(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2014 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uScript;
(*
* This unit defines, implements and registers functions and
* variables/constants bindings for usage in Lua scripts.
*
* Please keep http://code.google.com/p/hedgewars/wiki/LuaAPI up to date!
*
* Note: If you add a new function, make sure to test if _all_ parameters
* work as intended! (Especially conversions errors can sneak in
* unnoticed and render the parameter useless!)
*)
interface
procedure ScriptPrintStack;
procedure ScriptClearStack;
procedure ScriptLoad(name : shortstring);
procedure ScriptOnPreviewInit;
procedure ScriptOnGameInit;
procedure ScriptOnScreenResize;
procedure ScriptSetInteger(name : shortstring; value : LongInt);
procedure ScriptSetString(name : shortstring; value : shortstring);
procedure ScriptCall(fname : shortstring);
function ScriptCall(fname : shortstring; par1: LongInt) : LongInt;
function ScriptCall(fname : shortstring; par1, par2: LongInt) : LongInt;
function ScriptCall(fname : shortstring; par1, par2, par3: LongInt) : LongInt;
function ScriptCall(fname : shortstring; par1, par2, par3, par4 : LongInt) : LongInt;
function ScriptExists(fname : shortstring) : boolean;
procedure LuaParseString(s: shortString);
//function ParseCommandOverride(key, value : shortstring) : shortstring; This did not work out well
procedure initModule;
procedure freeModule;
implementation
{$IFDEF USE_LUA_SCRIPT}
uses LuaPas,
uConsole,
uConsts,
uGears,
uGearsList,
uGearsUtils,
uFloat,
uWorld,
uAmmos,
uTeams,
uSound,
uChat,
uStats,
uStore,
uRandom,
uTypes,
uVariables,
uCommands,
uUtils,
uCaptions,
uDebug,
uCollisions,
uRenderUtils,
uTextures,
uLandGraphics,
SysUtils,
uIO,
uVisualGearsList,
uGearsHandlersMess,
uPhysFSLayer
{$IFNDEF PAS2C}
, typinfo
{$ENDIF}
;
var luaState : Plua_State;
ScriptAmmoLoadout : shortstring;
ScriptAmmoProbability : shortstring;
ScriptAmmoDelay : shortstring;
ScriptAmmoReinforcement : shortstring;
ScriptLoaded : boolean;
mapDims : boolean;
procedure ScriptPrepareAmmoStore; forward;
procedure ScriptApplyAmmoStore; forward;
procedure ScriptSetAmmo(ammo : TAmmoType; count, probability, delay, reinforcement: Byte); forward;
procedure ScriptSetAmmoDelay(ammo : TAmmoType; delay: Byte); forward;
var LuaDebugInfo: lua_Debug;
procedure LuaParseString(s: shortString);
begin
AddFileLog('[Lua] input string: ' + s);
AddChatString(#3 + '[Lua] > ' + s);
if luaL_dostring(luaState, Str2PChar(s)) <> 0 then
begin
AddFileLog('[Lua] input string parsing error!');
AddChatString(#5 + '[Lua] Error while parsing!');
end;
end;
function LuaUpdateDebugInfo(): Boolean;
begin
FillChar(LuaDebugInfo, sizeof(LuaDebugInfo), 0);
if lua_getstack(luaState, 1, @LuaDebugInfo) = 0 then
exit(false); // stack not deep enough
// get source name and line count
lua_getinfo(luaState, PChar('Sl'), @LuaDebugInfo);
exit(true);
end;
procedure LuaError(s: shortstring);
var src: shortstring;
const
maxsrclen = 20;
begin
if LuaUpdateDebugInfo() then
begin
src:= StrPas(LuaDebugInfo.source);
s:= 'LUA ERROR [ ... '
+ copy(src, Length(src) - maxsrclen, maxsrclen - 3) + ':'
+ inttostr(LuaDebugInfo.currentLine) + ']: ' + s;
end
else
s:= 'LUA ERROR: ' + s;
WriteLnToConsole(s);
AddChatString(#5 + s);
if cTestLua then
halt(HaltTestLuaError);
end;
procedure LuaCallError(error, call, paramsyntax: shortstring);
begin
LuaError(call + ': ' + error);
LuaError('-- SYNTAX: ' + call + ' ( ' + paramsyntax + ' )');
end;
procedure LuaParameterCountError(expected, call, paramsyntax: shortstring; wrongcount: LongInt); inline;
begin
// TODO: i18n?
LuaCallError('Wrong number of parameters! (is: ' + inttostr(wrongcount) + ', should be: '+ expected + ')', call, paramsyntax);
end;
// compare with allowed count
function CheckLuaParamCount(L : Plua_State; count: LongInt; call, paramsyntax: shortstring): boolean; inline;
var c: LongInt;
begin
c:= lua_gettop(L);
if c <> count then
begin
LuaParameterCountError('exactly ' + inttostr(count), call, paramsyntax, c);
exit(false);
end;
CheckLuaParamCount:= true;
end;
// check if is either count1 or count2
function CheckAndFetchParamCount(L : Plua_State; count1, count2: LongInt; call, paramsyntax: shortstring; out actual: LongInt): boolean; inline;
begin
actual:= lua_gettop(L);
if (actual <> count1) and (actual <> count2) then
begin
LuaParameterCountError('either ' + inttostr(count1) + ' or ' + inttostr(count2), call, paramsyntax, actual);
exit(false);
end;
CheckAndFetchParamCount:= true;
end;
// check if is same or higher as minCount
function CheckAndFetchLuaParamMinCount(L : Plua_State; minCount: LongInt; call, paramsyntax: shortstring; out actual: LongInt): boolean; inline;
begin
actual:= lua_gettop(L);
if (actual < minCount) then
begin
LuaParameterCountError(inttostr(minCount) + ' or more', call, paramsyntax, actual);
exit(false);
end;
CheckAndFetchLuaParamMinCount:= true;
end;
function LuaToGearTypeOrd(L : Plua_State; i: LongInt; call, paramsyntax: shortstring): LongInt; inline;
begin
if lua_isnoneornil(L, i) then i:= -1
else i:= lua_tointeger(L, i);
if (i < ord(Low(TGearType))) or (i > ord(High(TGearType))) then
begin
LuaCallError('Invalid gearType!', call, paramsyntax);
LuaToGearTypeOrd:= -1;
end
else
LuaToGearTypeOrd:= i;
end;
function LuaToVisualGearTypeOrd(L : Plua_State; i: LongInt; call, paramsyntax: shortstring): LongInt; inline;
begin
if lua_isnoneornil(L, i) then i:= -1
else i:= lua_tointeger(L, i);
if (i < ord(Low(TVisualGearType))) or (i > ord(High(TVisualGearType))) then
begin
LuaCallError('Invalid visualGearType!', call, paramsyntax);
LuaToVisualGearTypeOrd:= -1;
end
else
LuaToVisualGearTypeOrd:= i;
end;
function LuaToAmmoTypeOrd(L : Plua_State; i: LongInt; call, paramsyntax: shortstring): LongInt; inline;
begin
if lua_isnoneornil(L, i) then i:= -1
else i:= lua_tointeger(L, i);
if (i < ord(Low(TAmmoType))) or (i > ord(High(TAmmoType))) then
begin
LuaCallError('Invalid ammoType!', call, paramsyntax);
LuaToAmmoTypeOrd:= -1;
end
else
LuaToAmmoTypeOrd:= i;
end;
function LuaToStatInfoTypeOrd(L : Plua_State; i: LongInt; call, paramsyntax: shortstring): LongInt; inline;
begin
if lua_isnoneornil(L, i) then i:= -1
else i:= lua_tointeger(L, i);
if (i < ord(Low(TStatInfoType))) or (i > ord(High(TStatInfoType))) then
begin
LuaCallError('Invalid statInfoType!', call, paramsyntax);
LuaToStatInfoTypeOrd:= -1;
end
else
LuaToStatInfoTypeOrd:= i;
end;
function LuaToSoundOrd(L : Plua_State; i: LongInt; call, paramsyntax: shortstring): LongInt; inline;
