Files
source/Strategic/LuaInitNPCs.cpp
T
Sevenfm 9e1b5338a6 More AI logging information.
PanicAI: use correct movement and stealth mode when determining AP needed.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8768 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-03-08 22:39:21 +00:00

13453 lines
303 KiB
C++

#include <iostream>
#include <sstream>
#include "Lua Interpreter.h"
#include "Strategic Mines.h"
#include "BobbyRMailOrder.h"
#include "Tactical Save.h"
#include "connect.h"
#include "FileMan.h"
#include "GameSettings.h"
#include "Game Init.h"
#include "interface Dialogue.h"
#include "opplist.h"
#include "Strategic All.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 "interface Dialogue.h"
#include "Map Screen Helicopter.h"
#include "NPC.h"
#include "Strategic AI.h"
#include "Tactical Save.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 "Soldier Functions.h"
#include "soldier tile.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 "LOS.h"
#include "Music Control.h"
#include "NPC.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 "Encrypted File.h"
#include "BriefingRoom_Data.h"
#include "MiniGame.h" // added by Flugente
extern UINT8 gubWaitingForAllMercsToExitCode;
//-------------------------- UB ------------------------------
extern BOOLEAN gfDoneWithSplashScreen;
extern UINT32 iStringToUseLua;
extern INT8 Test;
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_AddCustomEmail (lua_State *L);
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);
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_AddEmailXML (lua_State *L);
static int l_AddEmailXML2 (lua_State *L);
static int l_AddEmailLevelUpXML (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);
#ifdef NEWMUSIC
static int l_MusicPlayId (lua_State *L);
#endif
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_GetNumberOfWorldItemsFromTempItemFile(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_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_AddIntel( 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_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_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;
UINT8 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;
UINT8 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;
}
}
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");
}
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");
}
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_AddEmailXML);
lua_register(L, "AddEmailMercLevelUpXML", l_AddEmailLevelUpXML);
lua_register(L, "AddEmailXML", l_AddEmailXML2);
//------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, "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, "GetNumberOfWorldItemsFromTempItemFile", l_GetNumberOfWorldItemsFromTempItemFile);
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, "MusicIdPlay", l_MusicPlayId );
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, "AddCustomEmail", l_AddCustomEmail);
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, "AddIntel", l_AddIntel );
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, "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, "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_AddCustomEmail (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);
AddCustomEmail(iMessageOffset,iMessageLength,ubSender, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_OTHER);
}
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)
{
UINT8 n = lua_gettop(L);
int i;
UINT32 sGridNo = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sGridNo = lua_tointeger(L,i);
}
HavePersonAtGridnoStop( sGridNo );
return 0;
}
static int l_HandleSeeingPowerGenFan (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT32 sGridNo = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sGridNo = lua_tointeger(L,i);
}
HandleSeeingPowerGenFan( sGridNo );
return 0;
}
static int l_HandleSwitchToOpenFortifiedDoor (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT32 sGridNo = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sGridNo = lua_tointeger(L,i);
}
HandleSwitchToOpenFortifiedDoor( sGridNo );
return 0;
}
static int l_HandleSeeingFortifiedDoor (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT32 sGridNo = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sGridNo = lua_tointeger(L,i);
}
HandleSeeingFortifiedDoor( sGridNo );
return 0;
}
static int l_ShouldThePlayerStopWhenWalkingOnBiggensActionItem (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 ubRecordNum = 0;
BOOLEAN Bool;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubRecordNum = lua_tointeger(L,i);
}
Bool = ShouldThePlayerStopWhenWalkingOnBiggensActionItem( ubRecordNum );
lua_pushboolean(L, Bool);
return 1;
}
static int l_HasNpcSaidQuoteBefore (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 ubNPC = 0;
UINT8 ubRecord = 0;
BOOLEAN Bool;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubNPC = lua_tointeger(L,i);
if (i == 2 ) ubRecord = lua_tointeger(L,i);
}
Bool = HasNpcSaidQuoteBefore( ubNPC, ubRecord );
lua_pushboolean(L, Bool);
return 1;
}
static int l_SetNumberOfJa25BloodCatsInSector(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT8 bNumBloodCats=0;
INT8 bBloodCatPlacements=0;
INT16 sSectorX;
INT16 sSectorY;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sSectorX = lua_tointeger(L,i);
if (i == 2 ) sSectorY = lua_tointeger(L,i);
if (i == 3 ) bNumBloodCats = lua_tointeger(L,i);
if (i == 4 ) bBloodCatPlacements = lua_tointeger(L,i);
}
SectorInfo[ SECTOR( sSectorX, sSectorY ) ].bBloodCatPlacements = bBloodCatPlacements;
SectorInfo[ SECTOR( sSectorX, sSectorY ) ].bBloodCats = bNumBloodCats;
return 0;
}
static int l_SetNumberJa25EnemiesInSurfaceSector(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
UINT8 ubNumJeeps=0;
INT16 sSectorX;
INT16 sSectorY;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sSectorX = lua_tointeger(L,i);
if (i == 2 ) sSectorY = lua_tointeger(L,i);
if (i == 3 ) ubNumAdmins = lua_tointeger(L,i);
if (i == 4 ) ubNumTroops = lua_tointeger(L,i);
if (i == 5 ) ubNumElites = lua_tointeger(L,i);
if (i == 6 ) ubNumTanks = lua_tointeger(L,i);
}
SetNumberJa25EnemiesInSurfaceSector( SECTOR( sSectorX, sSectorY ), ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
return 0;
}
static int l_Ja25SaveStructubJohnKulbaInitialSectorY(lua_State *L)
{
UINT32 Y;
UINT8 n = lua_gettop(L);
Y = lua_tointeger(L,n);
gJa25SaveStruct.ubJohnKulbaInitialSectorY = Y;
return 0;
}
static int l_Ja25SaveStructubJohnKulbaInitialSectorX(lua_State *L)
{
UINT32 X;
UINT8 n = lua_gettop(L);
X = lua_tointeger(L,n);
gJa25SaveStruct.ubJohnKulbaInitialSectorX = X;
return 0;
}
//gJa25SaveStruct.fJohnKulbaIsInGame
static int l_Ja25SaveCheckStructJohnKulbaIsInGame(lua_State *L)
{
BOOLEAN FactFalse;
UINT8 n = lua_gettop(L);
FactFalse = gJa25SaveStruct.fJohnKulbaIsInGame;
lua_pushboolean(L, FactFalse);
return 1;
}
//gJa25SaveStruct.fJohnKulbaIsInGame
static int l_Ja25SaveStructJohnKulbaIsInGame(lua_State *L)
{
BOOLEAN FactFalse;
UINT8 n = lua_gettop(L);
FactFalse = lua_toboolean(L,n);
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);
UINT8 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, UINT8 ubId,
UINT8 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 ).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;
}
SOLDIERTYPE * FindSoldierByProfileID_( UINT8 ubProfileID )
{
UINT8 ubLoop, ubLoopLimit;
SOLDIERTYPE * pSoldier;
ubLoopLimit = MAX_NUM_SOLDIERS;
for (ubLoop = 0, pSoldier = MercPtrs[0]; ubLoop < ubLoopLimit; ubLoop++, pSoldier++)
{
if (pSoldier->bActive && pSoldier->ubProfile == ubProfileID)
{
return( pSoldier );
}
}
return( NULL );
}
SOLDIERTYPE * FindSoldierByProfileID2( UINT8 ubProfileID, BOOLEAN fPlayerMercsOnly )
{
UINT8 cnt2, ubLoopLimit;
SOLDIERTYPE * pSoldier;
ubLoopLimit = gTacticalStatus.Team[CIV_TEAM].bLastID;
cnt2 = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt2 ]; cnt2 <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt2++ ,pSoldier++)
{
if ( pSoldier->bActive && pSoldier->bInSector )
{
return( pSoldier );
}
}
return( NULL );
}
BOOLEAN FindSoldier(SOLDIERTYPE **ppSoldier, UINT16 usSoldierIndex, BOOLEAN fPlayerMercsOnly)
{
*ppSoldier = NULL;
if (usSoldierIndex >= TOTAL_SOLDIERS)
{
return(FALSE);
}
if (MercPtrs[usSoldierIndex]->bActive)
{
*ppSoldier = MercPtrs[usSoldierIndex];
return(TRUE);
}
else
{
return(FALSE);
}
}
//--------------------------------
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)
{
UINT32 GridNo;
UINT8 n = lua_gettop(L);
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) GridNo = lua_tointeger(L,i);
}
gGameUBOptions.InitialHeliGridNo[ 0 ] = GridNo;
return 0;
}
static int l_InitMercgridNo1 (lua_State *L)
{
UINT32 GridNo;
UINT8 n = lua_gettop(L);
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) GridNo = lua_tointeger(L,i);
}
gGameUBOptions.InitialHeliGridNo[ 1 ] = GridNo;
return 0;
}
static int l_InitMercgridNo2 (lua_State *L)
{
UINT32 GridNo;
UINT8 n = lua_gettop(L);
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) GridNo = lua_tointeger(L,i);
}
gGameUBOptions.InitialHeliGridNo[ 2 ] = GridNo;
return 0;
}
static int l_InitMercgridNo3 (lua_State *L)
{
UINT32 GridNo;
UINT8 n = lua_gettop(L);
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) GridNo = lua_tointeger(L,i);
}
gGameUBOptions.InitialHeliGridNo[ 3 ] = GridNo;
return 0;
}
static int l_InitMercgridNo4 (lua_State *L)
{
UINT32 GridNo;
UINT8 n = lua_gettop(L);
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) GridNo = lua_tointeger(L,i);
}
gGameUBOptions.InitialHeliGridNo[ 4 ] = GridNo;
return 0;
}
static int l_InitMercgridNo5 (lua_State *L)
{
UINT32 GridNo;
UINT8 n = lua_gettop(L);
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) GridNo = lua_tointeger(L,i);
}
gGameUBOptions.InitialHeliGridNo[ 5 ] = GridNo;
return 0;
}
static int l_InitMercgridNo6 (lua_State *L)
{
UINT32 GridNo;
UINT8 n = lua_gettop(L);
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) GridNo = lua_tointeger(L,i);
}
gGameUBOptions.InitialHeliGridNo[ 6 ] = GridNo;
return 0;
}
static int l_InitJerryGridNo (lua_State *L)
{
UINT32 GridNo;
UINT8 n = lua_gettop(L);
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) GridNo = lua_tointeger(L,i);
}
gGameUBOptions.JerryGridNo = GridNo;
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)
{
BOOLEAN set = TRUE;
UINT8 n = lua_gettop(L);
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) set = lua_toboolean(L,i);
}
gGameUBOptions.LaptopQuestEnabled = set;
return 0;
}
static int l_setInJerry (lua_State *L)
{
BOOLEAN set = TRUE;
UINT8 n = lua_gettop(L);
UINT32 GridNo = 0;
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) set = lua_toboolean(L,i);
if (i == 2 ) GridNo = lua_tointeger(L,i);
}
gGameUBOptions.InJerry = set;
if ( GridNo > 0 )
gGameUBOptions.JerryGridNo = GridNo;
else if ( GridNo < -1 )
gGameUBOptions.JerryGridNo = 15943;
return 0;
}
static int l_setJerryQuotes (lua_State *L)
{
BOOLEAN set = TRUE;
UINT8 n = lua_gettop(L);
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) set = lua_toboolean(L,i);
}
gGameUBOptions.JerryQuotes = set;
return 0;
}
static int l_setInGameHeliCrash (lua_State *L)
{
BOOLEAN set = TRUE;
UINT8 n = lua_gettop(L);
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) set = lua_toboolean(L,i);
}
gGameUBOptions.InGameHeliCrash = set;
return 0;
}
static int l_setInGameHeli (lua_State *L)
{
BOOLEAN set = TRUE;
UINT8 n = lua_gettop(L);
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) set = lua_toboolean(L,i);
}
gGameUBOptions.InGameHeli= set;
return 0;
}
static int l_SetInternalLocateGridNo(lua_State *L)
{
UINT32 GridNo;
UINT8 n = lua_gettop(L);
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) GridNo = lua_tointeger(L,i);
}
gGameUBOptions.LOCATEGRIDNO = GridNo;
