aStr);
static int l_SetReplaceDialogue(lua_State* L)
{
if (lua_gettop(L) >= 2)
{
size_t len = 0;
const char* str = lua_tolstring(L, 1, &len);
{
size_t len = 0;
const char* str = lua_tolstring(L, 2, &len);
CHAR16 quote_str[1000];
MultiByteToWideChar(CP_UTF8, 0, str, -1, quote_str, sizeof(quote_str) / sizeof(quote_str[0]));
quote_str[sizeof(quote_str) / sizeof(quote_str[0]) - 1] = '\0';
SetQuoteStr(quote_str);
}
SetSoundString(str);
}
return 0;
}
static int l_PlaySound(lua_State* L)
{
if (lua_gettop(L))
{
size_t len = 0;
const char* str = lua_tolstring(L, 1, &len);
UINT32 volume = min(lua_tointeger(L, 2), HIGHVOLUME);
if (!volume)
volume = MIDVOLUME;
PlayJA2SampleFromFile((char*)str, RATE_11025, volume, 1, MIDDLEPAN);
}
return 0;
}
void LuaHandleAdditionalDialogue(INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3)
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS(true);
lua_register(_LS.L(), "CheckFact", l_CheckFact);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
LuaFunction(_LS.L, "HandleAdditionalDialogue").Param<int>(sSectorX).Param<int>(sSectorY).Param<int>(bSectorZ).Param<int>(ubProfile).Param<int>(iFaceIndex).Param<int>(usEventNr).Param<int>(aData1).Param<int>(aData2).Param<int>(aData3).Call(9);
}
void LuaHandleReplaceQuote(UINT8 ubProfile, UINT16 usQuoteNum)
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS(true);
lua_register(_LS.L(), "CheckFact", l_CheckFact);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
LuaFunction(_LS.L, "HandleReplaceQuote").Param<int>(ubProfile).Param<int>(usQuoteNum).Call(2);
}
void LuaHandleNPCMerchantQuote(INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 ubMerchantID, UINT8 ubBodyType, UINT16 usQuoteNum)
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS(true);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
LuaFunction(_LS.L, "HandleNPCMerchantQuote").Param<int>(sSectorX).Param<int>(sSectorY).Param<int>(bSectorZ).Param<int>(ubMerchantID).Param<int>(ubBodyType).Param<int>(usQuoteNum).Call(6);
}
void LuaAddArmsDealerAdditionalIntelData()
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS(true);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
LuaFunction(_LS.L, "AddArmsDealerAdditionalIntelData").Call(0);
}
extern void AddArmsDealerAdditionalIntelData(UINT16 ausDealer, UINT16 usItem, INT16 sIntelPrice, INT16 sOptimalNumber);
static int l_AddArmsDealerAdditionalIntelDataItem(lua_State* L)
{
if (lua_gettop(L) >= 4)
{
UINT16 usDealer = lua_tointeger(L, 1);
UINT16 usItem = lua_tointeger(L, 2);
INT16 sIntelPrice = lua_tointeger(L, 3);
INT16 sOptimalNumber = lua_tointeger(L, 4);
AddArmsDealerAdditionalIntelData(usDealer, usItem, sIntelPrice, sOptimalNumber);
}
return 0;
}
void LuaAddPhotoData(INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, INT32 sGridNo, INT8 bLevel, UINT8 ubPhotographerProfile, UINT16 room, UINT8 usTargetProfile)
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS(true);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
LuaFunction(_LS.L, "AddPhotoData").Param<int>(sSectorX).Param<int>(sSectorY).Param<int>(bSectorZ).Param<int>(sGridNo).Param<int>(bLevel).Param<int>(ubPhotographerProfile).Param<int>(room).Param<int>(usTargetProfile).Call(6);
}
void LuaGetPhotoData(UINT8 aType)
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS(true);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
LuaFunction(_LS.L, "GetPhotoData").Param<int>(aType).Call(1);
}
void LuaSetPhotoState(INT16 asIndex, UINT8 aState)
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS(true);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