begin
if lua_isnoneornil(L, i) then i:= -1
else i:= lua_tointeger(L, i);
if (i < ord(Low(TSound))) or (i > ord(High(TSound))) then
begin
LuaCallError('Invalid soundId!', call, paramsyntax);
LuaToSoundOrd:= -1;
end
else
LuaToSoundOrd:= i;
end;
function LuaToHogEffectOrd(L : Plua_State; i: LongInt; call, paramsyntax: shortstring): LongInt; inline;
begin
if lua_isnoneornil(L, i) then i:= -1
else i:= lua_tointeger(L, i);
if (i < ord(Low(THogEffect))) or (i > ord(High(THogEffect))) then
begin
LuaCallError('Invalid gear type!', call, paramsyntax);
LuaToHogEffectOrd:= -1;
end
else
LuaToHogEffectOrd:= i;
end;
function LuaToCapGroupOrd(L : Plua_State; i: LongInt; call, paramsyntax: shortstring): LongInt; inline;
begin
if lua_isnoneornil(L, i) then i:= -1
else i:= lua_tointeger(L, i);
if (i < ord(Low(TCapGroup))) or (i > ord(High(TCapGroup))) then
begin
LuaCallError('Invalid capgroup type!', call, paramsyntax);
LuaToCapGroupOrd:= -1;
end
else
LuaToCapGroupOrd:= i;
end;
function LuaToSpriteOrd(L : Plua_State; i: LongInt; call, paramsyntax: shortstring): LongInt; inline;
begin
if lua_isnoneornil(L, i) then i:= -1
else i:= lua_tointeger(L, i);
if (i < ord(Low(TSprite))) or (i > ord(High(TSprite))) then
begin
LuaCallError('Invalid sprite id!', call, paramsyntax);
LuaToSpriteOrd:= -1;
end
else
LuaToSpriteOrd:= i;
end;
// wrapped calls //
// functions called from Lua:
// function(L : Plua_State) : LongInt; Cdecl;
// where L contains the state, returns the number of return values on the stack
// call CheckLuaParamCount or CheckAndFetchParamCount
// to validate/get the number of passed arguments (see their call definitions)
//
// use as return value the number of variables pushed back to the lua script
function lc_band(L: PLua_State): LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 2, 'band', 'value1, value2') then
lua_pushinteger(L, lua_tointeger(L, 2) and lua_tointeger(L, 1))
else
lua_pushnil(L);
lc_band := 1;
end;
function lc_bor(L: PLua_State): LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 2, 'bor', 'value1, value2') then
lua_pushinteger(L, lua_tointeger(L, 2) or lua_tointeger(L, 1))
else
lua_pushnil(L);
lc_bor := 1;
end;
function lc_bnot(L: PLua_State): LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'bnot', 'value') then
lua_pushinteger(L, (not lua_tointeger(L, 1)))
else
lua_pushnil(L);
lc_bnot := 1;
end;
function lc_div(L: PLua_State): LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 2, 'div', 'dividend, divisor') then
lua_pushinteger(L, lua_tointeger(L, 1) div lua_tointeger(L, 2))
else
lua_pushnil(L);
lc_div := 1;
end;
function lc_getinputmask(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 0, 'GetInputMask', '') then
lua_pushinteger(L, InputMask);
lc_getinputmask:= 1
end;
function lc_setinputmask(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'SetInputMask', 'mask') then
InputMask:= lua_tointeger(L, 1);
lc_setinputmask:= 0
end;
function lc_writelntoconsole(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'WriteLnToConsole', 'string') then
WriteLnToConsole('Lua: ' + lua_tostring(L ,1));
lc_writelntoconsole:= 0;
end;
function lc_parsecommand(L : Plua_State) : LongInt; Cdecl;
var t: PChar;
i,c: LongWord;
s: shortstring;
begin
if CheckLuaParamCount(L, 1, 'ParseCommand', 'string') then
begin
t:= lua_tolstring(L, 1, Psize_t(@c));
for i:= 1 to c do s[i]:= t[i-1];
s[0]:= char(c);
ParseCommand(s, true, true);
end;
lc_parsecommand:= 0;
end;
// sets weapon to the desired ammo type
function lc_setweapon(L : Plua_State) : LongInt; Cdecl;
var at: LongInt;
const
call = 'SetWeapon';
params = 'ammoType';
begin
// no point to run this without any CurrentHedgehog
if (CurrentHedgehog <> nil) and (CheckLuaParamCount(L, 1, call, params)) then
begin
at:= LuaToAmmoTypeOrd(L, 1, call, params);
if at >= 0 then
ParseCommand('setweap ' + char(at), true, true);
end;
lc_setweapon:= 0;
end;
// sets weapon to whatever weapons is next (wraps around, amSkip is skipped)
function lc_setnextweapon(L : Plua_State) : LongInt; Cdecl;
var at : LongInt;
nextAmmo : TAmmo;
s, a, cs, fa: LongInt;
const
call = 'SetNextWeapon';
params = '';
begin
if (CurrentHedgehog <> nil) and (CheckLuaParamCount(L, 0, call, params)) then
begin
at:= -1;
with CurrentHedgehog^ do
begin
cs:= 0; // current slot
fa:= 0; // first ammo item to check
// if something is selected, find it's successor
if curAmmoType <> amNothing then
begin
// get current slot index
cs:= Ammoz[CurAmmoType].Slot;
// find current ammo index
while (fa < cMaxSlotAmmoIndex)
and (Ammo^[cs, fa].AmmoType <> CurAmmoType) do
inc(fa);
// increase once more because we won't successor
inc(fa);
end;
// find first available ammo
// revisit current slot too (current item might not be first)
for s:= cs to cs + cMaxSlotIndex + 1 do
begin
for a:= fa to cMaxSlotAmmoIndex do
begin
// check if we went full circle
if (a = fa) and (s = cs + cMaxSlotIndex + 1) then
exit(0);
// get ammo
nextAmmo:= Ammo^[s mod (cMaxSlotIndex + 1), a];
// only switch to ammos the hog actually has
if (nextAmmo.AmmoType <> amNothing)
and (nextAmmo.AmmoType <> amSkip) and (nextAmmo.Count > 0) then
begin
at:= ord(nextAmmo.AmmoType);
break;
end;
end;
// stop slot loop if something was found
if at >= 0 then
break;
// check following slots starting with first item
fa:= 0;
end;
end;
if at >= 0 then
ParseCommand('setweap ' + char(at), true, true);
end;
lc_setnextweapon:= 0;
end;
function lc_showmission(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 5, 'ShowMission', 'caption, subcaption, text, icon, time') then
ShowMission(lua_tostringA(L, 1), lua_tostringA(L, 2), lua_tostringA(L, 3), lua_tointeger(L, 4), lua_tointeger(L, 5));
lc_showmission:= 0;
end;
function lc_hidemission(L : Plua_State) : LongInt; Cdecl;
begin
L:= L; // avoid compiler hint
HideMission;
lc_hidemission:= 0;
end;
function lc_enablegameflags(L : Plua_State) : LongInt; Cdecl;
var i, n : integer;
begin
// can have 1 or more arguments
if CheckAndFetchLuaParamMinCount(L, 1, 'EnableGameFlags', 'gameFlag, ... ', n) then
begin
for i:= 1 to n do
GameFlags := GameFlags or LongWord(lua_tointeger(L, i));
ScriptSetInteger('GameFlags', GameFlags);
end;
lc_enablegameflags:= 0;
end;
function lc_disablegameflags(L : Plua_State) : LongInt; Cdecl;
var i , n: integer;
begin
// can have 1 or more arguments
if CheckAndFetchLuaParamMinCount(L, 1, 'DisableGameFlags', 'gameFlag, ... ', n) then
begin
for i:= 1 to n do