return 0;
}
#endif
static int l_ExecuteTacticalTextBox(lua_State *L)
{
INT16 sLeftPosition = 110;
UINT32 idText = 0;
UINT8 n = lua_gettop(L);
//wchar_t sText[400];
UINT32 uiStartLoc = 0;
CHAR16 zString[512];
int i;
//#define LANGMESSAGEFILE "BinaryData\\TacticalMessages.EDT"
//#define EDT_SIZE 400 * 2
for (i = 1; i <= n; i++)
{
if (i == 1) sLeftPosition = lua_tointeger(L, i);
if (i == 2) idText = lua_tointeger(L, i);
}
/*
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)
{
UINT32 GridNo;
UINT8 n = lua_gettop(L);
int i;
for (i = 1; i <= n; i++)
{
if (i == 1) GridNo = lua_tointeger(L, i);
}
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)
{
UINT8 sSectorX;
UINT8 sSectorY;
UINT8 n = lua_gettop(L);
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sSectorX = lua_tointeger(L,i);
if (i == 2 ) sSectorY = lua_tointeger(L,i);
}
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;
Bool = BoxerExists( );
lua_pushboolean(L, Bool);
return 1;
}
static int l_gubBoxerID(lua_State *L)
{
UINT8 n = lua_gettop(L);
UINT8 val, val2;
for (int i = 1; i <= n; i++)
{
if (i == 1) val = lua_tointeger(L, i);
if (i == 2) val2 = lua_tointeger(L, i);
}
if (val <= 2)
gubBoxerID[val] = val2;
return 0;
}
static int l_CheckTalkerUnpropositionedFemale(lua_State *L)
{
BOOLEAN Bool;
Bool = CheckTalkerUnpropositionedFemale( );
lua_pushboolean(L, Bool);
return 1;
}
static int l_RepairmanIsFixingItemsButNoneAreDoneYet(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 ubProfileID;
BOOLEAN Bool;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubProfileID = lua_tointeger(L,i);
}
Bool = RepairmanIsFixingItemsButNoneAreDoneYet( ubProfileID );
lua_pushboolean(L, Bool);
return 1;
}
static int l_CurrentPlayerProgressPercentage(lua_State *L)
{
UINT8 n = lua_gettop(L);
UINT8 val = CurrentPlayerProgressPercentage( );
lua_pushinteger(L, val);
return 1;
}
static int l_SetgMercProfilesbTown(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 ubProfileID;
UINT32 Town;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubProfileID = lua_tointeger(L,i);
if (i == 2 ) Town = lua_tointeger(L,i);
}
gMercProfiles[ ubProfileID ].bTown = Town;
return 0;
}
static int l_InitProfile(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 ubProfileID;
//UINT32 Town;
UINT16 x = 0;
UINT16 y = 0;
UINT8 z = 0;
UINT32 sGridNo;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubProfileID = lua_tointeger(L,i);
if (i == 2 ) x = lua_tointeger(L,i);
if (i == 3 ) y = lua_tointeger(L,i);
if (i == 4 ) z = lua_tointeger(L,i);
if (i == 5 ) sGridNo = lua_tointeger(L,i);
}
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)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 ubProfileID;
UINT32 val;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubProfileID = lua_tointeger(L,i);
}
val = gMercProfiles[ ubProfileID ].bTown;
lua_pushinteger(L, val);
return 1;
}
static int l_SetusTotalDaysServed(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT8 ProfilID;
UINT32 val;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ProfilID = lua_tointeger(L,i);
if (i == 2 ) val = lua_tointeger(L,i);
}
gMercProfiles[ ProfilID ].usTotalDaysServed = val;
return 0;
}
static int l_GetusTotalDaysServed(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT8 ProfilID;
UINT32 val;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ProfilID = lua_tointeger(L,i);
}
val = gMercProfiles[ ProfilID ].usTotalDaysServed;
lua_pushinteger(L, val);
return 1;
}
static int l_SetgfTownUsesLoyalty(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 bTown;
BOOLEAN Bool;;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bTown = lua_tointeger(L,i);
if (i == 2 ) Bool = lua_tointeger(L,i);
}
gfTownUsesLoyalty[ bTown ] = Bool;
return 0;
}
static int l_GetgfTownUsesLoyalty(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 bTown;
BOOLEAN Bool;;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bTown = lua_tointeger(L,i);
}
Bool = gfTownUsesLoyalty[ bTown ];
lua_pushboolean(L, Bool);
return 1;
}
static int l_SetTownLoyaltyfLiberatedAlready(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 bTown;
BOOLEAN Bool;;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bTown = lua_tointeger(L,i);
if (i == 2 ) Bool = lua_tointeger(L,i);
}
gTownLoyalty[ bTown ].fLiberatedAlready = Bool;
return 0;
}
static int l_GetTownLoyaltyfLiberatedAlready(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 bTown;
BOOLEAN Bool;;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bTown = lua_tointeger(L,i);
}
Bool = gTownLoyalty[ bTown ].fLiberatedAlready;
lua_pushboolean(L, Bool);
return 1;
}
static int l_SetTownLoyaltyfStarted(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 bTown;
BOOLEAN Bool;;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bTown = lua_tointeger(L,i);
if (i == 2 ) Bool = lua_toboolean(L,i);
}
gTownLoyalty[ bTown ].fStarted = Bool;
return 0;
}
static int l_GetTownLoyaltyfStarted(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 bTown;
BOOLEAN Bool;;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bTown = lua_tointeger(L,i);
}
Bool = gTownLoyalty[ bTown ].fStarted;
lua_pushboolean(L, Bool);
return 1;
}
static int l_SetTownLoyaltysChange(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 bTown;
INT16 val;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bTown = lua_tointeger(L,i);
if (i == 2 ) val = lua_tointeger(L,i);
}
gTownLoyalty[ bTown ].sChange = val;
return 0;
}
static int l_GetTownLoyaltysChange(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 bTown;
INT16 val;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bTown = lua_tointeger(L,i);
}
val = gTownLoyalty[ bTown ].sChange;
lua_pushinteger(L, val);
return 1;
}
static int l_SetTownLoyaltyubRating(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 bTown;
UINT8 val;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bTown = lua_tointeger(L,i);
if (i == 2 ) val = lua_tointeger(L,i);
}
gTownLoyalty[ bTown ].ubRating = val;
return 0;
}
static int l_GetTownLoyaltyubRating(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 bTown;
UINT8 val;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bTown = lua_tointeger(L,i);
}
val = gTownLoyalty[ bTown ].ubRating;
lua_pushinteger(L, val);
return 1;
}
static int l_GetTownIdForSector(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT16 sMapX;
INT16 sMapY;
UINT8 val;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sMapX = lua_tointeger(L,i);
if (i == 2 ) sMapY = lua_tointeger(L,i);
}
val = GetTownIdForSector( sMapX, sMapY );
lua_pushinteger(L, val);
return 1;
}
static int l_UpdateMercsInSector(lua_State *L)
{
UINT8 n = lua_gettop(L);
INT16 sSectorX;
INT16 sSectorY;
INT8 bSectorZ;
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sSectorX = lua_tointeger(L,i);
if (i == 2 ) sSectorY = lua_tointeger(L,i);
if (i == 3 ) bSectorZ = lua_tointeger(L,i);
}
UpdateMercsInSector( sSectorX, sSectorY, bSectorZ );
return 0;
}
static int l_CheckIfEntireTownHasBeenLiberated(lua_State *L)
{
UINT8 n = lua_gettop(L);
INT8 bTownId;
INT16 sSectorX;
INT16 sSectorY;
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bTownId = lua_tointeger(L,i);
if (i == 2 ) sSectorX = lua_tointeger(L,i);
if (i == 3 ) sSectorY = lua_tointeger(L,i);
}
CheckIfEntireTownHasBeenLiberated( bTownId, sSectorX, sSectorY );
return 0;
}
static int l_CheckIfEntireTownHasBeenLost(lua_State *L)
{
UINT8 n = lua_gettop(L);
INT8 bTownId;
INT16 sSectorX;
INT16 sSectorY;
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bTownId = lua_tointeger(L,i);
if (i == 2 ) sSectorX = lua_tointeger(L,i);
if (i == 3 ) sSectorY = lua_tointeger(L,i);
}
CheckIfEntireTownHasBeenLost( bTownId, sSectorX, sSectorY );
return 0;
}
static int l_DidFirstBattleTakePlaceInThisTown(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT8 bTownId;
BOOLEAN Bool;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bTownId = lua_tointeger(L,i);
}
Bool = DidFirstBattleTakePlaceInThisTown( bTownId );
lua_pushboolean(L, Bool);
return 1;
}
static int l_SetTheFirstBattleSector(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT16 sSectorValue;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sSectorValue = lua_tointeger(L,i);
}
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)
{
UINT8 n = lua_gettop(L);
if ( n >= 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)
{
UINT8 n = lua_gettop(L);
int i;
INT32 val;
INT32 bTownId;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bTownId = lua_tointeger(L,i);
}
val = IsTownUnderCompleteControlByPlayer(bTownId);
lua_pushinteger(L, val);
return 1;
}
static int l_GetNumberOfWholeTownsUnderControl(lua_State *L)
{
INT32 val;
val = GetNumberOfWholeTownsUnderControl();
lua_pushinteger(L, val);
return 1;
}
static int l_SetCurrentWorldSector(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT16 sMapX;
INT16 sMapY;
INT8 bMapZ;
BOOLEAN Bool;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sMapX = lua_tointeger(L,i);
if (i == 2 ) sMapY = lua_tointeger(L,i);
if (i == 3 ) bMapZ = lua_tointeger(L,i);
}
Bool = SetCurrentWorldSector( sMapX, sMapY, bMapZ );
lua_pushboolean(L, Bool);
return 1;
}
static int l_TalkingMenuDialogue (lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
UINT16 usQuoteNum = lua_tointeger(L,1);
TalkingMenuDialogue( usQuoteNum );
}
return 0;
}
static int l_CurrentSquad (lua_State *L)
{
UINT8 n = lua_gettop(L);
INT32 squad = 0;
squad = CurrentSquad();
lua_pushinteger(L, squad);
return 1;
}
static int l_SetgfTacticalTraversal (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
BOOLEAN bol = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bol = lua_toboolean(L,i);
}
gfTacticalTraversal = bol;
return 0;
}
static int l_GetgfTacticalTraversal (lua_State *L)
{
UINT8 n = lua_gettop(L);
BOOLEAN Bol = FALSE;
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)
{
UINT8 n = lua_gettop(L);
int i;
INT16 sSectorX;
INT16 sSectorY;
INT8 bSectorZ;
BOOLEAN Bool;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sSectorX = lua_tointeger(L,i);
if (i == 2 ) sSectorY = lua_tointeger(L,i);
if (i == 3 ) bSectorZ = lua_tointeger(L,i);
}
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) >= 1 )
{
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)
{
UINT8 n = lua_gettop(L);
int i;
INT16 sSectorX;
INT16 sSectorY;
UINT8 ubGroupID;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sSectorX = lua_tointeger(L,i);
if (i == 2 ) sSectorY = lua_tointeger(L,i);
if (i == 3 ) ubGroupID = lua_tointeger(L,i);
}
SetGroupNextSectorValue( sSectorX, sSectorY, ubGroupID );
return 0;
}
static int l_SetGroupSectorValue(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT16 sSectorX;
INT16 sSectorY;
INT16 sSectorZ;
UINT8 ubGroupID;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sSectorX = lua_tointeger(L,i);
if (i == 2 ) sSectorY = lua_tointeger(L,i);
if (i == 3 ) sSectorZ = lua_tointeger(L,i);
if (i == 4 ) ubGroupID = lua_tointeger(L,i);
}
SetGroupSectorValue( sSectorX, sSectorY, sSectorZ, ubGroupID );
return 0;
}
static int l_DeleteMercInventory(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 ID;
UINT32 inv;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ID = lua_tointeger(L,i);
if (i == 2 ) inv = lua_tointeger(L,i);
}
//pProfile = &(gMercProfiles[ID]);
gMercProfiles[ ID ].inv[ inv ] = 0;
gMercProfiles[ ID ].bInvStatus[ inv ] = 0;
gMercProfiles[ ID ].bInvNumber[ inv ] = 0;
return 0;
}
static int l_StrategicPythSpacesAway(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT32 val;
INT16 sOrigin;
INT16 sDest;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sOrigin = lua_tointeger(L,i);
if (i == 2 ) sDest = lua_tointeger(L,i);
}
val = StrategicPythSpacesAway( sOrigin, sDest);
lua_pushinteger(L, val);
return 1;
}
static int l_GetMercArrivalTimeOfDay(lua_State *L)
