Files
source/lua/lua_tactical.cpp
T
Wanne 14750c6903 **********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2010-02-28 18:38:52 +00:00

200 lines
5.3 KiB
C++

#include "Lua Interpreter.h"
#include "lwstring.h"
#include "Overhead.h"
#include "Isometric Utils.h"
#include "soldier tile.h"
#include "Soldier Profile.h"
#include "Soldier Functions.h"
#include "ai.h"
#define SOLDIER_CLASS "ja2_SoldierClass"
static int LuaGetSoldierName( lua_State *L )
{
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
SOLDIERTYPE *pSoldier = *ppSoldier;
if (!pSoldier)
{
lua_pushnil( L );
}
else
{
luaWS_newstr( L, pSoldier->name);
}
return 1;
}
static int LuaGetSoldierFullName( lua_State *L )
{
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
SOLDIERTYPE *pSoldier = *ppSoldier;
if (!pSoldier)
{
lua_pushnil( L );
}
else
{
if (pSoldier->ubProfile < NUM_PROFILES)
{
luaWS_newstr( L, gMercProfiles[pSoldier->ubProfile].zName );
}
else
{
return LuaGetSoldierName( L);
}
}
return 1;
}
static int LuaGetSoldierGrid( lua_State *L )
{
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
SOLDIERTYPE *pSoldier = *ppSoldier;
if (!pSoldier)
{
lua_pushnil( L );
}
else
{
lua_pushinteger( L, pSoldier->sGridNo);
}
return 1;
}
static int LuaSetSoldierGrid( lua_State *L )
{
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
SOLDIERTYPE *pSoldier = *ppSoldier;
int newgrid = luaL_checkinteger( L, 3);
luaL_argcheck( L, newgrid > 0 && newgrid < MAX_MAP_POS, 2, "The grid number must be on map" );
TeleportSoldier( pSoldier, (INT16) newgrid, TRUE);
return 0;
}
static int LuaGetSoldierLevel( lua_State *L )
{
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
SOLDIERTYPE *pSoldier = *ppSoldier;
if (!pSoldier)
{
lua_pushnil( L );
}
else
{
lua_pushinteger( L, pSoldier->pathing.bLevel);
}
return 1;
}
static int LuaSetSoldierLevel( lua_State *L )
{
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
SOLDIERTYPE *pSoldier = *ppSoldier;
int newlevel = luaL_checkinteger( L, 3);
luaL_argcheck( L, newlevel >= 0 && newlevel <= 1, 2, "The level must be 1 or 0" );
HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, (BOOLEAN) newlevel, TRUE );
pSoldier->SetSoldierHeight((FLOAT)50*newlevel );
HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, (BOOLEAN) newlevel, TRUE );
return 0;
}
static int LuaGetSoldierAPs( lua_State *L )
{
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
SOLDIERTYPE *pSoldier = *ppSoldier;
if (!pSoldier)
{
lua_pushnil( L );
}
else
{
lua_pushinteger( L, pSoldier->bActionPoints);
}
return 1;
}
static int LuaSetSoldierAPs( lua_State *L )
{
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) lua_touserdata( L, 1 );
SOLDIERTYPE *pSoldier = *ppSoldier;
int newaps = luaL_checkinteger( L, 3);
luaL_argcheck( L, newaps > 0 && newaps < 256, 2, "The grid number must be on screen!" );
pSoldier->bActionPoints = (INT8) newaps;
return 0;
}
static int LuaSoldierWalkTo( lua_State *L )
{
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) luaL_checkudata( L, 1, SOLDIER_CLASS );
SOLDIERTYPE *pSoldier = *ppSoldier;
int newgrid = luaL_checkinteger( L, 2);
luaL_argcheck( L, newgrid > 0 && newgrid < MAX_MAP_POS, 2, "The grid number must be on screen!" );
pSoldier->aiData.bAction = AI_ACTION_WALK;
pSoldier->aiData.usActionData = (INT16) newgrid;
pSoldier->pathing.bPathStored = FALSE;
pSoldier->aiData.bActionInProgress = ExecuteAction( pSoldier);
return 0;
}
static int LuaSoldierRunTo( lua_State *L )
{
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) luaL_checkudata( L, 1, SOLDIER_CLASS );
SOLDIERTYPE *pSoldier = *ppSoldier;
int newgrid = luaL_checkinteger( L, 2);
luaL_argcheck( L, newgrid > 0 && newgrid < MAX_MAP_POS, 2, "The grid number must be on screen!" );
pSoldier->aiData.bAction = AI_ACTION_RUN;
pSoldier->aiData.usActionData = (INT16) newgrid;
pSoldier->pathing.bPathStored = FALSE;
pSoldier->aiData.bActionInProgress = ExecuteAction( pSoldier);
return 0;
}
static int LuaSoldierChangeStance( lua_State *L )
{
SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) luaL_checkudata( L, 1, SOLDIER_CLASS );
SOLDIERTYPE *pSoldier = *ppSoldier;
int newstance = luaL_checkinteger( L, 2);
pSoldier->ChangeSoldierStance( (UINT8) newstance);
return 0;
}
static LuaAttrib Soldier[] = {
{ "name", LuaGetSoldierName, },
{ "fullname", LuaGetSoldierFullName, },
{ "grid", LuaGetSoldierGrid, LuaSetSoldierGrid },
{ "level", LuaGetSoldierLevel, LuaSetSoldierLevel },
{ "APs", LuaGetSoldierAPs, LuaSetSoldierAPs },
{ "walkto", NULL, NULL, LuaSoldierWalkTo },
{ "runto", NULL, NULL, LuaSoldierRunTo },
{ "changestance", NULL, NULL, LuaSoldierChangeStance },
{ NULL, },
};
void LuaTacticalSetup(lua_State *L)
{
// Create a soldier type
CreateLuaClass( L, SOLDIER_CLASS, Soldier );
lua_setglobal( L, SOLDIER_CLASS); // We also want this class to be known to the script
// Create a soldier list type and create its object
lua_createtable (L, 256, 0);
for (int sold=0; sold < 256; sold++)
{
lua_pushinteger( L, sold);
if (MercPtrs[ sold ] )
{
NewLuaObject( L, SOLDIER_CLASS, MercPtrs[ sold ] );
}
else
{
lua_pushnil( L );
}
lua_settable( L, -3);
}
// Give this new object a name
lua_setglobal( L, "Soldiers" );
}