GameFlags := GameFlags and (not LongWord(lua_tointeger(L, i)));
ScriptSetInteger('GameFlags', GameFlags);
end;
lc_disablegameflags:= 0;
end;
function lc_cleargameflags(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 0, 'ClearGameFlags', '') then
begin
GameFlags:= 0;
ScriptSetInteger('GameFlags', GameFlags);
end;
lc_cleargameflags:= 0;
end;
function lc_getgameflag(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'GetGameFlag', 'gameflag') then
lua_pushboolean(L, (GameFlags and LongWord(lua_tointeger(L, 1)) <> 0))
else
lua_pushnil(L);
lc_getgameflag:= 1;
end;
function lc_addcaption(L : Plua_State) : LongInt; Cdecl;
var cg: LongInt;
const
call = 'AddCaption';
params = 'text [, color, captiongroup]';
begin
if CheckAndFetchParamCount(L, 1, 3, call, params, cg) then
begin
if cg = 1 then
AddCaption(lua_tostringA(L, 1), cWhiteColor, capgrpMessage)
else
begin
cg:= LuaToCapGroupOrd(L, 3, call, params);
if cg >= 0 then
AddCaption(lua_tostringA(L, 1), lua_tointeger(L, 2) shr 8, TCapGroup(cg));
end
end;
lc_addcaption:= 0;
end;
function lc_campaignlock(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'CampaignLock', 'TODO') then
begin
// TODO
end;
lc_campaignlock:= 0;
end;
function lc_campaignunlock(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'CampaignUnlock', 'TODO') then
begin
// TODO
end;
lc_campaignunlock:= 0;
end;
function lc_spawnfakehealthcrate(L: Plua_State) : LongInt; Cdecl;
var gear: PGear;
begin
if CheckLuaParamCount(L, 4,'SpawnFakeHealthCrate', 'x, y, explode, poison') then
begin
gear := SpawnFakeCrateAt(lua_tointeger(L, 1), lua_tointeger(L, 2),
HealthCrate, lua_toboolean(L, 3), lua_toboolean(L, 4));
lua_pushinteger(L, gear^.uid);
end
else
lua_pushnil(L);
lc_spawnfakehealthcrate := 1;
end;
function lc_spawnfakeammocrate(L: PLua_State): LongInt; Cdecl;
var gear: PGear;
begin
if CheckLuaParamCount(L, 4,'SpawnFakeAmmoCrate', 'x, y, explode, poison') then
begin
gear := SpawnFakeCrateAt(lua_tointeger(L, 1), lua_tointeger(L, 2),
AmmoCrate, lua_toboolean(L, 3), lua_toboolean(L, 4));
lua_pushinteger(L, gear^.uid);
end
else
lua_pushnil(L);
lc_spawnfakeammocrate := 1;
end;
function lc_spawnfakeutilitycrate(L: PLua_State): LongInt; Cdecl;
var gear: PGear;
begin
if CheckLuaParamCount(L, 4,'SpawnFakeUtilityCrate', 'x, y, explode, poison') then
begin
gear := SpawnFakeCrateAt(lua_tointeger(L, 1), lua_tointeger(L, 2),
UtilityCrate, lua_toboolean(L, 3), lua_toboolean(L, 4));
lua_pushinteger(L, gear^.uid);
end
else
lua_pushnil(L);
lc_spawnfakeutilitycrate := 1;
end;
function lc_spawnhealthcrate(L: Plua_State) : LongInt; Cdecl;
var gear: PGear;
var health, n: LongInt;
begin
if CheckAndFetchParamCount(L, 2, 3, 'SpawnHealthCrate', 'x, y [, health]', n) then
begin
if n = 3 then
health:= lua_tointeger(L, 3)
else
health:= cHealthCaseAmount;
gear := SpawnCustomCrateAt(lua_tointeger(L, 1), lua_tointeger(L, 2), HealthCrate, health, 0);
if gear <> nil then
lua_pushinteger(L, gear^.uid)
else
lua_pushnil(L);
end
else
lua_pushnil(L);
lc_spawnhealthcrate := 1;
end;
function lc_spawnammocrate(L: PLua_State): LongInt; Cdecl;
var gear: PGear;
n : LongInt;
begin
if CheckAndFetchParamCount(L, 3, 4, 'SpawnAmmoCrate', 'x, y, content [, amount]', n) then
begin
if n = 3 then
gear := SpawnCustomCrateAt(lua_tointeger(L, 1), lua_tointeger(L, 2), AmmoCrate, lua_tointeger(L, 3), 0)
else gear := SpawnCustomCrateAt(lua_tointeger(L, 1), lua_tointeger(L, 2), AmmoCrate, lua_tointeger(L, 3), lua_tointeger(L, 4));
if gear <> nil then
lua_pushinteger(L, gear^.uid)
else
lua_pushnil(L);
end
else
lua_pushnil(L);
lc_spawnammocrate := 1;
end;
function lc_spawnutilitycrate(L: PLua_State): LongInt; Cdecl;
var gear: PGear;
n : LongInt;
begin
if CheckAndFetchParamCount(L, 3, 4, 'SpawnUtilityCrate', 'x, y, content [, amount]', n) then
begin
if n = 3 then
gear := SpawnCustomCrateAt(lua_tointeger(L, 1), lua_tointeger(L, 2), UtilityCrate, lua_tointeger(L, 3), 0)
else gear := SpawnCustomCrateAt(lua_tointeger(L, 1), lua_tointeger(L, 2), UtilityCrate, lua_tointeger(L, 3), lua_tointeger(L, 4));
if gear <> nil then
lua_pushinteger(L, gear^.uid)
else
lua_pushnil(L);
end
else
lua_pushnil(L);
lc_spawnutilitycrate := 1;
end;
function lc_addgear(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
x, y, s, t: LongInt;
dx, dy: hwFloat;
gt: TGearType;
const
call = 'AddGear';
params = 'x, y, gearType, state, dx, dy, timer';
begin
if CheckLuaParamCount(L, 7, call, params) then
begin
t:= LuaToGearTypeOrd(L, 3, call, params);
if t >= 0 then
begin
gt:= TGearType(t);
x:= lua_tointeger(L, 1);
y:= lua_tointeger(L, 2);
s:= lua_tointeger(L, 4);
dx:= int2hwFloat(lua_tointeger(L, 5)) / 1000000;
dy:= int2hwFloat(lua_tointeger(L, 6)) / 1000000;
t:= lua_tointeger(L, 7);
gear:= AddGear(x, y, gt, s, dx, dy, t);
lastGearByUID:= gear;
lua_pushinteger(L, gear^.uid)
end
else
lua_pushnil(L);
end
else
lua_pushnil(L);
lc_addgear:= 1; // 1 return value
end;
function lc_deletegear(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'DeleteGear', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
gear^.Message:= gear^.Message or gmDelete;
end;
lc_deletegear:= 0
end;
function lc_addvisualgear(L : Plua_State) : LongInt; Cdecl;
var vg : PVisualGear;
x, y, s, n, layer: LongInt;
c: Boolean;
vgt: TVisualGearType;
uid: Longword;
const
call = 'AddVisualGear';
params = 'x, y, visualGearType, state, critical [, layer]';
begin
uid:= 0;
if CheckAndFetchParamCount(L, 5, 6, call, params, n) then
begin
s:= LuaToVisualGearTypeOrd(L, 3, call, params);
if s >= 0 then
begin
vgt:= TVisualGearType(s);
x:= lua_tointeger(L, 1);
y:= lua_tointeger(L, 2);
s:= lua_tointeger(L, 4);
c:= lua_toboolean(L, 5);
if n = 6 then
begin
layer:= lua_tointeger(L, 6);
vg:= AddVisualGear(x, y, vgt, s, c, layer);
end
else
vg:= AddVisualGear(x, y, vgt, s, c);
if vg <> nil then
begin
lastVisualGearByUID:= vg;
uid:= vg^.uid;
lua_pushinteger(L, uid);
end;
end
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_addvisualgear:= 1; // 1 return value
end;
function lc_deletevisualgear(L : Plua_State) : LongInt; Cdecl;
var vg : PVisualGear;
begin
vg:= nil;
if CheckLuaParamCount(L, 1, 'DeleteVisualGear', 'vgUid') then
begin
vg:= VisualGearByUID(lua_tointeger(L, 1));
if vg <> nil then
DeleteVisualGear(vg);
end;
// allow caller to know whether there was something to delete
lua_pushboolean(L, vg <> nil);
lc_deletevisualgear:= 1
end;
function lc_getvisualgearvalues(L : Plua_State) : LongInt; Cdecl;
var vg: PVisualGear;
begin
if CheckLuaParamCount(L, 1, 'GetVisualGearValues', 'vgUid') then