{
//UINT8 n = lua_gettop(L);
UINT32 val;
// for (i= 1; i<=n; i++ )
// {
// if (i == 1 ) ubMercID = lua_tointeger(L,i);
// }
val = GetMercArrivalTimeOfDay( );
lua_pushinteger(L, val);
return 1;
}
static int l_NumberOfMercsOnPlayerTeam(lua_State *L)
{
//UINT8 n = lua_gettop(L);
UINT8 val;
// for (i= 1; i<=n; i++ )
// {
// if (i == 1 ) ubMercID = lua_tointeger(L,i);
// }
val = NumberOfMercsOnPlayerTeam( );
lua_pushinteger(L, val);
return 1;
}
static int l_IsMercHireable(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
BOOLEAN Bool;
UINT8 ubMercID;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubMercID = lua_tointeger(L,i);
}
Bool = IsMercHireable( ubMercID );
lua_pushboolean(L, Bool);
return 1;
}
static int l_IsMercDead(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
BOOLEAN Bool;
UINT8 ubMercID;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubMercID = lua_tointeger(L,i);
}
Bool = IsMercDead( ubMercID );
lua_pushboolean(L, Bool);
return 1;
}
static int l_ResetHistoryFact(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 ubCode;
INT16 sSectorX;
INT16 sSectorY;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubCode = lua_tointeger(L,i);
if (i == 2 ) sSectorX = lua_tointeger(L,i);
if (i == 3 ) sSectorY = lua_tointeger(L,i);
}
ResetHistoryFact( ubCode, sSectorX, sSectorY );
return 0;
}
static int l_SetHistoryFact(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 ubCode;
UINT8 ubSecondCode;
UINT32 uiDate;
INT16 sSectorX;
INT16 sSectorY;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubCode = lua_tointeger(L,i);
if (i == 2 ) ubSecondCode = lua_tointeger(L,i);
if (i == 3 ) uiDate = lua_tointeger(L,i);
if (i == 4 ) sSectorX = lua_tointeger(L,i);
if (i == 5 ) sSectorY = lua_tointeger(L,i);
}
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)
{
UINT8 val = 0;
if ( lua_gettop( L ) )
{
UINT16 x = lua_tointeger( L, 1 );
UINT16 y = lua_tointeger( L, 2 );
val = SECTOR( x, y );
}
lua_pushinteger(L, val);
return 1;
}
static int l_SECTORX( lua_State *L )
{
UINT8 val = 0;
if ( lua_gettop( L ) )
{
UINT8 sector = lua_tointeger( L, 1 );
val = SECTORX( sector );
}
lua_pushinteger( L, val );
return 1;
}
static int l_SECTORY( lua_State *L )
{
UINT8 val = 0;
if ( lua_gettop( L ) )
{
UINT8 sector = lua_tointeger( L, 1 );
val = SECTORY( sector );
}
lua_pushinteger( L, val );
return 1;
}
static int l_CALCULATE_STRATEGIC_INDEX(lua_State *L)
{
UINT8 val = 0;
if ( lua_gettop( L ) )
{
UINT16 x = lua_tointeger( L, 1 );
UINT16 y = lua_tointeger( L, 2 );
val = CALCULATE_STRATEGIC_INDEX( x, y );
}
lua_pushinteger(L, val);
return 1;
}
static int l_SectorInfoBloodCats(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 idSector;
UINT8 val;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) idSector = lua_tointeger(L,i);
}
val = SectorInfo[ idSector ].bBloodCats;
lua_pushinteger(L, val);
return 1;
}
static int l_IsHisMineAtMaxProduction(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
BOOLEAN Bool;
UINT8 ubMinerProfileId;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubMinerProfileId = lua_tointeger(L,i);
}
Bool = IsHisMineAtMaxProduction(ubMinerProfileId );
lua_pushboolean(L, Bool);
return 1;
}
static int l_IsHisMineLostAndRegained(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
BOOLEAN Bool;
UINT8 ubMinerProfileId;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubMinerProfileId = lua_tointeger(L,i);
}
Bool = IsHisMineLostAndRegained(ubMinerProfileId );
lua_pushboolean(L, Bool);
return 1;
}
static int l_IsHisMineInfested(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 ubMinerProfileId;
BOOLEAN Bool;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubMinerProfileId = lua_tointeger(L,i);
}
Bool = IsHisMineInfested(ubMinerProfileId );
lua_pushboolean(L, Bool);
return 1;
}
static int l_IsHisMineDisloyal(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
BOOLEAN Bool;
UINT8 ubMinerProfileId;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubMinerProfileId = lua_tointeger(L,i);
}
Bool = IsHisMineDisloyal(ubMinerProfileId );
lua_pushboolean(L, Bool);
return 1;
}
static int l_IsHisMineEmpty(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 ubMinerProfileId;
BOOLEAN Bool;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubMinerProfileId = lua_tointeger(L,i);
}
Bool = IsHisMineEmpty(ubMinerProfileId );
lua_pushboolean(L, Bool);
return 1;
}
static int l_IsHisMineRunningOut(lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
UINT8 ubMinerProfileId = lua_tointeger(L,1);
BOOLEAN Bool = IsHisMineRunningOut(ubMinerProfileId );
lua_pushboolean(L, Bool);
}
return 1;
}
static int l_GetHeadMinersMineIndex(lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
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) >= 1 )
{
UINT8 ubMinerProfileId = lua_tointeger(L,1);
PlayerSpokeToHeadMiner( ubMinerProfileId );
}
return 0;
}
static int l_ResetQueenRetookMine(lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
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);
UINT8 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) >= 1 )
{
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) >= 1 )
{
BOOLEAN Bool = lua_tointeger(L,1);
gGameOptions.fTurnTimeLimit = Bool;
}
return 0;
}
static int l_HasHisMineBeenProducingForPlayerForSomeTime(lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
BOOLEAN Bool = lua_toboolean(L,1);
CheckForKingpinsMoneyMissing( Bool );
}
return 0;
}
static int l_GetNumberOfWorldItemsFromTempItemFile(lua_State *L)
{
if ( lua_gettop(L) >= 5 )
{
INT16 sMapX = lua_tointeger(L,1);
INT16 sMapY = lua_tointeger(L,2);
INT8 bMapZ = lua_tointeger(L,3);
UINT32 puiNumberOfItems = lua_tointeger(L,4);
BOOLEAN fIfEmptyCreate = lua_toboolean(L,5);
BOOLEAN Bool = GetNumberOfWorldItemsFromTempItemFile( sMapX, sMapY, bMapZ, &puiNumberOfItems, fIfEmptyCreate );
lua_pushboolean(L, Bool);
}
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
UINT32 val = lua_tointeger(L,1);
gGameExternalOptions.ubDefaultArrivalSectorY = val;
}
return 0;
}
static int l_SetiFirstArrivalDelay (lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
UINT32 val = lua_tointeger(L,1);
gGameExternalOptions.iFirstArrivalDelay = val;
}
return 0;
}
static int l_SetubDefaultArrivalSectorX (lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
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)
{
UINT32 uiTime = 0;
if ( lua_gettop(L) >= 1 )
{
UINT32 uiDay = lua_tointeger(L,1);
uiTime = GetFutureDayInMinutes( uiDay );
}
lua_pushinteger(L, uiTime);
return 1;
}
static int l_GetMidnightOfFutureDayInMinutes(lua_State *L)
{
UINT32 uiTime = 0;
if ( lua_gettop(L) >= 1 )
{
UINT32 uiDay = lua_tointeger(L,1);
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) >= 1 )
{
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) >= 1 )
{
UINT32 uiVolume = lua_tointeger(L,1);
SetSoundEffectsVolume( uiVolume );
}
return 0;
}
static int l_SetSpeechVolume (lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
UINT32 uiVolume = lua_tointeger(L,1);
SetSpeechVolume( uiVolume );
}
return 0;
}
static int l_MusicSetVolume (lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
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) >= 1 )
{
UINT32 uiNum = lua_tointeger(L,1);
#ifdef NEWMUSIC
MusicPlay( uiNum, MUSIC_OLD_TYPE, FALSE);
#else
MusicPlay( uiNum );
#endif
}
return 0;
}
#ifdef NEWMUSIC
static int l_MusicPlayId (lua_State *L)
{
if ( lua_gettop(L) >= 2 )
{
UINT32 uiNum = lua_tointeger(L,1);
UINT32 uiType = lua_tointeger(L,2);
if (uiType>=1 || uiType<=5 )
MusicPlay( uiNum, uiType, TRUE);
}
return 0;
}
#endif
static int l_SetMusicMode (lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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 )
{
UINT8 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) >= 1 )
{
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)
{
UINT32 sGridNo, sGridNo2;
if ( lua_gettop(L) >= 1 )
{
sGridNo = lua_tointeger(L,1);
sGridNo2 = gpWorldLevelData[sGridNo].ubTerrainID;
lua_pushboolean(L, sGridNo2);
}
return 1;
}
static int l_MakeNoise(lua_State *L)
{
if ( lua_gettop(L) >= 6 )
{
UINT8 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) >= 1 )
{
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) >= 1 )
{
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)
{
//BOOLEAN Bool;
SOLDIERTYPE * pSoldier;
UINT32 sGridNo = 0;
if ( lua_gettop(L) >= 1 )
{
UINT8 ID = lua_tointeger(L,1);
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) >= 1)
{
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) >= 1 )
{
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;
}
static int l_ActionInProgress(lua_State *L)
{
UINT8 cnt2;
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
{
cnt2 = gTacticalStatus.Team[CIV_TEAM].bFirstID;
for (pSoldier = MercPtrs[cnt2]; cnt2 <= gTacticalStatus.Team[CIV_TEAM].bLastID; cnt2++, pSoldier++)
{
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->ubProfile == NO_PROFILE)
{
pSoldier->aiData.bActionInProgress = ExecuteAction(pSoldier);
}
}
}
}
return 0;
}
static int l_SetSoldierNonNeutral(lua_State *L)
{
SOLDIERTYPE * pSoldier;
if ( lua_gettop(L) >= 1 )
{
UINT8 ID = lua_tointeger(L,1);
if ( ID != NO_PROFILE )
{
pSoldier = FindSoldierByProfileID( ID, FALSE );
if (pSoldier)
{
SetSoldierNonNeutral (pSoldier);
}
}
else
{
pSoldier = FindSoldierByProfileID_( ID );
if ( pSoldier->ubProfile == ID )
{
if (pSoldier)
{
SetSoldierNonNeutral (pSoldier);
}
}
}
}
return 0;
}
static int l_CheckSoldierNoiseVolume(lua_State *L)
{
UINT8 NoiseVolume = 0;
SOLDIERTYPE * pSoldier;
if ( lua_gettop(L) >= 1 )
{
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) >= 1 )
{
UINT32 sGridNo = lua_tointeger(L,1);
TogglePressureActionItemsInGridNo( sGridNo );
}
return 0;
}
static int l_TriggerNPCWithIHateYouQuote(lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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)
{
BOOLEAN 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)
{
UINT8 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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
UINT32 sGridNo = lua_tointeger(L,1);
Add5X5Pit( sGridNo );
}
return 0;
}
static int l_Add3X3Pit (lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
UINT32 sGridNo = lua_tointeger(L,1);
Add3X3Pit( sGridNo );
}
return 0;
}
static int l_ACTION_ITEM_LARGE_PIT (lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
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) >= 1 )
{
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) )
{
UINT8 ubID;
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;
ubID = WhoIsThere2( sGridNo, 0 );
if ( (ubID != NOBODY) && (MercPtrs[ ubID ]->bTeam == gbPlayerNum) )
{
if ( InARoom( sGridNo, &usRoom ) && InARoom( MercPtrs[ ubID ]->sOldGridNo, &usOldRoom ) && usOldRoom != usRoom )
{
// also require there to be a miniskirt civ in the room
if ( HookerInRoom( usRoom ) )
{
// stop the merc...
MercPtrs[ ubID ]->EVENT_StopMerc( MercPtrs[ ubID ]->sGridNo, MercPtrs[ ubID ]->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( MercPtrs[ubID], ADE_SEX );
// have sex
HandleNPCDoAction( 0, NPC_ACTION_SEX, 0 );
// move the merc outside of the room again
sTeleportSpot = FindGridNoFromSweetSpotWithStructData( MercPtrs[ ubID ], STANDING, sTeleportSpot, 2, &ubDirection, FALSE );
MercPtrs[ ubID ]->ChangeSoldierState( STANDING, 0, TRUE );
TeleportSoldier( MercPtrs[ ubID ], sTeleportSpot, FALSE );
HandleMoraleEvent( MercPtrs[ ubID ], MORALE_SEX, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
FatigueCharacter( MercPtrs[ ubID ] );
FatigueCharacter( MercPtrs[ ubID ] );
FatigueCharacter( MercPtrs[ ubID ] );
FatigueCharacter( MercPtrs[ ubID ] );
DirtyMercPanelInterface( MercPtrs[ ubID ], DIRTYLEVEL1 );
// Flugente: we might get a disease from this...