LuaFunction(_LS.L, "SetPhotoState").Param<int>(asIndex).Param<int>(aState).Call(2);
}
void LuaVerifyPhotoState(INT16 asIndex)
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS(true);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
LuaFunction(_LS.L, "VerifyPhotoState").Param<int>(asIndex).Call(1);
}
extern void AddPhotoFactTaken(UINT8 aType, INT16 asIndex, STR16 aText);
static int l_SetPhotoFactLaptopData(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
UINT8 type = lua_tointeger(L, 1);
INT16 sIndex = lua_tointeger(L, 2);
size_t len = 0;
const char* str = lua_tolstring(L, 3, &len);
CHAR16 w_str[1000];
MultiByteToWideChar(CP_UTF8, 0, str, -1, w_str, sizeof(w_str) / sizeof(w_str[0]));
w_str[sizeof(w_str) / sizeof(w_str[0]) - 1] = '\0';
AddPhotoFactTaken(type, sIndex, w_str);
}
return 0;
}
extern UINT16 NumHostilesInSector(INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ);
static int l_GetNumHostilesInSector(lua_State* L)
{
if (lua_gettop(L) >= 3)
{
INT16 sSectorX = lua_tointeger(L, 1);
INT16 sSectorY = lua_tointeger(L, 2);
INT16 sSectorZ = lua_tointeger(L, 3);
lua_pushinteger(L, NumHostilesInSector(sSectorX, sSectorY, sSectorZ));
}
return 1;
}
void LuaGetIntelAndQuestMapData(INT32 aLevel)
{
const char* filename = "scripts\\strategicmap.lua";
LuaScopeState _LS(true);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
LuaFunction(_LS.L, "GetIntelAndQuestMapData").Param<int>(aLevel).Call(1);
}
void SetFactoryLeftoverProgress(INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usFacilityType, UINT16 usProductionNumber, INT32 sProgressLeft)
{
const char* filename = "scripts\\strategicmap.lua";
LuaScopeState _LS(true);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
LuaFunction(_LS.L, "SetFactoryLeftoverProgress").Param<int>(sSectorX).Param<int>(sSectorY).Param<int>(bSectorZ).Param<int>(usFacilityType).Param<int>(usProductionNumber).Param<int>(sProgressLeft).Call(6);
}
INT32 GetFactoryLeftoverProgress(INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usFacilityType, UINT16 usProductionNumber)
{
const char* filename = "scripts\\strategicmap.lua";
LuaScopeState _LS(true);
IniFunction(_LS.L(), TRUE);
IniGlobalGameSetting(_LS.L());
SGP_THROW_IFFALSE(_LS.L.EvalFile(filename), _BS("Cannot open file: ") << filename << _BS::cget);
LuaFunction(_LS.L, "GetFactoryLeftoverProgress").Param<int>(sSectorX).Param<int>(sSectorY).Param<int>(bSectorZ).Param<int>(usFacilityType).Param<int>(usProductionNumber).Call(5);
if (lua_gettop(_LS.L()) >= 0)
{
return lua_tointeger(_LS.L(), 1);
}
return 0;
}
extern void AddIntelAndQuestMapDataForSector(INT16 sSectorX, INT16 sSectorY, UINT8 ausMapColour, int asSymbol, STR16 aText, STR16 aText_Short);
static int l_SetIntelAndQuestMapDataForSector(lua_State* L)
{
int n = lua_gettop(L);
if (n >= 4)
{
INT16 sectorx = lua_tointeger(L, 1);
INT16 sectory = lua_tointeger(L, 2);
UINT8 mapcolour = lua_tointeger(L, 3);
int symbol = lua_tointeger(L, 4);
CHAR16 w_str[1024];
w_str[0] = '\0';
CHAR16 w_str_short[128];
w_str_short[0] = '\0';
if (n >= 5)
{
size_t len = 0;
const char* str = lua_tolstring(L, 5, &len);
MultiByteToWideChar(CP_UTF8, 0, str, -1, w_str, sizeof(w_str) / sizeof(w_str[0]));
w_str[sizeof(w_str) / sizeof(w_str[0]) - 1] = '\0';
if (n >= 6)
{
size_t len_short = 0;
const char* str_short = lua_tolstring(L, 6, &len_short);
MultiByteToWideChar(CP_UTF8, 0, str_short, -1, w_str_short, sizeof(w_str_short) / sizeof(w_str_short[0]));
w_str_short[sizeof(w_str_short) / sizeof(w_str_short[0]) - 1] = '\0';
}
}
AddIntelAndQuestMapDataForSector(sectorx, sectory, mapcolour, symbol, w_str, w_str_short);
}
return 0;
}