begin
vg:= VisualGearByUID(lua_tointeger(L, 1));
if vg <> nil then
begin
lua_pushinteger(L, round(vg^.X));
lua_pushinteger(L, round(vg^.Y));
lua_pushnumber(L, vg^.dX);
lua_pushnumber(L, vg^.dY);
lua_pushnumber(L, vg^.Angle);
lua_pushinteger(L, vg^.Frame);
lua_pushinteger(L, vg^.FrameTicks);
lua_pushinteger(L, vg^.State);
lua_pushinteger(L, vg^.Timer);
lua_pushinteger(L, vg^.Tint);
end
else
begin
lua_pushnil(L); lua_pushnil(L); lua_pushnil(L); lua_pushnil(L); lua_pushnil(L);
lua_pushnil(L); lua_pushnil(L); lua_pushnil(L); lua_pushnil(L); lua_pushnil(L);
end
end
else
begin
lua_pushnil(L); lua_pushnil(L); lua_pushnil(L); lua_pushnil(L); lua_pushnil(L);
lua_pushnil(L); lua_pushnil(L); lua_pushnil(L); lua_pushnil(L); lua_pushnil(L);
end;
lc_getvisualgearvalues:= 10;
end;
function lc_setvisualgearvalues(L : Plua_State) : LongInt; Cdecl;
var vg : PVisualGear;
begin
if CheckLuaParamCount(L, 11, 'SetVisualGearValues', 'vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint') then
begin
vg:= VisualGearByUID(lua_tointeger(L, 1));
if vg <> nil then
begin
vg^.X:= lua_tointeger(L, 2);
vg^.Y:= lua_tointeger(L, 3);
vg^.dX:= lua_tonumber(L, 4);
vg^.dY:= lua_tonumber(L, 5);
vg^.Angle:= lua_tonumber(L, 6);
vg^.Frame:= lua_tointeger(L, 7);
if lua_tointeger(L, 8) <> 0 then
vg^.FrameTicks:= lua_tointeger(L, 8); // find a better way to do this. maybe need to break all these up.
vg^.State:= lua_tointeger(L, 9);
vg^.Timer:= lua_tointeger(L, 10);
vg^.Tint:= lua_tointeger(L, 11);
end
end
else
lua_pushnil(L); // return value on stack (nil)
lc_setvisualgearvalues:= 0;
end;
function lc_getfollowgear(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 0, 'GetFollowGear', '') then
begin
if FollowGear = nil then
lua_pushnil(L)
else
lua_pushinteger(L, FollowGear^.uid);
end
else
lua_pushnil(L);
lc_getfollowgear:= 1; // 1 return value
end;
function lc_getgeartype(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetGearType', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
lua_pushinteger(L, ord(gear^.Kind))
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_getgeartype:= 1
end;
function lc_getgearmessage(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetGearMessage', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
lua_pushinteger(L, gear^.message)
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_getgearmessage:= 1
end;
function lc_getgearelasticity(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetGearElasticity', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
lua_pushinteger(L, hwRound(gear^.elasticity * _10000))
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_getgearelasticity:= 1
end;
function lc_setgearmessage(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 2, 'SetGearMessage', 'gearUid, message') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
gear^.message:= lua_tointeger(L, 2);
end;
lc_setgearmessage:= 0
end;
function lc_getgearpos(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetGearPos', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
lua_pushinteger(L, gear^.Pos)
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_getgearpos:= 1
end;
function lc_setgearpos(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 2, 'SetGearPos', 'gearUid, value') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
gear^.Pos:= lua_tointeger(L, 2);
end;
lc_setgearpos:= 0
end;
function lc_getgearcollisionmask(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetGearCollisionMask', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
lua_pushinteger(L, gear^.CollisionMask)
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_getgearcollisionmask:= 1
end;
function lc_setgearcollisionmask(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 2, 'SetGearCollisionMask', 'gearUid, mask') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
gear^.CollisionMask:= lua_tointeger(L, 2);
end;
lc_setgearcollisionmask:= 0
end;
function lc_gethoglevel(L : Plua_State): LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetHogLevel', 'gearUid') then
begin
gear := GearByUID(lua_tointeger(L, 1));
if (gear <> nil) and ((gear^.Kind = gtHedgehog) or (gear^.Kind = gtGrave)) and (gear^.Hedgehog <> nil) then
lua_pushinteger(L, gear^.Hedgehog^.BotLevel)
else
lua_pushnil(L);
end;
lc_gethoglevel := 1;
end;
function lc_sethoglevel(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 2, 'SetHogLevel', 'gearUid, level') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if (gear <> nil) and (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) then
gear^.Hedgehog^.BotLevel:= lua_tointeger(L, 2);
end;
lc_sethoglevel:= 0
end;
function lc_gethogclan(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetHogClan', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if (gear <> nil) and ((gear^.Kind = gtHedgehog) or (gear^.Kind = gtGrave)) and (gear^.Hedgehog <> nil) then
begin
lua_pushinteger(L, gear^.Hedgehog^.Team^.Clan^.ClanIndex)
end
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_gethogclan:= 1
end;
function lc_getclancolor(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'GetClanColor', 'clan') then
lua_pushinteger(L, ClansArray[lua_tointeger(L, 1)]^.Color shl 8 or $FF)
else
lua_pushnil(L); // return value on stack (nil)
lc_getclancolor:= 1
end;
function lc_setclancolor(L : Plua_State) : LongInt; Cdecl;
var clan : PClan;
team : PTeam;
hh : THedgehog;
i, j : LongInt;
begin
if CheckLuaParamCount(L, 2, 'SetClanColor', 'clan, color') then
begin
clan := ClansArray[lua_tointeger(L, 1)];
clan^.Color:= lua_tointeger(L, 2) shr 8;
for i:= 0 to Pred(clan^.TeamsNumber) do
begin
team:= clan^.Teams[i];
for j:= 0 to 7 do
begin
hh:= team^.Hedgehogs[j];
if (hh.Gear <> nil) or (hh.GearHidden <> nil) then
begin
FreeTexture(hh.NameTagTex);
hh.NameTagTex:= RenderStringTex(ansistring(hh.Name), clan^.Color, fnt16);
RenderHealth(hh);
end;
end;
FreeTexture(team^.NameTagTex);
team^.NameTagTex:= RenderStringTex(ansistring(clan^.Teams[i]^.TeamName), clan^.Color, fnt16);
end;
clan^.HealthTex:= makeHealthBarTexture(cTeamHealthWidth + 5, clan^.Teams[0]^.NameTagTex^.h, clan^.Color);
end;
lc_setclancolor:= 0
end;
function lc_gethogteamname(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetHogTeamName', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if (gear <> nil) and ((gear^.Kind = gtHedgehog) or (gear^.Kind = gtGrave)) and (gear^.Hedgehog <> nil) then
lua_pushstring(L, str2pchar(gear^.Hedgehog^.Team^.TeamName))