HandlePossibleInfection( MercPtrs[ubID], 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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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);
UINT8 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) >= 1 )
{
UINT32 val = lua_tointeger(L,1);
gLuaGlobal[val].fGlobalLuaBool = FALSE;
}
return 0;
}
static int l_SetGlobalLuaBoolTrue (lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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 )
{
UINT8 ubTargetNPC = lua_tointeger(L,1);
//if (i == 2 ) BodyType = lua_tointeger(L,i);
UINT32 ANIM = lua_tointeger(L,2);
INT32 cnt = lua_tointeger(L,3);
//if (i == 4 ) PlayerControl = lua_tointeger(L,i);
if (ubTargetNPC > NOBODY)
{
SOLDIERTYPE* pSoldier = FindSoldierByProfileID ( ubTargetNPC, TRUE );
if ( pSoldier )//&& pSoldier->ubBodyType == BodyType )
{
DeleteTalkingMenu();
pSoldier->EVENT_InitNewSoldierAnim( ANIM, 0, TRUE );
}
}
else if (ubTargetNPC == NOBODY)
{
if ( MercPtrs[ cnt ]->bInSector )
MercPtrs[ cnt ]->EVENT_InitNewSoldierAnim( ANIM, 0, TRUE );
}
}
return 0;
}
static int l_EnterShopKeeperInterfaceScreen (lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
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);
UINT8 ubID = lua_tointeger(L,2);
if ( ubID == NOBODY )
return 0;
SOLDIERTYPE* pGoon = NULL;
for ( UINT8 ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
{
pGoon = MercPtrs[ 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) >= 1 )
{
UINT8 ubID = lua_tointeger(L,1);
MakeCivHostile(MercPtrs[ 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) >= 1 )
{
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 ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive )
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
{ pSoldier = MercPtrs[ 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 = NULL;
if ( UID != NO_PROFILE )
{
pSoldier = FindSoldierByProfileID( UID, FALSE );
if (pSoldier)
{
pSoldier->bSide = bNewSide;
}
}
else
{
pSoldier = FindSoldierByProfileID_( UID );
if ( pSoldier->ubProfile == UID )
{
if (pSoldier)
{
pSoldier->bSide = bNewSide;
}
}
}
}
return 0;
}
static int l_CheckSoldierSide (lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
UINT8 UID = lua_tointeger(L,1);
INT8 bNewSide = -1;
SOLDIERTYPE *pSoldier = NULL;
if ( UID != NO_PROFILE )
{
pSoldier = FindSoldierByProfileID( UID, FALSE);
if (pSoldier)
{
bNewSide = pSoldier->bSide;
}
}
else
{
pSoldier = FindSoldierByProfileID_( UID );
if ( pSoldier->ubProfile == UID )
{
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) >= 1 )
{
SOLDIERTYPE* pSoldier = NULL;
UINT8 UID = lua_tointeger(L,1);
BOOLEAN Bool = FALSE;
if ( UID != NO_PROFILE )
{
pSoldier = FindSoldierByProfileID( UID, FALSE );
if (pSoldier)
{
Bool = ( pSoldier->aiData.bNeutral );
lua_pushboolean(L, Bool);
}
}
else
{
pSoldier = FindSoldierByProfileID_( UID );
if ( pSoldier->ubProfile == UID )
{
if (pSoldier)
{
Bool = ( pSoldier->aiData.bNeutral );
lua_pushboolean(L, Bool);
}
}
}
}
return 1;
}
static int l_CheckSoldierCivilianGroup (lua_State *L)
{
if ( lua_gettop(L) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1 )
{
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) >= 1)
{
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) >= 1 )
{
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) >= 1 )
{
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 )
{
UINT8 UID = lua_tointeger(L,1);
INT8 Side = lua_tointeger(L,2);
if ( MercPtrs[UID] && MercPtrs[ UID ]->bInSector && MercPtrs[ UID ]->bActive )
{
MercPtrs[UID]->bSide = Side;
}
}
return 0;
}
static int l_ExecuteStrategicAIAction (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT16 usActionCode;// See list in "interface Dialogue.h"
INT16 sSectorX; // Target X location of strategic action
INT16 sSectorY; // Target Y location of strategic action
INT32 option1 = 0; // Option 1, vaies with action
INT32 option2 = 0; // Option 2, vaies with action
for (i= 1; i<=n; i++ )
{
if (i == 1 ) usActionCode = lua_tointeger(L,i);
if (i == 2 ) sSectorX = lua_tointeger(L,i);
if (i == 3 ) sSectorY = lua_tointeger(L,i);
if (i == 4 ) option1 = lua_tointeger(L,i);
if (i == 5 ) option2 = lua_tointeger(L,i);
}
ExecuteStrategicAIAction( usActionCode, sSectorX, sSectorY, option1, option2);
return 0;
}
//AddEmailXML
static int l_AddEmailXML2 (lua_State *L)
{
if ( lua_gettop( L ) >= 3 )
{
INT32 offset = lua_tointeger( L, 1 );
INT32 messagelength = lua_tointeger( L, 2 );
UINT8 sender = lua_tointeger( L, 3 );
AddEmailTypeXML( offset, messagelength, sender, GetWorldTotalMin(), -1, TYPE_EMAIL_OTHER );
}
return 0;
}
//AddEmailXML
static int l_AddEmailXML ( lua_State *L )
{
if ( lua_gettop( L ) >= 1 )
{
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 ) >= 1 )
{
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;
}
//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;
}
return 0;
}
static int l_SetgfBoxersResting(lua_State *L)
{
if (lua_gettop(L))
gfBoxersResting = lua_toboolean(L, 1);
return 0;
}
static int l_SetgubBoxersRests(lua_State *L)
{
if (lua_gettop(L))
gubBoxersRests = lua_tointeger(L, 1);
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)
{
UINT8 n = lua_gettop(L);
int i;
SOLDIERTYPE *pSoldier;
UINT8 ubTargetNPC;
UINT32 ItemIndex;
INT8 bItemIn;
BOOLEAN fPlayerMercsOnly;
BOOLEAN bol = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubTargetNPC = lua_tointeger(L,i);
if (i == 2 ) ItemIndex = lua_tointeger(L,i);
if (i == 3 ) fPlayerMercsOnly = lua_toboolean(L,i);
}
pSoldier = FindSoldierByProfileID( ubTargetNPC, fPlayerMercsOnly);
if (pSoldier)
{
bItemIn = FindObj( pSoldier, ItemIndex );
if (bItemIn != NO_SLOT)
{
bol = TRUE;
}
}
lua_pushboolean(L, bol);
return 1;
}
static int l_FindItemSoldier (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
SOLDIERTYPE *pSoldier;
UINT8 ubTargetNPC;
UINT32 ItemIndex;
UINT32 Grido;
INT8 bItemIn;
BOOLEAN fPlayerMercsOnly;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubTargetNPC = lua_tointeger(L,i);
if (i == 2 ) ItemIndex = lua_tointeger(L,i);
if (i == 3 ) Grido = lua_tointeger(L,i);
if (i == 4 ) fPlayerMercsOnly = lua_toboolean(L,i);
}
pSoldier = FindSoldierByProfileID( ubTargetNPC, fPlayerMercsOnly);
if (pSoldier)
{
bItemIn = FindObj( pSoldier, ItemIndex );
if (bItemIn != NO_SLOT)
{
AddItemToPool( Grido, &(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)
{
UINT8 n = lua_gettop(L);
int i;
INT32 iWorldItem;
OBJECTTYPE Object;
INT32 sGridNo;
UINT16 usItem;
INT16 bStatus;
UINT8 bLevel;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) usItem = lua_tointeger(L,i);
if (i == 2 ) bStatus = lua_tointeger(L,i);
if (i == 3 ) sGridNo = lua_tointeger(L,i);
if (i == 4 ) bLevel = lua_tointeger(L,i);
}
CreateItem( usItem, bStatus, &Object );
AddItemToPoolAndGetIndex( sGridNo, &Object, -1, bLevel, 0, 0, -1, &iWorldItem );
return 0;
}
static int l_CreateItemInv(lua_State *L)
{
UINT8 n = lua_gettop(L);
OBJECTTYPE Object;
UINT8 ubID = NUM_PROFILES;
SOLDIERTYPE *pSoldier;
UINT16 BItemId = 0;
UINT8 slot = NUM_INV_SLOTS;
for (int i = 1; i <= n; i++)
{
if (i == 1) ubID = lua_tointeger(L, i);
if (i == 2) BItemId = lua_tointeger(L, i);
if (i == 3) slot = lua_tointeger(L, i);
}
if (ubID < NUM_PROFILES && slot <= SMALLPOCK30POS)
{
pSoldier = FindSoldierByProfileID(ubID, FALSE);
if (pSoldier)
{
CreateItem((UINT16)(BItemId), 100, &(pSoldier->inv[slot]));
}
}
return 0;
}
static int l_CreateKeyProfInvAndAddItemToPool(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
OBJECTTYPE Object;
UINT8 ubNumberOfKeys;
UINT8 ubKeyIdValue;
UINT8 ubTargetNPC;
SOLDIERTYPE *pSoldier;
INT32 iWorldItem;
INT32 sGridNo;
UINT8 bLevel;
for (i = 1; i <= n; i++)
{
if (i == 1) ubTargetNPC = lua_tointeger(L, i);
if (i == 2) ubNumberOfKeys = lua_tointeger(L, i);
if (i == 3) ubKeyIdValue = lua_tointeger(L, i);
if (i == 4) sGridNo = lua_tointeger(L, i);
if (i == 5) bLevel = lua_tointeger(L, i);
}
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)
{
UINT8 n = lua_gettop(L);
int i;
OBJECTTYPE Object;
UINT8 ubNumberOfKeys;
UINT8 ubKeyIdValue;
INT32 iWorldItem;
INT32 sGridNo;
UINT8 bLevel;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubNumberOfKeys = lua_tointeger(L,i);
if (i == 2 ) ubKeyIdValue = lua_tointeger(L,i);
if (i == 3 ) sGridNo = lua_tointeger(L,i);
if (i == 4 ) bLevel = lua_tointeger(L,i);
}
OBJECTTYPE Key;
CreateKeyObject( &Key , ubNumberOfKeys, ubKeyIdValue );
AddItemToPoolAndGetIndex( sGridNo, &Key, -1, bLevel, 0, 0, -1, &iWorldItem );
return 0;
}
//Create items
static int l_CreateToUnLoadedSector (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
OBJECTTYPE Object;
INT32 sGridNo;
UINT16 usItem;
INT16 bStatus;
INT16 sMapX;
INT16 sMapY;
INT8 bMapZ;
UINT32 uiNumberOfItems;
UINT8 ubLevel;
//UINT16 usFlags;
INT8 bRenderZHeightAboveLevel;
INT8 bVisible;
BOOLEAN fReplaceEntireFile;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) usItem = lua_tointeger(L,i);
if (i == 2 ) bStatus = lua_tointeger(L,i);
if (i == 3 ) sMapX = lua_tointeger(L,i);
if (i == 4 ) sMapY = lua_tointeger(L,i);
if (i == 5 ) bMapZ = lua_tointeger(L,i);
if (i == 6 ) sGridNo = lua_tointeger(L,i);
if (i == 7 ) uiNumberOfItems = lua_tointeger(L,i);
if (i == 8 ) ubLevel = lua_tointeger(L,i);
//if (i == 9 ) usFlags = lua_tointeger(L,i);
if (i == 9 ) bRenderZHeightAboveLevel = lua_tointeger(L,i);
if (i == 10 ) bVisible = lua_tointeger(L,i);
if (i == 11 ) fReplaceEntireFile = lua_toboolean(L,i);
}
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)
{
UINT8 n = lua_gettop(L);
int i;
OBJECTTYPE Object;
UINT8 ubNumberOfKeys;
UINT8 ubKeyIdValue;
UINT8 ubTargetNPC;
SOLDIERTYPE *pSoldier;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubTargetNPC = lua_tointeger(L,i);
if (i == 2 ) ubNumberOfKeys = lua_tointeger(L,i);
if (i == 3 ) ubKeyIdValue = lua_tointeger(L,i);
}
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)
{
UINT8 n = lua_gettop(L);
int i;
OBJECTTYPE Object;
INT32 sGridNo;
UINT16 usItem;
INT16 bStatus;
UINT8 ubLevel;
INT8 bVisible;
//UINT16 usFlags;
INT8 bRenderZHeightAboveLevel;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) usItem = lua_tointeger(L,i);
if (i == 2 ) bStatus = lua_tointeger(L,i);
if (i == 3 ) sGridNo = lua_tointeger(L,i);
if (i == 4 ) bVisible = lua_tointeger(L,i);
if (i == 5 ) ubLevel = lua_tointeger(L,i);
//if (i == 6 ) usFlags = lua_tointeger(L,i);
if (i == 6 ) bRenderZHeightAboveLevel = lua_tointeger(L,i);
}
CreateItem( usItem, bStatus, &Object );
AddItemToPool( sGridNo, &Object, bVisible, ubLevel, WORLD_ITEM_REACHABLE, bRenderZHeightAboveLevel );
return 0;
}
static int l_CreateMoney (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
INT32 iWorldItem = 0;
OBJECTTYPE Object;
INT32 sGridNo = 0;
UINT16 money = 0;
UINT8 bLevel = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) money = lua_tointeger(L,i);
if (i == 2 ) sGridNo = lua_tointeger(L,i);
if (i == 3 ) bLevel = lua_tointeger(L,i);
}
CreateMoney(money, &Object );
AddItemToPoolAndGetIndex( sGridNo, &Object, -1, bLevel, 0, 0, -1, &iWorldItem );
return 0;
}
//RecruitRPC
static int l_RecruitRPC (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 id = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
}
RecruitRPC( id );
return 0;
}
//RecruitEPC
static int l_RecruitEPC (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 id = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
}
if ( !CheckNPCIsEPC(id) )
RecruitEPC( id );
return 0;
}
//UnRecruitEPC
static int l_UnRecruitEPC (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 id;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
}
if (CheckNPCIsEPC(id))
UnRecruitEPC( id );
return 0;
}
static int l_FindSoldierTeam (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 team = 0;
UINT8 ubTargetNPC;
SOLDIERTYPE *pSoldier;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubTargetNPC = lua_tointeger(L,i);
}
pSoldier = FindSoldierByProfileID( ubTargetNPC,FALSE);
if (pSoldier )
{
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)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubTargetNPC = 0;
SOLDIERTYPE *pSoldier;
for (i= 1; i<=n; i++ )
{
if (i == 1 )
ubTargetNPC = lua_tointeger(L,i);
}
pSoldier = FindSoldierByProfileID( ubTargetNPC, FALSE);
if (pSoldier )
{
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
}
return 0;
}
static int l_GetGridoProfileID (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubTargetNPC = 0;
SOLDIERTYPE *pSoldier;
UINT32 grido = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubTargetNPC = lua_tointeger(L,i);
// if (i == 2 ) fPlayerMercsOnly = lua_toboolean(L,i);
}
pSoldier = FindSoldierByProfileID( ubTargetNPC, FALSE);
if ( pSoldier )
grido = pSoldier->sGridNo;
else
grido = 0;
lua_pushinteger(L, grido);
return 1;
}
static int l_GetDirection (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubTargetNPC = 0;
SOLDIERTYPE *pSoldier;
UINT32 Direction;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubTargetNPC = lua_tointeger(L,i);
}
pSoldier = FindSoldierByProfileID( ubTargetNPC, FALSE);
if ( pSoldier )
Direction = pSoldier->ubDirection;
else
Direction = 0;
lua_pushinteger(L, Direction);
return 1;
}
static int l_ubID (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubTargetNPC = 0;
SOLDIERTYPE *pSoldier;
UINT32 ubID = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 )
ubTargetNPC = lua_tointeger(L,i);
}
pSoldier = FindSoldierByProfileID( ubTargetNPC, FALSE);
if ( pSoldier )
ubID = pSoldier->ubID;
else
ubID = -1;
lua_pushinteger(L, ubID);
return 1;
}
//------------
static int l_GetFirstID (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 team = 0;
UINT32 id;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) team = lua_tointeger(L,i);
}
id = gTacticalStatus.Team[ team ].bFirstID;
lua_pushinteger(L, id);
return 1;
}
static int l_GetLastID (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 team = 0;
UINT32 id = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) team = lua_tointeger(L,i);
}
id = gTacticalStatus.Team[ team ].bLastID;
lua_pushinteger(L, id);
return 1;
}
static int l_SetCivGroupHostile (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 status = 0,Civ = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Civ = lua_tointeger(L,i);
if (i == 2 ) status = lua_tointeger(L,i);
}
gTacticalStatus.fCivGroupHostile[ Civ ] = status;
return 0;
}
//Merc
static int l_CheckMercPtrsAssignment (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0;
INT32 squad = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
}
squad = MercPtrs[ ubID ]->bAssignment;
lua_pushinteger(L, squad);
return 1;
}
static int l_CheckMercPtrsActive (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bActive )
Bool = TRUE;
else
Bool = FALSE;
lua_pushboolean(L, Bool);
return 1;
}
static int l_CheckMercPtsrInSector (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bInSector )
Bool = TRUE;
else
Bool = FALSE;
lua_pushboolean(L, Bool);
return 1;
}
static int l_GetMercPtsrProfileID (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0;
UINT8 profil = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
}
profil = MercPtrs[ ubID ]->ubProfile;
lua_pushinteger(L, profil);
return 1;
}
static int l_CheckMercPtrsLife (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0;
UINT8 life = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
}
life = MercPtrs[ ubID ]->stats.bLife;
lua_pushinteger(L, life);
return 1;
}
static int l_SoldierGiveItem (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID1 = 0;
UINT32 ubID2 = 0;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pSoldier2;
BOOLEAN bol = FALSE;
UINT32 item;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID1 = lua_tointeger(L,i);
if (i == 2 ) ubID2 = lua_tointeger(L,i);
if (i == 3 ) item = lua_tointeger(L,i);
}
pSoldier = FindSoldierByProfileID( ubID1, FALSE );
pSoldier2 = FindSoldierByProfileID( ubID2, FALSE );
if ( !pSoldier || !pSoldier2 )
bol = FALSE;
else
bol = TRUE;
if ( bol == TRUE )
{
// Look for letter....
{
INT8 bInvPos;
// Look for item....
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)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0;
INT16 SectorX = 0;
INT16 SectorY = 0;
INT8 SectorZ = 0;
UINT32 GridNo = 0;
SOLDIERTYPE * pSoldier;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) SectorX = lua_tointeger(L,i);
if (i == 2 ) SectorY = lua_tointeger(L,i);
if (i == 3 ) SectorZ = lua_tointeger(L,i);
if (i == 4 ) GridNo = lua_tointeger(L,i);
if (i == 5 ) ubID = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive)
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
{
pSoldier = MercPtrs[ 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)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0;
UINT8 GroupID = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
}
GroupID = MercPtrs[ ubID ]->ubGroupID;
lua_pushinteger(L, GroupID);
return 1;
}
static int l_WearGasMaskIfAvailable(lua_State *L)
{
if ( lua_gettop( L ) >= 1 )
{
UINT8 ubID = lua_tointeger( L, 1 );
if ( MercPtrs[ubID] && MercPtrs[ubID]->bInSector && MercPtrs[ubID]->bActive )
{
WearGasMaskIfAvailable( MercPtrs[ubID] );
}
}
return 0;
}
static int l_SetNewSituationMercPtsr(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive)
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
{
pSoldier = MercPtrs[ ubID ];
if (pSoldier)
{
SetNewSituation(pSoldier);
}
}
return 0;
}
static int l_gsPublicNoiseGridNo(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 Team = 0;
UINT32 sGridNo = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Team = lua_tointeger(L,i);
if (i == 2 ) sGridNo = lua_tointeger(L,i);
}
gsPublicNoiseGridNo[ Team ] = sGridNo;
return 0;
}
static int l_gubPublicNoiseVolume(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 Team = 0;
UINT32 Duration = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Team = lua_tointeger(L,i);
if (i == 2 ) Duration = lua_tointeger(L,i);
}
//MAX_MISC_NOISE_DURATION
gubPublicNoiseVolume[ Team ] = Duration;
return 0;
}
static int l_AnimMercPtsrInSector (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0,Anim = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
if (i == 2 ) Anim = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bInSector )
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
MercPtrs[ ubID ]->EVENT_InitNewSoldierAnim( Anim, 0, TRUE );
return 0;
}
static int l_AnimMercPtsrfAIFlags(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bInSector )
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
MercPtrs[ ubID ]->aiData.fAIFlags |= AI_HANDLE_EVERY_FRAME;
return 0;
}
static int l_AnimMercPtsrusStrategicInsertionData(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0,GridNo = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
if (i == 2 ) GridNo = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bInSector )
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
MercPtrs[ ubID ]->usStrategicInsertionData = GridNo;
return 0;
}
static int l_AnimMercPtsrubStrategicInsertionCode (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0,GridNo = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
if (i == 2 ) GridNo = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bInSector )
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
MercPtrs[ ubID ]->ubStrategicInsertionCode = GridNo;
return 0;
}
static int l_WhichBuddy (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID1 = 0,ubID2 = 0,bBuddyIndex = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID1 = lua_tointeger(L,i);
if (i == 2 ) ubID2 = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID1 ]->bInSector && MercPtrs[ ubID2 ]->bInSector )
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
bBuddyIndex = WhichBuddy( ubID1, ubID2 );
lua_pushinteger(L, bBuddyIndex);
return 1;
}
static int l_AnimMercPtsrsAbsoluteFinalDestination (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0,GridNo = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
if (i == 2 ) GridNo = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bInSector )
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
MercPtrs[ ubID ]->sAbsoluteFinalDestination = GridNo;
return 0;
}
static int l_AnimMercPtsrusNextActionData (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0,GridNo = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
if (i == 2 ) GridNo = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bInSector )
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
MercPtrs[ ubID ]->aiData.usNextActionData = GridNo;
return 0;
}
static int l_AnimMercPtsrbNextAction (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0,AI_ACTION = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
if (i == 2 ) AI_ACTION = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bInSector )
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
MercPtrs[ ubID ]->aiData.bNextAction = AI_ACTION;
return 0;
}
static int l_SetSoldierBodyType (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0,Anim = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
if (i == 2 ) Anim = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive )
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
MercPtrs[ ubID ]->ubBodyType = Anim;
return 0;
}
static int l_GetSoldierBodyType (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0,Anim = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive )
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
Anim = MercPtrs[ ubID ]->ubBodyType;
lua_pushinteger(L, Anim);
return 1;
}
static int l_CheckSoldierBodyType (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0,Anim = 0;
BOOLEAN Bool = FALSE, Bool2 = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
if (i == 2 ) Anim = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive )
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
{
if ( MercPtrs[ ubID ]->ubBodyType == Anim )
Bool2 = TRUE;
else
Bool2 = FALSE;
}
lua_pushboolean(L, Bool2);
return 1;
}
static int l_IS_CIV_BODY_TYPE (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive && IS_CIV_BODY_TYPE (MercPtrs[ ubID ]) == TRUE )
Bool = TRUE;
else
Bool = FALSE;
lua_pushboolean(L, Bool);
return 1;
}
static int l_SetOffBombsInGridNo (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubID = 0;
INT32 sGridNo = 0;
BOOLEAN fAllBombs = FALSE;
INT8 bLevel = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
if (i == 2 ) sGridNo = lua_tointeger(L,i);
if (i == 3 ) fAllBombs = lua_toboolean(L,i);
if (i == 4 ) bLevel = lua_tointeger(L,i);
}
SetOffBombsInGridNo( ubID, sGridNo, fAllBombs,bLevel );
return 0;
}
static int l_AnimMercPtsrSoldierGotHit (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
//if (i == 2 ) Anim = lua_tointeger(L,i);
}
if ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive)
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
{
if ( MercPtrs[ ubID ]->stats.bLife >= 0 )
{
MercPtrs[ ubID ]->EVENT_SoldierGotHit( 1, 100, 10, MercPtrs[ ubID ]->ubDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, AIM_SHOT_TORSO, 0, NOWHERE );
}
}
return 0;
}
static int l_CheckMercPtsrubIDSeenubID2 (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubID = 0,ubID2 = 0;
UINT16 seen = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
if (i == 2 ) ubID2 = lua_tointeger(L,i);
}
seen = MercPtrs[ ubID ]->aiData.bOppList[ ubID2 ];
lua_pushinteger(L, seen);
return 1;
}
static int l_CheckMercPtrsInCivilianGroup (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 group = 0;
UINT32 ubID = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
}
group = MercPtrs[ 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)
{
UINT8 n = lua_gettop(L);
int i = 0;
INT32 sGridNo = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sGridNo = lua_tointeger(L,i);
}
TileIsOutOfBounds(sGridNo);
return 0;
}
static int l_ClosestPC (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubTargetNPC = 0;
SOLDIERTYPE *pSoldier;
INT32 psDistance = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubTargetNPC = lua_tointeger(L,i);
if (i == 2 ) psDistance = lua_tointeger(L,i);
}
pSoldier = FindSoldierByProfileID( ubTargetNPC, FALSE);
if ( pSoldier )
{
ClosestPC( pSoldier, &psDistance );
}
return 0;