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_gethogteamname:= 1
end;
function lc_sethogteamname(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 2, 'SetHogTeamName', 'gearUid, name') then
begin
gear := GearByUID(lua_tointeger(L, 1));
if (gear <> nil) and ((gear^.Kind = gtHedgehog) or (gear^.Kind = gtGrave)) and (gear^.Hedgehog <> nil) then
begin
gear^.Hedgehog^.Team^.TeamName := lua_tostring(L, 2);
FreeTexture(gear^.Hedgehog^.Team^.NameTagTex);
gear^.Hedgehog^.Team^.NameTagTex:= RenderStringTex(ansistring(gear^.Hedgehog^.Team^.TeamName), gear^.Hedgehog^.Team^.Clan^.Color, fnt16);
end
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_sethogteamname:= 1
end;
function lc_gethogname(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetHogName', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if (gear <> nil) and ((gear^.Kind = gtHedgehog) or (gear^.Kind = gtGrave)) and (gear^.Hedgehog <> nil) then
begin
lua_pushstring(L, str2pchar(gear^.Hedgehog^.Name))
end
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_gethogname:= 1
end;
function lc_sethogname(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 2, 'SetHogName', 'gearUid, name') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if (gear <> nil) and (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) then
begin
gear^.Hedgehog^.Name:= lua_tostring(L, 2);
FreeTexture(gear^.Hedgehog^.NameTagTex);
gear^.Hedgehog^.NameTagTex:= RenderStringTex(ansistring(gear^.Hedgehog^.Name), gear^.Hedgehog^.Team^.Clan^.Color, fnt16)
end
end;
lc_sethogname:= 0;
end;
function lc_gettimer(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetTimer', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
lua_pushinteger(L, gear^.Timer)
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_gettimer:= 1
end;
function lc_gethealth(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetHealth', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
lua_pushinteger(L, gear^.Health)
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_gethealth:= 1
end;
function lc_getx(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetX', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
lua_pushinteger(L, hwRound(gear^.X))
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_getx:= 1
end;
function lc_gety(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetY', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
lua_pushinteger(L, hwRound(gear^.Y))
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_gety:= 1
end;
function lc_copypv(L : Plua_State) : LongInt; Cdecl;
var gears, geard : PGear;
begin
if CheckLuaParamCount(L, 2, 'CopyPV', 'fromGearUid, toGearUid') then
begin
gears:= GearByUID(lua_tointeger(L, 1));
geard:= GearByUID(lua_tointeger(L, 2));
if (gears <> nil) and (geard <> nil) then
begin
geard^.X:= gears^.X;
geard^.Y:= gears^.Y;
geard^.dX:= gears^.dX;
geard^.dY:= gears^.dY;
end
end;
lc_copypv:= 0
end;
function lc_followgear(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'FollowGear', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then FollowGear:= gear
end;
lc_followgear:= 0
end;
function lc_hogsay(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
vgear : PVisualGear;
s : LongWord;
n : LongInt;
begin
if CheckAndFetchParamCount(L, 3, 4, 'HogSay', 'gearUid, text, manner [, vgState]', n) then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
begin
// state defaults to 0 if state param is given
if n = 4 then
s:= lua_tointeger(L, 4)
else
s:= 0;
vgear:= AddVisualGear(0, 0, vgtSpeechBubble, s, true);
if vgear <> nil then
begin
vgear^.Text:= lua_tostring(L, 2);
if Gear^.Kind = gtHedgehog then
begin
AddChatString(#1+'[' + gear^.Hedgehog^.Name + '] '+vgear^.text);
vgear^.Hedgehog:= gear^.Hedgehog
end
else vgear^.Frame:= gear^.uid;
vgear^.FrameTicks:= lua_tointeger(L, 3);
if (vgear^.FrameTicks < 1) or (vgear^.FrameTicks > 3) then
vgear^.FrameTicks:= 1;
lua_pushinteger(L, vgear^.Uid);
end
end
else
lua_pushnil(L)
end
else
lua_pushnil(L);
lc_hogsay:= 1
end;
function lc_switchhog(L : Plua_State) : LongInt; Cdecl;
var gear, prevgear : PGear;
begin
if CheckLuaParamCount(L, 1, 'SwitchHog', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
// should we allow this when there is no current hedgehog? might do some odd(er) things to turn sequence.
if (gear <> nil) and (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) and (CurrentHedgehog <> nil) then
begin
prevgear := CurrentHedgehog^.Gear;
if prevgear <> nil then
begin
prevgear^.Active := false;
prevgear^.State:= prevgear^.State and (not gstHHDriven);
prevgear^.Z := cHHZ;
prevgear^.Message:= prevgear^.Message or gmRemoveFromList or gmAddToList;
end;
SwitchCurrentHedgehog(gear^.Hedgehog);
CurrentTeam:= CurrentHedgehog^.Team;
gear^.State:= gear^.State or gstHHDriven;
gear^.Active := true;
gear^.Z := cCurrHHZ;
gear^.Message:= gear^.Message or gmRemoveFromList or gmAddToList;
end
end;
lc_switchhog:= 0
end;
function lc_addammo(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
at, n: LongInt;
const
call = 'AddAmmo';
params = 'gearUid, ammoType [, ammoCount]';
begin
if CheckAndFetchParamCount(L, 2, 3, call, params, n) then
begin
at:= LuaToAmmoTypeOrd(L, 2, call, params);
if at >= 0 then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if (gear <> nil) and (gear^.Hedgehog <> nil) then
if n = 2 then
AddAmmo(gear^.Hedgehog^, TAmmoType(at))
else
SetAmmo(gear^.Hedgehog^, TAmmoType(at), lua_tointeger(L, 3))
end;
end;
lc_addammo:= 0
end;
function lc_getammocount(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
ammo : PAmmo;
at : LongInt;
const
call = 'GetAmmoCount';
params = 'gearUid, ammoType';
begin
if CheckLuaParamCount(L, 2, call, params) then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if (gear <> nil) and (gear^.Hedgehog <> nil) then
begin
at:= LuaToAmmoTypeOrd(L, 2, call, params);
if at >= 0 then
begin
ammo:= GetAmmoEntry(gear^.Hedgehog^, TAmmoType(at));
if ammo^.AmmoType = amNothing then
lua_pushinteger(L, 0)
else
lua_pushinteger(L, ammo^.Count);
end;
end
else lua_pushinteger(L, 0);
end
else
lua_pushnil(L);
lc_getammocount:= 1
end;
function lc_sethealth(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 2, 'SetHealth', 'gearUid, health') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
begin
gear^.Health:= lua_tointeger(L, 2);
if (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) then
begin
RenderHealth(gear^.Hedgehog^);
RecountTeamHealth(gear^.Hedgehog^.Team)
end;
// Why did this do a "setalltoactive" ?
//SetAllToActive;
Gear^.Active:= true;
AllInactive:= false
end
end;
lc_sethealth:= 0
end;
function lc_settimer(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 2, 'SetTimer', 'gearUid, timer') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then gear^.Timer:= lua_tointeger(L, 2)
end;
lc_settimer:= 0
end;
function lc_seteffect(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
t : LongInt;
const
call = 'SetEffect';
params = 'gearUid, effect, effectState';
begin
if CheckLuaParamCount(L, 3, call, params) then
begin
t:= LuaToHogEffectOrd(L, 2, call, params);
if t >= 0 then
begin
gear := GearByUID(lua_tointeger(L, 1));
if (gear <> nil) and (gear^.Hedgehog <> nil) then
gear^.Hedgehog^.Effects[THogEffect(t)]:= lua_tointeger(L, 3);
end;
end;
lc_seteffect := 0;
end;
function lc_geteffect(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
t : LongInt;
const
call = 'GetEffect';
params = 'gearUid, effect';
begin
if CheckLuaParamCount(L, 2, call, params) then
begin
t:= LuaToHogEffectOrd(L, 2, call, params);
if t >= 0 then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if (gear <> nil) and (gear^.Hedgehog <> nil) then
lua_pushinteger(L, gear^.Hedgehog^.Effects[THogEffect(t)])
else
lua_pushinteger(L, 0)
end;
end
else
lua_pushinteger(L, 0);
lc_geteffect:= 1
end;
function lc_setstate(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 2, 'SetState', 'gearUid, state') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
begin
gear^.State:= lua_tointeger(L, 2);
SetAllToActive;
end
end;
lc_setstate:= 0
end;
function lc_getstate(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetState', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
lua_pushinteger(L, gear^.State)
else
lua_pushnil(L)
end
else
lua_pushnil(L); // return value on stack (nil)
lc_getstate:= 1
end;
function lc_gettag(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetTag', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
lua_pushinteger(L, gear^.Tag)
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_gettag:= 1
end;
function lc_settag(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 2, 'SetTag', 'gearUid, tag') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
begin
gear^.Tag:= lua_tointeger(L, 2);
SetAllToActive;
end
end;
lc_settag:= 0
end;
function lc_endgame(L : Plua_State) : LongInt; Cdecl;
begin
L:= L; // avoid compiler hint
AddGear(0, 0, gtATFinishGame, 0, _0, _0, 3000);
lc_endgame:= 0
end;
function lc_sendstat(L : Plua_State) : LongInt; Cdecl;
var statInfo : TStatInfoType;
i, n : LongInt;
color, tn: shortstring;
needsTn : boolean;
const
call = 'SendStat';
params = 'statInfoType, color [, teamname]';
begin
if CheckAndFetchParamCount(L, 2, 3, call, params, n) then
begin
i:= LuaToStatInfoTypeOrd(L, 1, call, params);
if i >= 0 then
begin
statInfo:= TStatInfoType(i);
needsTn:= ((statInfo = siPlayerKills) or (statInfo = siClanHealth));
// check if param count is correct for the used statInfo
if (n = 3) <> needsTn then
begin
if n = 3 then
LuaCallError(EnumToStr(statInfo) + ' does not support the teamname parameter', call, params)
else
LuaCallError(EnumToStr(statInfo) + ' requires the teamname parameter', call, params);
end
else // count is correct!
begin
if ((statInfo = siPlayerKills) or (statInfo = siClanHealth)) then
begin
// 3: team name
for i:= 0 to Pred(TeamsCount) do
begin
color:= _S'0';
tn:= lua_tostring(L, 3);
with TeamsArray[i]^ do
begin
if TeamName = tn then
begin
color := uUtils.IntToStr(Clan^.Color);
Break;
end
end
end;
if (statInfo = siPlayerKills) then
begin
SendStat(siPlayerKills, color + ' ' +
lua_tostring(L, 2) + ' ' + tn);
end
else if (statInfo = siClanHealth) then
begin
SendStat(siClanHealth, color + ' ' +
lua_tostring(L, 2));
end
end
else
begin
SendStat(statInfo,lua_tostring(L, 2));
end;
end;
end;
end;
lc_sendstat:= 0
end;
function lc_sendhealthstatsoff(L : Plua_State) : LongInt; Cdecl;
begin
L:= L; // avoid compiler hint
uStats.SendHealthStatsOn := false;
lc_sendhealthstatsoff:= 0
end;
function lc_findplace(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
fall: boolean;
tryhard: boolean;
left, right, n: LongInt;
begin
if CheckAndFetchParamCount(L, 4, 5, 'FindPlace', 'gearUid, fall, left, right [, tryHarder]', n) then
begin
gear:= GearByUID(lua_tointeger(L, 1));
fall:= lua_toboolean(L, 2);
left:= lua_tointeger(L, 3);
right:= lua_tointeger(L, 4);
if n = 5 then
tryhard:= lua_toboolean(L, 5)
else
tryhard:= false;
if gear <> nil then
FindPlace(gear, fall, left, right, tryhard);
if gear <> nil then
lua_pushinteger(L, gear^.uid)
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_findplace:= 1
end;
function lc_playsound(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
n, s: LongInt;
const
call = 'PlaySound';
params = 'soundId [, hhGearUid]';
begin
if CheckAndFetchParamCount(L, 1, 2, call, params, n) then
begin
s:= LuaToSoundOrd(L, 1, call, params);
if s >= 0 then
begin
// no gear specified
if n = 1 then
PlaySound(TSound(s))
else
begin
gear:= GearByUID(lua_tointeger(L, 2));
if (gear <> nil) and (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) then
AddVoice(TSound(s),gear^.Hedgehog^.Team^.Voicepack)
end;
end;
end;
lc_playsound:= 0;
end;
function lc_addteam(L : Plua_State) : LongInt; Cdecl;
var np: LongInt;
begin
if CheckAndFetchParamCount(L, 5, 6, 'AddTeam', 'teamname, color, grave, fort, voicepack [, flag]', np) then
begin
ParseCommand('addteam x ' + lua_tostring(L, 2) + ' ' + lua_tostring(L, 1), true, true);
ParseCommand('grave ' + lua_tostring(L, 3), true, true);
ParseCommand('fort ' + lua_tostring(L, 4), true, true);
ParseCommand('voicepack ' + lua_tostring(L, 5), true, true);
if (np = 6) then ParseCommand('flag ' + lua_tostring(L, 6), true, true);
CurrentTeam^.Binds:= DefaultBinds
// fails on x64
//lua_pushinteger(L, LongInt(CurrentTeam));
end;
//else
//lua_pushnil(L)
lc_addteam:= 0;//1;
end;
function lc_dismissteam(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'DismissTeam', 'teamname') then
ParseCommand('teamgone ' + lua_tostring(L, 1), true, true);
lc_dismissteam:= 0;;
end;
function lc_addhog(L : Plua_State) : LongInt; Cdecl;
var temp: ShortString;
begin
if CheckLuaParamCount(L, 4, 'AddHog', 'hogname, botlevel, health, hat') then
begin
temp:= lua_tostring(L, 4);
ParseCommand('addhh ' + lua_tostring(L, 2) + ' ' + lua_tostring(L, 3) + ' ' + lua_tostring(L, 1), true, true);
ParseCommand('hat ' + temp, true, true);
lua_pushinteger(L, CurrentHedgehog^.Gear^.uid);
end
else
lua_pushnil(L);
lc_addhog:= 1;
end;
function lc_hogturnleft(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
begin
if CheckLuaParamCount(L, 2, 'HogTurnLeft', 'gearUid, boolean') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
gear^.dX.isNegative:= lua_toboolean(L, 2);
end;
lc_hogturnleft:= 0;
end;
function lc_getgearposition(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