}
static int l_TileIsOutOfBoundsClosestPC (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubTargetNPC = 0;
SOLDIERTYPE *pSoldier;
BOOLEAN Bool = FALSE , fPlayerMercsOnly = FALSE;
INT32 sDist = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubTargetNPC = lua_tointeger(L,i);
if (i == 2 ) fPlayerMercsOnly = lua_toboolean(L,i);
}
pSoldier = FindSoldierByProfileID( ubTargetNPC, fPlayerMercsOnly);
if ( pSoldier )
{
if ( TileIsOutOfBounds(ClosestPC( pSoldier, &sDist )) && sDist > NPC_TALK_RADIUS * 2 )
Bool = TRUE;
else
Bool = FALSE;
}
lua_pushboolean(L, Bool);
return 1;
}
static int l_FindSoldierByProfileID (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubTargetNPC = 0,ubLoop = 0,ubLoopLimit = 0;
SOLDIERTYPE *pSoldier;
UINT8 id = -1;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubTargetNPC = lua_tointeger(L,i);
// if (i == 2 ) fPlayerMercsOnly = lua_tointeger(L,i);
}
ubLoopLimit = MAX_NUM_SOLDIERS;
for (ubLoop = 0, pSoldier = MercPtrs[0]; ubLoop < ubLoopLimit; ubLoop++, pSoldier++)
{
if (pSoldier->bActive && pSoldier->ubProfile == ubTargetNPC)
{
id = pSoldier->ubProfile;
}
}
lua_pushinteger(L, id);
return 1;
}
static int l_FindSoldierByProfileIDBool (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubTargetNPC = 0,ubLoop = 0,ubLoopLimit = 0;
SOLDIERTYPE *pSoldier;
UINT8 id = -1;
BOOLEAN ProfBool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubTargetNPC = lua_tointeger(L,i);
// if (i == 2 ) fPlayerMercsOnly = lua_tointeger(L,i);
}
ubLoopLimit = MAX_NUM_SOLDIERS;
for (ubLoop = 0, pSoldier = MercPtrs[0]; ubLoop < ubLoopLimit; ubLoop++, pSoldier++)
{
if (pSoldier->bActive && pSoldier->ubProfile == ubTargetNPC)
{
ProfBool = TRUE;
}
}
lua_pushboolean(L, ProfBool);
return 1;
}
static int l_ubWhatKindOfMercAmI (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 team = 0;
UINT8 ubTargetNPC = 0;
SOLDIERTYPE *pSoldier;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubTargetNPC = lua_tointeger(L,i);
// if (i == 2 ) fPlayerMercsOnly = lua_toboolean(L,i);
}
pSoldier = FindSoldierByProfileID( ubTargetNPC,TRUE);//, fPlayerMercsOnly);
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)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubTargetNPC = 0;
INT32 sOrigin = 0;
INT32 sDest = 0;
SOLDIERTYPE *pSoldier;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubTargetNPC = lua_tointeger(L,i);
if (i == 2 ) sDest = lua_tointeger(L,i);
}
pSoldier = FindSoldierByProfileID( ubTargetNPC, FALSE);
if (pSoldier )
sOrigin = PythSpacesAway( pSoldier->sGridNo, sDest );
lua_pushinteger(L, sOrigin);
return 1;
}
static int l_MakeHostile (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 ubTargetNPC = 0;
SOLDIERTYPE *pSoldier;
BOOLEAN fPlayerMercsOnly = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubTargetNPC = lua_tointeger(L,i);
if (i == 2 ) fPlayerMercsOnly = lua_toboolean(L,i);
}
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)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 ubCode = 0, ubCode2 = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubCode = lua_tointeger(L,i);
}
ubCode2 = GetTimeQuestWasStarted( ubCode );
lua_pushinteger(L, ubCode2);
return 1;
}
static int l_GiveQuestRewardPoint(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT16 sQuestSectorX = 0;
INT16 sQuestSectorY = 0;
INT8 bExpReward = 0;
UINT8 bException = NO_PROFILE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sQuestSectorX = lua_tointeger(L,i);
if (i == 2 ) sQuestSectorY = lua_tointeger(L,i);
if (i == 3 ) bExpReward = lua_tointeger(L,i);
if (i == 4 ) bException = lua_tointeger(L,i);
}
GiveQuestRewardPoint( sQuestSectorX, sQuestSectorY, bExpReward, bException );
return 0;
}
static int l_gubQuest (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 quest = 0;
UINT8 Bool = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) quest = lua_tointeger(L,i);
}
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)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 quest = 0;
UINT8 stat = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) quest = lua_tointeger(L,i);
if (i == 2 ) stat = lua_tointeger(L,i);
}
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 = FALSE;
Bool = gTacticalStatus.fEnemyInSector;
lua_pushboolean(L, Bool);
return 1;
}
//InTownSectorWithTrainingLoyalty
static int l_InTownSectorWithTrainingLoyalty (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
INT16 sSectorX = 0;
INT16 sSectorY = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sSectorX = lua_tointeger(L,i);
if (i == 2 ) sSectorY = lua_tointeger(L,i);
}
Bool = InTownSectorWithTrainingLoyalty( sSectorX, sSectorY );
lua_pushboolean(L, Bool);
return 1;
}
//NPCHeardShot
static int l_NPCHeardShot (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
UINT8 ubProfileID = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubProfileID = lua_tointeger(L,i);
}
Bool = NPCHeardShot( ubProfileID );
lua_pushboolean(L, Bool);
return 1;
}
//CheckNPCIsUnderFire
static int l_CheckNPCIsUnderFire (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
UINT8 ubProfileID = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubProfileID = lua_tointeger(L,i);
}
Bool = CheckNPCIsUnderFire( ubProfileID );
lua_pushboolean(L, Bool);
return 1;
}
//CheckNPCCowering
static int l_CheckNPCCowering (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
UINT8 ubProfileID = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubProfileID = lua_tointeger(L,i);
}
Bool = CheckNPCCowering( ubProfileID );
lua_pushboolean(L, Bool);
return 1;
}
//AIMMercWithin
static int l_AIMMercWithin (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
INT32 sGridNo = 0;
INT16 sDistance = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sGridNo = lua_tointeger(L,i);
if (i == 2 ) sDistance = lua_tointeger(L,i);
}
Bool = AIMMercWithin( sGridNo, sDistance );
lua_pushboolean(L, Bool);
return 1;
}
//CheckNPCSectorBool
static int l_CheckNPCSectorBool (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
UINT8 ubProfileID = 0;
INT16 sSectorX = 0;
INT16 sSectorY = 0;
INT8 bSectorZ = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubProfileID = lua_tointeger(L,i);
if (i == 2 ) sSectorX = lua_tointeger(L,i);
if (i == 3 ) sSectorY = lua_tointeger(L,i);
if (i == 4 ) bSectorZ = lua_tointeger(L,i);
}
//if (gMercProfiles[ id ].sSectorX == sSectorX && gMercProfiles[ id ].sSectorY == sSectorY && gMercProfiles[ id ].bSectorZ == bSectorZ)
// Bool = TRUE;
//else
// Bool = FALSE;
Bool = CheckNPCSector( ubProfileID, sSectorX, sSectorY, bSectorZ );
lua_pushboolean(L, Bool);
return 1;
}
//FemalePresent
static int l_FemalePresent (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
UINT8 ubProfileID = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubProfileID = lua_tointeger(L,i);
}
Bool = FemalePresent( ubProfileID );
lua_pushboolean(L, Bool);
return 1;
}
//PCInSameRoom
static int l_PCInSameRoom (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
UINT8 ubProfileID = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubProfileID = lua_tointeger(L,i);
}
Bool = PCInSameRoom( ubProfileID );
lua_pushboolean(L, Bool);
return 1;
}
//NPCInRoomRange
static int l_NPCInRoomRange (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
UINT8 ubProfileID = 0;
//DBrot: More Rooms
//UINT8 ubRoomID1 = 0;
//UINT8 ubRoomID2 = 0;
UINT16 usRoomID1 = 0;
UINT16 usRoomID2 = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubProfileID = lua_tointeger(L,i);
if (i == 2 ) usRoomID1 = lua_tointeger(L,i);
if (i == 3 ) usRoomID2 = lua_tointeger(L,i);
}
Bool = NPCInRoomRange( ubProfileID, usRoomID1,usRoomID2 );
lua_pushboolean(L, Bool);
return 1;
}
//NPCInRoom
static int l_NPCInRoom (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
UINT8 ubProfileID = 0;
//DBrot: More Rooms
//UINT8 ubRoomID = 0;
UINT16 usRoomID = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubProfileID = lua_tointeger(L,i);
if (i == 2 ) usRoomID = lua_tointeger(L,i);
}
Bool = NPCInRoom( ubProfileID, usRoomID );
lua_pushboolean(L, Bool);
return 1;
}
//CheckNPCIsRPC
static int l_CheckNPCIsRPC (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
UINT8 ubProfileID = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubProfileID = lua_tointeger(L,i);
}
Bool = CheckNPCIsRPC( ubProfileID );
lua_pushboolean(L, Bool);
return 1;
}
//CheckNPCIsEPC
static int l_CheckNPCIsEPC (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
UINT8 ubProfileID = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubProfileID = lua_tointeger(L,i);
}
Bool = CheckNPCIsEPC( ubProfileID );
lua_pushboolean(L, Bool);
return 1;
}
//CheckNPCIsEnemy
static int l_CheckNPCIsEnemy (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
UINT8 ubProfileID = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubProfileID = lua_tointeger(L,i);
}
Bool = CheckNPCIsEnemy( ubProfileID );
lua_pushboolean(L, Bool);
return 1;
}
//CheckNPCAt
static int l_CheckNPCAt (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
UINT8 ubNPC = 0;
INT32 sGridNo = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubNPC = lua_tointeger(L,i);
if (i == 2 ) sGridNo = lua_tointeger(L,i);
}
Bool = CheckNPCAt( ubNPC, sGridNo );
lua_pushboolean(L, Bool);
return 1;
}
//CheckGuyVisible
static int l_CheckGuyVisible (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
UINT8 ubNPC = 0;
UINT8 ubGuy = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubNPC = lua_tointeger(L,i);
if (i == 2 ) ubGuy = lua_tointeger(L,i);
}
Bool = CheckGuyVisible( ubNPC, ubGuy );
lua_pushboolean(L, Bool);
return 1;
}
//CheckNPCWithin
static int l_CheckNPCWithin (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN Bool = FALSE;
UINT8 ubFirstNPC = 0;
UINT8 ubSecondNPC = 0;
UINT8 ubMaxDistance = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubFirstNPC = lua_tointeger(L,i);
if (i == 2 ) ubSecondNPC = lua_tointeger(L,i);
if (i == 3 ) ubMaxDistance = lua_tointeger(L,i);
}
Bool = CheckNPCWithin( ubFirstNPC, ubSecondNPC, ubMaxDistance );
lua_pushboolean(L, Bool);
return 1;
}
//CheckNPCInOkayHealth
static int l_CheckNPCInOkayHealth (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 id = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
}
Bool = CheckNPCInOkayHealth( id );
lua_pushboolean(L, Bool);
return 1;
}
//CheckNPCWounded
static int l_CheckNPCWounded (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 id = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
}
Bool = CheckNPCWounded( id, FALSE );
lua_pushboolean(L, Bool);
return 1;
}
static int l_CheckNPCWoundedbyPlayer (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 id = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
}
Bool = CheckNPCWounded( id, TRUE );
lua_pushboolean(L, Bool);
return 1;
}
//------------
//CheckNPCBleeding
static int l_CheckNPCBleeding (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 id = 0;
BOOLEAN Bool = FALSE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
}
Bool = CheckNPCBleeding (id);
lua_pushboolean(L, Bool);
return 1;
}
//Check character SectorZ
static int l_CheckCharacterSectorZ (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 id = 0;
UINT16 SectorZ = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
}
SectorZ = gMercProfiles[ id ].bSectorZ;
lua_pushinteger(L, SectorZ);
return 1;
}
//Check character SectorY
static int l_CheckCharacterSectorY (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 id = 0;
UINT16 SectorY = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
}
SectorY = gMercProfiles[ id ].sSectorY;
lua_pushinteger(L, SectorY);
return 1;
}
//Check character SectorX
static int l_CheckCharacterSectorX (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 id = 0;
UINT16 SectorX = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
}
SectorX = gMercProfiles[ id ].sSectorX;
lua_pushinteger(L, SectorX);
return 1;
}
static int l_SetPendingNewScreenSEXSCREEN (lua_State *L)
{
UINT8 n = lua_gettop(L);
SetPendingNewScreen( SEX_SCREEN );
return 0;
}
static int l_SetPendingNewScreen (lua_State *L)
{
if ( lua_gettop( L ) >= 1 )
{