begin
if CheckLuaParamCount(L, 1, 'GetGearPosition', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
begin
lua_pushinteger(L, hwRound(gear^.X));
lua_pushinteger(L, hwRound(gear^.Y))
end
else
begin
lua_pushnil(L);
lua_pushnil(L)
end;
end
else
begin
lua_pushnil(L);
lua_pushnil(L)
end;
lc_getgearposition:= 2;
end;
function lc_setgearposition(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
col: boolean;
x, y: LongInt;
begin
if CheckLuaParamCount(L, 3, 'SetGearPosition', 'gearUid, x, y') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
begin
col:= gear^.CollisionIndex >= 0;
x:= lua_tointeger(L, 2);
y:= lua_tointeger(L, 3);
if col then
DeleteCI(gear);
gear^.X:= int2hwfloat(x);
gear^.Y:= int2hwfloat(y);
if col then
AddCI(gear);
SetAllToActive
end
end;
lc_setgearposition:= 0
end;
function lc_getgeartarget(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
begin
if CheckLuaParamCount(L, 1, 'GetGearTarget', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
begin
lua_pushinteger(L, gear^.Target.X);
lua_pushinteger(L, gear^.Target.Y)
end
else
begin
lua_pushnil(L);
lua_pushnil(L)
end
end
else
begin
lua_pushnil(L);
lua_pushnil(L)
end;
lc_getgeartarget:= 2;
end;
function lc_setgeartarget(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
begin
if CheckLuaParamCount(L, 3, 'SetGearTarget', 'gearUid, x, y') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
begin
gear^.Target.X:= lua_tointeger(L, 2);
gear^.Target.Y:= lua_tointeger(L, 3)
end
end;
lc_setgeartarget:= 0
end;
function lc_getgearvelocity(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
var t: LongInt;
begin
if CheckLuaParamCount(L, 1, 'GetGearVelocity', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
begin
t:= hwRound(gear^.dX * 1000000);
// gear dX determines hog orientation
if (gear^.dX.isNegative) and (t = 0) then t:= -1;
lua_pushinteger(L, t);
lua_pushinteger(L, hwRound(gear^.dY * 1000000))
end
end
else
begin
lua_pushnil(L);
lua_pushnil(L);
end;
lc_getgearvelocity:= 2;
end;
function lc_setgearvelocity(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
begin
if CheckLuaParamCount(L, 3, 'SetGearVelocity', 'gearUid, dx, dy') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
begin
gear^.dX:= int2hwFloat(lua_tointeger(L, 2)) / 1000000;
gear^.dY:= int2hwFloat(lua_tointeger(L, 3)) / 1000000;
SetAllToActive;
end
end;
lc_setgearvelocity:= 0
end;
function lc_setzoom(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'SetZoom', 'zoomLevel') then
begin
ZoomValue:= lua_tonumber(L, 1);
if ZoomValue < cMaxZoomLevel then
ZoomValue:= cMaxZoomLevel;
if ZoomValue > cMinZoomLevel then
ZoomValue:= cMinZoomLevel;
end;
lc_setzoom:= 0
end;
function lc_getzoom(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 0, 'GetZoom', '') then
lua_pushnumber(L, ZoomValue)
else
lua_pushnil(L);
lc_getzoom:= 1
end;
function lc_setammo(L : Plua_State) : LongInt; Cdecl;
var np, at: LongInt;
const
call = 'SetAmmo';
params = 'ammoType, count, probability, delay [, numberInCrate]';
begin
if CheckAndFetchParamCount(L, 4, 5, call, params, np) then
begin
at:= LuaToAmmoTypeOrd(L, 1, call, params);
if at >= 0 then
begin
if np = 4 then
ScriptSetAmmo(TAmmoType(at), lua_tointeger(L, 2), lua_tointeger(L, 3), lua_tointeger(L, 4), 1)
else
ScriptSetAmmo(TAmmoType(at), lua_tointeger(L, 2), lua_tointeger(L, 3), lua_tointeger(L, 4), lua_tointeger(L, 5));
end;
end;
lc_setammo:= 0
end;
function lc_setammodelay(L : Plua_State) : LongInt; Cdecl;
var at: LongInt;
const
call = 'SetAmmoDelay';
params = 'ammoType, delay';
begin
if CheckLuaParamCount(L, 2, call, params) then
begin
at:= LuaToAmmoTypeOrd(L, 1, call, params);
if at >= 0 then
ScriptSetAmmoDelay(TAmmoType(at), lua_tointeger(L, 2));
end;
lc_setammodelay:= 0
end;
function lc_setammostore(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 4, 'SetAmmoStore', 'loadouts, probabilities, delays, reinforments') then
begin
ScriptAmmoLoadout:= lua_tostring(L, 1);
ScriptAmmoProbability:= lua_tostring(L, 2);
ScriptAmmoDelay:= lua_tostring(L, 3);
ScriptAmmoReinforcement:= lua_tostring(L, 4);
end;
lc_setammostore:= 0
end;
function lc_getrandom(L : Plua_State) : LongInt; Cdecl;
var m : LongInt;
begin
if CheckLuaParamCount(L, 1, 'GetRandom', 'number') then
begin
m:= lua_tointeger(L, 1);
if (m > 0) then
lua_pushinteger(L, GetRandom(m))
else
begin
LuaError('Lua: Tried to pass 0 to GetRandom!');
lua_pushnil(L);
end
end
else
lua_pushnil(L); // return value on stack (nil)
lc_getrandom:= 1
end;
function lc_setwind(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'SetWind', 'windSpeed') then
begin
cWindSpeed:= int2hwfloat(lua_tointeger(L, 1)) / 100 * cMaxWindSpeed;
cWindSpeedf:= SignAs(cWindSpeed,cWindSpeed).QWordValue / SignAs(_1,_1).QWordValue;
if cWindSpeed.isNegative then
CWindSpeedf := -cWindSpeedf;
AddVisualGear(0, 0, vgtSmoothWindBar);
end;
lc_setwind:= 0
end;
function lc_getdatapath(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 0, 'GetDataPath', '') then
lua_pushstring(L, str2pchar(cPathz[ptData]))
else
lua_pushnil(L);
lc_getdatapath:= 1
end;
function lc_getuserdatapath(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 0, 'GetUserDataPath', '') then
lua_pushstring(L, str2pchar(cPathz[ptData]))
else
lua_pushnil(L);
lc_getuserdatapath:= 1
end;
function lc_maphasborder(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 0, 'MapHasBorder', '') then
lua_pushboolean(L, hasBorder)
else
lua_pushnil(L);
lc_maphasborder:= 1
end;
function lc_getgearradius(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetGearRadius', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
lua_pushinteger(L, gear^.Radius)
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_getgearradius:= 1
end;
function lc_gethoghat(L : Plua_State): LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetHogHat', 'gearUid') then
begin
gear := GearByUID(lua_tointeger(L, 1));
if (gear <> nil) and ((gear^.Kind = gtHedgehog) or (gear^.Kind = gtGrave)) and (gear^.Hedgehog <> nil) then
lua_pushstring(L, str2pchar(gear^.Hedgehog^.Hat))
else
lua_pushnil(L);
end
else
lua_pushnil(L);
lc_gethoghat := 1;
end;
function lc_sethoghat(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
hat: ShortString;
begin
if CheckLuaParamCount(L, 2, 'SetHogHat', 'gearUid, hat') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if (gear <> nil) and (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) then
begin
hat:= lua_tostring(L, 2);
gear^.Hedgehog^.Hat:= hat;
AddFileLog('Changed hat to: '+hat);
if (Length(hat) > 39) and (Copy(hat,1,8) = 'Reserved') and (Copy(hat,9,32) = gear^.Hedgehog^.Team^.PlayerHash) then
LoadHedgehogHat(gear^.Hedgehog^, 'Reserved/' + Copy(hat,9,Length(hat)-8))
else
LoadHedgehogHat(gear^.Hedgehog^, hat)
end
end;
lc_sethoghat:= 0;
end;
function lc_placesprite(L : Plua_State) : LongInt; Cdecl;