UINT32 scr = lua_tointeger( L, 1 );
SetPendingNewScreen( scr );
}
return 0;
}
//--------------
//Set character to sector Z
static int l_GetCharacterSectorZ (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 id = 0;
UINT8 SectorZ = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
}
SectorZ = gMercProfiles[ id ].bSectorZ;
lua_pushinteger(L, SectorZ);
return 1;
}
//Set character to sector Y
static int l_GetCharacterSectorY (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 id = 0;
UINT16 SectorY = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
}
SectorY = gMercProfiles[ id ].sSectorY;
lua_pushinteger(L, SectorY);
return 1;
}
//Set character to sector X
static int l_GetCharacterSectorX (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 id = 0;
UINT16 SectorX = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
}
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 );
UINT8 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;
}
return 0;
}
//Set character to sector Y
static int l_SetCharacterSectorY (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 id = 0;
UINT16 SectorY = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
if (i == 2 ) SectorY = lua_tointeger(L,i);
}
gMercProfiles[ id ].sSectorY = SectorY;
return 0;
}
//Set character to sector X
static int l_SetCharacterSectorX (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 id = 0;
UINT16 SectorX = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
if (i == 2 ) SectorX = lua_tointeger(L,i);
}
gMercProfiles[ id ].sSectorX = SectorX;
return 0;
}
//Run TriggerRecord
static int l_TriggerNPCRecord(lua_State *L)
{
UINT8 prof = 0,set = 0;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) prof = lua_tointeger(L,i);
if (i == 2 ) set = lua_tointeger(L,i);
}
TriggerNPCRecord (prof,set);
return 0;
}
//Run TriggerNPCRecordImmediately
static int l_TriggerNPCRecordImmediately(lua_State *L)
{
UINT8 prof = 0,set = 0;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) prof = lua_tointeger(L,i);
if (i == 2 ) set = lua_tointeger(L,i);
}
TriggerNPCRecordImmediately (prof,set);
return 0;
}
//Add underground Sector
static int l_AddAltUnderGroundSectorNew(lua_State *L)
{
UINT8 x = 0, y = 0, z = 255;
UINT8 n = lua_gettop(L);
for (int i = 1; i <= n; i++)
{
if (i == 1) x = lua_tointeger(L, i);
if (i == 2) y = lua_tointeger(L, i);
if (i == 3) z = lua_tointeger(L, i);
}
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)
{
UINT8 x = 0, y = 0, z = 255;
UINT8 n = lua_gettop(L);
BOOLEAN Bool = FALSE;
for (int i = 1; i <= n; i++)
{
if (i == 1) x = lua_tointeger(L, i);
if (i == 2) y = lua_tointeger(L, i);
if (i == 3) z = lua_tointeger(L, i);
}
if (x >= 1 && x <= 16 && y >= 1 && y <= 16 && z >= 1 && z <= 3)
{
UNDERGROUND_SECTORINFO *pSector;
pSector = FindUnderGroundSector(x, y, z);
if (pSector)
{
Bool = pSector->fVisited;
}
}
lua_pushboolean(L, Bool);
return 1;
}
//Add underGroundSector
static int l_AddAlternateSectorNew(lua_State *L)
{
UINT8 x = 0,y = 0;
UINT8 n = lua_gettop(L);
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 ((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)
{
MERCPROFILESTRUCT * pProfile;
UINT8 x = 0, y = 0, z = 255, id = NUM_PROFILES;
UINT8 n = lua_gettop(L);
for (int i = 1; i <= n; i++)
{
if (i == 1) id = lua_tointeger(L, i);
if (i == 2) x = lua_tointeger(L, i);
if (i == 3) y = lua_tointeger(L, i);
if (i == 4) z = lua_tointeger(L, i);
}
if (id < NUM_PROFILES && x >= 1 && x <= 16 && y >= 1 && y <= 16 && z <= 3)
{
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)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 SectorZ = 0,id = 0;
UINT16 SectorX = 0,SectorY = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
}
SectorX = gMercProfiles[ id ].sSectorX;
SectorY = gMercProfiles[ id ].sSectorY;
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)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT8 SectorZ = 0,Z1 = 0,id = 0;
UINT16 SectorX = 0,SectorY = 0,X1 = 0,Y1 = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
if (i == 2 ) X1 = lua_tointeger(L,i);
if (i == 3 ) Y1 = lua_tointeger(L,i);
if (i == 4 ) Z1 = lua_tointeger(L,i);
}
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)
{
UINT8 IDNPC = lua_gettop(L);
UINT32 Life = 0;
UINT8 Profile = 0;
Profile = lua_tointeger(L,IDNPC);
Life = gMercProfiles[ Profile ].bLife;
lua_pushinteger(L, Life);
return 1;
}
//Set Life character
static int l_SetbLife (lua_State *L)
{
UINT8 n = lua_gettop(L);
UINT32 Life = 0;
UINT8 Profile = 0;
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
if (i == 2 ) Life = lua_tointeger(L,i);
}
gMercProfiles[ Profile ].bLife = Life;
return 0;
}
//Get Life Maxcharacter
static int l_GetbLifeMax (lua_State *L)
{
UINT8 n = lua_gettop(L);
UINT32 Life = 0;
UINT8 Profile = 0;
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
}
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)
{
UINT32 set = 0;
UINT8 Profile = 0;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
if (i == 2 ) set = lua_tointeger(L,i);
}
gMercProfiles[Profile].uiMoney = set;
return 0;
}
static int l_MercSalary(lua_State *L)
{
UINT32 set = 0;
UINT8 Profile = 0;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
if (i == 2 ) set = lua_tointeger(L,i);
}
gMercProfiles[ Profile ].sTrueSalary = set;
gMercProfiles[ Profile ].sSalary = set;
return 0;
}
//set start quest
static int l_StartQuest(lua_State *L)
{
UINT8 n = lua_gettop(L);
UINT8 Quest = 0;
UINT16 X = 0,Y = 0;
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Quest = lua_tointeger(L,i);
if (i == 2 ) X = lua_tointeger(L,i);
if (i == 3 ) Y = lua_tointeger(L,i);
}
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)
{
UINT8 n = lua_gettop(L);
UINT8 Quest = 0;
UINT16 X = 0,Y = 0;
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Quest = lua_tointeger(L,i);
if (i == 2 ) X = lua_tointeger(L,i);
if (i == 3 ) Y = lua_tointeger(L,i);
}
if (X == 0 || Y == 0 )
{
EndQuest( Quest, gWorldSectorX, gWorldSectorY );
}
else
{
EndQuest( Quest, X, Y );
}
return 0;
}
//get
static int l_GetiBalance(lua_State *L)
{
UINT32 set = 0;
UINT8 Profile = 0;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
}
set = gMercProfiles[Profile].iBalance;
lua_pushinteger(L, set);
return 1;
}
//set balance character
static int l_iBalance(lua_State *L)
{
UINT32 set = 0;
UINT8 Profile = 0;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
if (i == 2 ) set = lua_tointeger(L,i);
}
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;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
if (i == 2 ) set = lua_tointeger(L,i);
}
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;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
if (i == 2 ) set = lua_tointeger(L,i);
}
gMercProfiles[Profile].bNPCData2 = set;
return 0;
}
//check character MiscFlags2
static int l_ubMiscFlags2Check (lua_State *L)
{
UINT32 set = 0;
UINT8 Profile = 0;
UINT8 n = lua_gettop(L);
UINT8 Flag = 0;
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
if (i == 2 ) set = lua_tointeger(L,i);
}
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)
{
UINT8 n = lua_gettop(L);
if ( n >= 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)
{
UINT32 set = 0;
UINT32 Profile = 0;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
if (i == 2 ) set = lua_tointeger(L,i);
}
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)
{
UINT32 set = 0;
UINT32 Profile = 0;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
if (i == 2 ) set = lua_tointeger(L,i);
}
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)
{
BOOLEAN set = FALSE;
UINT8 Profile = 0;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
if (i == 2 ) set = lua_toboolean(L,i);
}
gMercProfiles[Profile].bThreatenDefaultResponseUsedRecently = set;
return 0;
}
//set chracter RecruitDefaultResponseUsedRecently
static int l_bRecruitDefaultResponseUsedRecently(lua_State *L)
{
BOOLEAN set = FALSE;
UINT8 Profile = 0;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
if (i == 2 ) set = lua_toboolean(L,i);
}
gMercProfiles[Profile].bRecruitDefaultResponseUsedRecently = set;
return 0;
}
//set chracter FriendlyOrDirectDefaultResponseUsedRecently
static int l_bFriendlyOrDirectDefaultResponseUsedRecently(lua_State *L)
{
BOOLEAN set = FALSE;
UINT8 Profile = 0;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
if (i == 2 ) set = lua_toboolean(L,i);
}
gMercProfiles[Profile].bFriendlyOrDirectDefaultResponseUsedRecently = set;
return 0;
}
//remove object from chracter inventory slot
static int l_RemoveObjectFromSoldierProfile(lua_State *L)
{
UINT32 cnt = 0;
UINT8 Profile = 0;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
if (i == 2 ) cnt = lua_tointeger(L,i);
}
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)
{
UINT8 Profile = 0;
UINT32 Money = 0;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) Profile = lua_tointeger(L,i);
if (i == 2 ) Money = lua_tointeger(L,i);
}
SetMoneyInSoldierProfile (Profile, Money);
return 0;
}
static int l_AddToShouldBecomeHostileOrSayQuoteList(lua_State *L)
{
UINT8 ubID = 0;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubID = lua_tointeger(L,i);
}
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)
{
UINT32 fcheck = lua_gettop(L);
UINT32 checkfact = 0,fact = 0;
UINT8 ubProfileID = -1;
UINT8 n = lua_gettop(L);
int i;
for (i= 1; i<=n; i++ )
{
if (i == 1 )
fact = lua_tointeger(L,i);
if (i == 2 )
ubProfileID = lua_tointeger(L,i);
}
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)
{
UINT8 n = lua_gettop(L);
UINT8 id = 0;
int i = 0;
UINT32 set = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
if (i == 2 ) set = lua_tointeger(L,i);
}
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)
{
UINT8 n = lua_gettop(L);
UINT8 id = 0;
int i = 0;
UINT32 set = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) id = lua_tointeger(L,i);
}
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);
BOOLEAN dead = FALSE;
UINT8 id = 0;
id = lua_tointeger(L,npcID);
if ( gMercProfiles[ id ].bMercStatus == MERC_IS_DEAD )
{
dead = TRUE;
}
else
{
dead = FALSE;
}
lua_pushboolean (L, dead);
return 1;
}
// add town loyalty
static int l_IncrementTownLoyalty(lua_State *L)
{
UINT32 n = lua_gettop(L);
UINT32 idLoyalty = 0,idTown = 0;
//for (i= 1; i<=n; i++ )
//{
// if (i == 1 )
idTown = lua_tointeger(L,1);
// if (i == 2 )
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 = 0;
// for (i= 1; i<=n; i++ )
//{
// if (i == 1 )
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 = 0;
// for (i= 1; i<=n; i++ )
//{
// if (i == 1 )
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 idLoyalty = 0, idTown = 0;
//for (i= 1; i<=n; i++ )
//{
// if (i == 1 )
idTown = lua_tointeger(L,1);
/// if (i == 2 )
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)
{
UINT32 idLoyalty,idTown;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) idTown = lua_tointeger(L,i);
if (i == 2 ) idLoyalty = lua_tointeger(L,i);
}
if (idLoyalty >= 1 )
{
SetTownLoyalty( idTown, idLoyalty );
}
return 0;
}
//------------------------------------------------
//set Hospital Temp Balance
static int l_HospitalTempBalance(lua_State *L)
{
UINT32 Balance = 0;
UINT8 n = lua_gettop(L);
Balance = lua_tointeger(L,n);
giHospitalTempBalance = Balance;
return 0;
}
//set PlayerTeamSawJoey
static int l_gfPlayerTeamSawJoey(lua_State *L)
{
BOOLEAN set = FALSE;
UINT8 n = lua_gettop(L);
set = lua_toboolean(L,n);
gfPlayerTeamSawJoey = set;
return 0;
}
// set
static int l_HospitalRefund(lua_State *L)
{
UINT32 Balance = 0;
UINT8 n = lua_gettop(L);
Balance = lua_tointeger(L,n);
giHospitalRefund = Balance;
return 0;
}
//set
static int l_HospitalPriceModifier(lua_State *L)
{
UINT32 Balance = 0;
UINT8 n = lua_gettop(L);
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)
{
UINT32 idMission, nextMission;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) idMission = lua_tointeger(L,i);
}
if ( idMission != -1 && gBriefingRoomData[idMission].CheckMission == MISSIONSTART )
{
gBriefingRoomData[idMission].CheckMission = MISSIONEND; //set end mission
nextMission = gBriefingRoomData[idMission].NextMission;
if ( nextMission != -1 )
gBriefingRoomData[nextMission].Hidden = TRUE; // set next mission
}
return 0;
}
static int l_SetStartMission(lua_State *L)
{
UINT32 idMission = 0;
UINT8 n = lua_gettop(L);
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) idMission = lua_tointeger(L,i);
}
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)
{
UINT8 n = lua_gettop(L);
int i = 0;
UINT32 idMission = 0;
UINT32 Bool = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) idMission = lua_tointeger(L,i);
}
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)
{
UINT8 n = lua_gettop(L);
int i = 0;
INT32 uiMapIndex;
UINT16 usIndex;
INT16 sSectorX;
INT16 sSectorY;
UINT8 ubSectorZ;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) uiMapIndex = lua_tointeger(L,i);
if (i == 2 ) usIndex = lua_tointeger(L,i);
if (i == 3 ) sSectorX = lua_tointeger(L,i);
if (i == 4 ) sSectorY = lua_tointeger(L,i);
if (i == 5 ) ubSectorZ = lua_tointeger(L,i);
}
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)
{
UINT8 n = lua_gettop(L);
UINT8 TownID;
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) TownID = lua_tointeger(L,i);
}
if ( TownID > 0 && TownID <= NUM_TOWNS )
gfHiddenTown[TownID] = FALSE;
return 0;
}
static int l_VisibleTown (lua_State *L)
{
UINT8 n = lua_gettop(L);
UINT8 TownID;
int i = 0;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) TownID = lua_tointeger(L,i);
}
if ( TownID > 0 && TownID <= NUM_TOWNS )
gfHiddenTown[TownID] = TRUE;
return 0;
}
//---------------
static int l_HireMerc(lua_State *L)
{
MERC_HIRE_STRUCT HireMercStruct;
INT16 sSoldierID = 0;
INT16 iTotalContract = 7;
UINT32 iTimeTillMercArrives = 0;
UINT8 n = lua_gettop(L);
UINT8 ubCurrentSoldier = NUM_PROFILES;
for (int i = 1; i <= n; i++)
{
if (i == 1) ubCurrentSoldier = lua_tointeger(L, i);
if (i == 2) iTotalContract = lua_tointeger(L, i);
if (i == 3) iTimeTillMercArrives = lua_tointeger(L, i);
}
if (ubCurrentSoldier < NUM_PROFILES)
{
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))
{
sSoldierID = GetSoldierIDFromMercID(ubCurrentSoldier);
if (sSoldierID > -1)
Menptr[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)
{
UINT8 n = lua_gettop(L);
int i;
UINT32 uiNewScreen;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) uiNewScreen = lua_tointeger(L,i);
}
if ( uiNewScreen < MAX_SCREENS )
InternalLeaveTacticalScreen( uiNewScreen );
return 0;
}
static int l_ChangeSelectedMapSector (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT16 sMapX;
INT16 sMapY;
INT8 bMapZ;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) sMapX = lua_tointeger(L,i);
if (i == 2 ) sMapY = lua_tointeger(L,i);
if (i == 3 ) bMapZ = lua_tointeger(L,i);
}
ChangeSelectedMapSector( sMapX, sMapY, bMapZ );
return 0;
}
static int l_PlaceGroupInSector (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
UINT8 ubGroupID;
INT16 sPrevX;
INT16 sPrevY;
INT16 sNextX;
INT16 sNextY;
INT8 bZ;
BOOLEAN fCheckForBattle;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) ubGroupID = lua_tointeger(L,i);
if (i == 2 ) sPrevX = lua_tointeger(L,i);
if (i == 3 ) sPrevY = lua_tointeger(L,i);
if (i == 4 ) sNextX = lua_tointeger(L,i);
if (i == 5 ) sNextY = lua_tointeger(L,i);
if (i == 6 ) bZ = lua_tointeger(L,i);
if (i == 7 ) fCheckForBattle = lua_toboolean(L,i);
}
PlaceGroupInSector( ubGroupID, sPrevX, sPrevY, sNextX, sNextY, bZ, fCheckForBattle );
return 0;
}
static int l_SetSoldierbGroupID (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT8 bGroupID;
SOLDIERTYPE *pSoldier;
UINT8 UID;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) UID = lua_tointeger(L,i);
if (i == 2 ) bGroupID = lua_tointeger(L,i);
}
pSoldier = FindSoldierByProfileID( UID, FALSE );
if (pSoldier)
{
pSoldier->ubGroupID = bGroupID;
}
return 0;
}
static int l_CheckSoldierbGroupID (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT8 bGroupID;
SOLDIERTYPE *pSoldier;
UINT8 UID;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) UID = lua_tointeger(L,i);
}
pSoldier = FindSoldierByProfileID( UID, FALSE );
if (pSoldier)
{
bGroupID = pSoldier->ubGroupID;
}
else
{
bGroupID = NUMBER_OF_SQUADS;
}
lua_pushinteger(L, bGroupID);
return 1;
}
static int l_CheckSoldierSectorY(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT16 SectorY = 0;
SOLDIERTYPE *pSoldier;
UINT8 UID;
for (i = 1; i <= n; i++)
{
if (i == 1) UID = lua_tointeger(L, i);
}
pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
SectorY = pSoldier->sSectorY;
}
lua_pushinteger(L, SectorY);
return 1;
}
static int l_CheckSoldierSectorX(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT16 SectorX = 0;
SOLDIERTYPE *pSoldier;
UINT8 UID;
for (i = 1; i <= n; i++)
{
if (i == 1) UID = lua_tointeger(L, i);
}
pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
SectorX = pSoldier->sSectorX;
}
lua_pushinteger(L, SectorX);
return 1;
}
static int l_CheckSoldierSectorZ(lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT8 SectorZ = 0;
SOLDIERTYPE *pSoldier;
UINT8 UID;
for (i = 1; i <= n; i++)
{
if (i == 1) UID = lua_tointeger(L, i);
}
pSoldier = FindSoldierByProfileID(UID, FALSE);
if (pSoldier)
{
SectorZ = pSoldier->bSectorZ;
}
lua_pushinteger(L, SectorZ);
return 1;
}
static int l_SetSoldierSectorY (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT16 SectorY;
SOLDIERTYPE *pSoldier;
UINT8 UID;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) UID = lua_tointeger(L,i);
if (i == 2 ) SectorY = lua_tointeger(L,i);
}
pSoldier = FindSoldierByProfileID( UID, FALSE );
if (pSoldier)
{
pSoldier->sSectorY = SectorY;
}
return 0;
}
static int l_SetSoldierSectorX (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT16 SectorX;
SOLDIERTYPE *pSoldier;
UINT8 UID;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) UID = lua_tointeger(L,i);
if (i == 2 ) SectorX = lua_tointeger(L,i);
}
pSoldier = FindSoldierByProfileID( UID, FALSE );
if (pSoldier)
{
pSoldier->sSectorX = SectorX;
}
return 0;
}
static int l_SetSoldierSectorZ (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i;
INT8 SectorZ;
SOLDIERTYPE *pSoldier;
UINT8 UID;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) UID = lua_tointeger(L,i);
if (i == 2 ) SectorZ = lua_tointeger(L,i);
}
pSoldier = FindSoldierByProfileID( UID, FALSE );
if (pSoldier)
{
pSoldier->bSectorZ = SectorZ;
}
return 0;
}
static int l_SetMercPtsrSectorZ(lua_State *L)
{
UINT8 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
INT8 SectorZ;
if ( lua_gettop(L) >= 2 )
{
ubID = lua_tointeger(L,1);
SectorZ = lua_tointeger(L,2);
if ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive)
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
{
pSoldier = MercPtrs[ ubID ];
if (pSoldier)
{
pSoldier->bSectorZ = SectorZ;
}
}
}
return 0;
}
static int l_SetMercPtsrSectorX(lua_State *L)
{
UINT8 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
INT16 SectorX;
if ( lua_gettop(L) >= 2 )
{
ubID = lua_tointeger(L,1);
SectorX = lua_tointeger(L,2);
if ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive)
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
{
pSoldier = MercPtrs[ ubID ];
if (pSoldier)
{
pSoldier->sSectorX = SectorX;
}
}
}
return 0;
}
static int l_SetMercPtsrSectorY(lua_State *L)
{
UINT8 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
INT16 SectorY;
if ( lua_gettop(L) >= 2 )
{
ubID = lua_tointeger(L,1);
SectorY = lua_tointeger(L,2);
if ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive)
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
{
pSoldier = MercPtrs[ ubID ];
if (pSoldier)
{
pSoldier->sSectorY = SectorY;
}
}
}
return 0;
}
static int l_SetMercPtsrubGroupID(lua_State *L)
{
UINT8 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
INT8 GroupID;
if ( lua_gettop(L) >= 2 )
{
ubID = lua_tointeger(L,1);
GroupID = lua_tointeger(L,2);
if ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive)
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
{
pSoldier = MercPtrs[ ubID ];
if (pSoldier)
{
pSoldier->ubGroupID = GroupID;
}
}
}
return 0;
}
static int l_CheckMercPtsrSectorY(lua_State *L)
{
UINT8 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
INT16 SectorY;
if ( lua_gettop(L) >= 1 )
{
ubID = lua_tointeger(L,1);
if ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive)
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
{
pSoldier = MercPtrs[ ubID ];
if (pSoldier)
{
SectorY = pSoldier->sSectorY;
}
}
else
{
SectorY = 0;
}
lua_pushinteger(L, SectorY);
}
return 1;
}
static int l_CheckMercPtsrSectorX(lua_State *L)
{
UINT8 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
INT16 SectorX;
if ( lua_gettop(L) >= 1 )
{
ubID = lua_tointeger(L,1);
if ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive)
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
{
pSoldier = MercPtrs[ ubID ];
if (pSoldier)
{
SectorX = pSoldier->sSectorX;
}
}
else
{
SectorX = 0;
}
lua_pushinteger(L, SectorX);
}
return 1;
}
static int l_CheckMercPtsrSectorZ(lua_State *L)
{
UINT8 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
INT16 SectorZ;
if ( lua_gettop(L) >= 1 )
{
ubID = lua_tointeger(L,1);
if ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive)
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
{
pSoldier = MercPtrs[ ubID ];
if (pSoldier)
{
SectorZ = pSoldier->bSectorZ;
}
}
else
{
SectorZ = 0;
}
lua_pushinteger(L, SectorZ);
}
return 1;
}
static int l_CheckMercPtsrubGroupID(lua_State *L)
{
UINT8 ubID = 0;
BOOLEAN Bool = FALSE;
SOLDIERTYPE * pSoldier;
UINT8 GroupID;
if ( lua_gettop(L) >= 1 )
{
ubID = lua_tointeger(L,1);
if ( MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->bActive)
Bool = TRUE;
else
Bool = FALSE;
if ( Bool == TRUE )
{
pSoldier = MercPtrs[ ubID ];
if (pSoldier)
{
GroupID = pSoldier->ubGroupID;
}
else
{
GroupID = NUMBER_OF_SQUADS;
}
}
else
GroupID = NUMBER_OF_SQUADS;
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) >= 1 )
{
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) >= 1 )
{
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;
}
static int l_SetLaptopBroken (lua_State *L)
{
UINT8 n = lua_gettop(L);
int i = 0;
BOOLEAN bol = TRUE;
for (i= 1; i<=n; i++ )
{
if (i == 1 ) bol = lua_toboolean(L,i);
}
//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
#if 0
loc = loc.substr(1);
stringstream ss = stringstream();
if (loc[0] >= '0' && loc[0] <= '9')
{
ss << loc[0];
loc = loc.substr(1);
}
if (loc[0] >= '0' && loc[0] <= '9')
{
ss << loc[0];
loc = loc.substr(1);
}
#else
stringstream ss(loc.substr(1));
#endif
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
#if 0
loc = loc.substr(1);
stringstream ss = stringstream();
if (loc[0] >= '0' && loc[0] <= '9')
{
ss << loc[0];
loc = loc.substr(1);
}
if (loc[0] >= '0' && loc[0] <= '9')
{
ss << loc[0];
loc = loc.substr(1);
}
#else
stringstream ss(loc);
#endif
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;
}
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) >= 1 )
{
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;
}
// 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_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_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 = 0;
#if defined(ENGLISH)
val = 0;
#elif defined(GERMAN)
val = 1;
#elif defined(RUSSIAN)
val = 2;
#elif defined(DUTCH)
val = 3;
#elif defined(POLISH)
val = 4;
#elif defined(FRENCH)
val = 5;
#elif defined(ITALIAN)
val = 6;
#elif defined(CHINESE)
val = 7;
#endif
lua_pushinteger( L, val );
}
return 1;
}
static int l_DoInteractiveActionDefaultResult( lua_State *L )
{
if ( lua_gettop( L ) >= 3 )
{
INT32 sGridNo = lua_tointeger( L, 1 );
UINT8 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 )
{
UINT8 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 ) >= 1 )
{
UINT32 usMiniGame = lua_tointeger( L, 1 );
SetNextGame( usMiniGame );
}
return 0;
}
static int l_SoldierSpendMoney( lua_State *L )
{
if ( lua_gettop( L ) >= 2 )
{
UINT8 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 ) >= 1 )
{
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 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 UINT8 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 );
}
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;
}