var spr : TSprite;
lf : Word;
i, n : LongInt;
placed: boolean;
const
call = 'PlaceSprite';
params = 'x, y, sprite, frameIdx [, landFlag, ... ]';
begin
placed:= false;
if CheckAndFetchLuaParamMinCount(L, 4, call, params, n) then
begin
lf:= 0;
// accept any amount of landflags, loop is never executed if n>5
for i:= 5 to n do
lf:= lf or lua_tointeger(L, i);
n:= LuaToSpriteOrd(L, 3, call, params);
if n >= 0 then
begin
spr:= TSprite(n);
if SpritesData[spr].Surface = nil then
LuaError(call + ': ' + EnumToStr(spr) + ' cannot be placed! (required information not loaded)' )
else
placed:= ForcePlaceOnLand(
lua_tointeger(L, 1) - SpritesData[spr].Width div 2,
lua_tointeger(L, 2) - SpritesData[spr].Height div 2,
spr, lua_tointeger(L, 4), lf);
end;
end;
lua_pushboolean(L, placed);
lc_placesprite:= 1
end;
function lc_placegirder(L : Plua_State) : LongInt; Cdecl;
var placed: boolean;
begin
placed:= false;
if CheckLuaParamCount(L, 3, 'PlaceGirder', 'x, y, frameIdx') then
placed:= TryPlaceOnLandSimple(
lua_tointeger(L, 1) - SpritesData[sprAmGirder].Width div 2,
lua_tointeger(L, 2) - SpritesData[sprAmGirder].Height div 2,
sprAmGirder, lua_tointeger(L, 3), true, false);
lua_pushboolean(L, placed);
lc_placegirder:= 1
end;
function lc_getcurammotype(L : Plua_State): LongInt; Cdecl;
begin
if (CurrentHedgehog <> nil) and (CheckLuaParamCount(L, 0, 'GetCurAmmoType', '')) then
lua_pushinteger(L, ord(CurrentHedgehog^.CurAmmoType))
else
lua_pushinteger(L, ord(amNothing));
lc_getcurammotype := 1;
end;
function lc_savecampaignvar(L : Plua_State): LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 2, 'SaveCampaignVar', 'varname, value') then
SendIPC('V!' + lua_tostring(L, 1) + ' ' + lua_tostring(L, 2) + #0);
lc_savecampaignvar := 0;
end;
function lc_getcampaignvar(L : Plua_State): LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'GetCampaignVar', 'varname') then
SendIPCAndWaitReply('V?' + lua_tostring(L, 1) + #0);
lua_pushstring(L, str2pchar(CampaignVariable));
lc_getcampaignvar := 1;
end;
function lc_hidehog(L: Plua_State): LongInt; Cdecl;
var gear: PGear;
begin
if CheckLuaParamCount(L, 1, 'HideHog', 'gearUid') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
HideHog(gear^.hedgehog)
end;
lc_hidehog := 0;
end;
function lc_restorehog(L: Plua_State): LongInt; Cdecl;
var i, h: LongInt;
uid: LongWord;
begin
if CheckLuaParamCount(L, 1, 'RestoreHog', 'gearUid') then
begin
uid:= LongWord(lua_tointeger(L, 1));
if TeamsCount > 0 then
for i:= 0 to Pred(TeamsCount) do
for h:= 0 to cMaxHHIndex do
if (TeamsArray[i]^.Hedgehogs[h].GearHidden <> nil) and (TeamsArray[i]^.Hedgehogs[h].GearHidden^.uid = uid) then
begin
RestoreHog(@TeamsArray[i]^.Hedgehogs[h]);
exit(0)
end
end;
lc_restorehog := 0;
end;
// boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
function lc_testrectforobstacle(L : Plua_State) : LongInt; Cdecl;
var rtn: Boolean;
begin
if CheckLuaParamCount(L, 5, 'TestRectForObstacle', 'x1, y1, x2, y2, landOnly') then
begin
rtn:= TestRectancleForObstacle(
lua_tointeger(L, 1),
lua_tointeger(L, 2),
lua_tointeger(L, 3),
lua_tointeger(L, 4),
lua_toboolean(L, 5)
);
lua_pushboolean(L, rtn);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_testrectforobstacle:= 1
end;
function lc_getgravity(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 0, 'GetGravity', '') then
lua_pushinteger(L, hwRound(SignAs(_0_5, cGravity) + (cGravity * 50 / cMaxWindSpeed)));
lc_getgravity:= 1
end;
function lc_setgravity(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'SetGravity', 'percent') then
begin
cGravity:= _0_02 * lua_tointeger(L, 1) * cMaxWindSpeed;
cGravityf:= 0.00025 * lua_tointeger(L, 1) * 0.02
end;
lc_setgravity:= 0
end;
function lc_setwaterline(L : Plua_State) : LongInt; Cdecl;
var iterator: PGear;
begin
if CheckLuaParamCount(L, 1, 'SetWaterLine', 'waterline') then
begin
cWaterLine:= lua_tointeger(L,1);
AllInactive:= false;
iterator:= GearsList;
while iterator <> nil do
begin
if not (iterator^.Kind in [gtPortal, gtAirAttack]) and (iterator^.Message and (gmAllStoppable or gmLJump or gmHJump) = 0) then
begin
iterator^.Active:= true;
if iterator^.dY.QWordValue = 0 then iterator^.dY.isNegative:= false;
iterator^.State:= iterator^.State or gstMoving;
DeleteCI(iterator)
end;
iterator:= iterator^.NextGear
end
end;
lc_setwaterline:= 0
end;
function lc_setaihintsongear(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
begin
if CheckLuaParamCount(L, 2, 'SetAIHintOnGear', 'gearUid, aiHints') then
begin
gear:= GearByUID(lua_tointeger(L, 1));
if gear <> nil then
gear^.aihints:= lua_tointeger(L, 2);
end;
lc_setaihintsongear:= 0
end;
function lc_hedgewarsscriptload(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'HedgewarsScriptLoad', 'scriptPath') then
ScriptLoad(lua_tostring(L, 1))
else
lua_pushnil(L);
lc_hedgewarsscriptload:= 0;
end;
function lc_declareachievement(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 4, 'DeclareAchievement', 'achievementId, teamname, location, value') then
declareAchievement(lua_tostring(L, 1), lua_tostring(L, 2), lua_tostring(L, 3), lua_tointeger(L, 4));
lc_declareachievement:= 0
end;
// stuff for testing the lua API
function lc_endluatest(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'EndLuaAPITest', 'LUA_API_TEST_SUCCESSFUL or LUA_API_TEST_FAILED') then
begin
WriteLnToConsole('Lua test finished');
halt(lua_tointeger(L, 1));
end
else
lua_pushnil(L);
lc_endluatest:= 0;
end;
///////////////////
procedure ScriptPrintStack;
var n, i : LongInt;
begin
n:= lua_gettop(luaState);
WriteLnToConsole('Lua: Stack (' + inttostr(n) + ' elements):');
for i:= 1 to n do
if not lua_isboolean(luaState, i) then
WriteLnToConsole('Lua: ' + inttostr(i) + ': ' + lua_tostring(luaState, i))
else if lua_toboolean(luaState, i) then
WriteLnToConsole('Lua: ' + inttostr(i) + ': true')
else
WriteLnToConsole('Lua: ' + inttostr(i) + ': false');
end;
procedure ScriptClearStack;
begin
lua_settop(luaState, 0)
end;
procedure ScriptSetNil(name : shortstring);
begin
lua_pushnil(luaState);
lua_setglobal(luaState, Str2PChar(name));
end;
procedure ScriptSetInteger(name : shortstring; value : LongInt);
begin
lua_pushinteger(luaState, value);
lua_setglobal(luaState, Str2PChar(name));
end;
procedure ScriptSetString(name : shortstring; value : shortstring);
begin
lua_pushstring(luaState, Str2PChar(value));
lua_setglobal(luaState, Str2PChar(name));
end;
function ScriptGetInteger(name : shortstring) : LongInt;
begin
lua_getglobal(luaState, Str2PChar(name));
ScriptGetInteger:= lua_tointeger(luaState, -1);
lua_pop(luaState, 1);
end;
function ScriptGetString(name : shortstring) : shortstring;
begin
lua_getglobal(luaState, Str2PChar(name));
ScriptGetString:= lua_tostring(luaState, -1);
lua_pop(luaState, 1);
end;
procedure ScriptOnPreviewInit;
begin
// not required if there is no script to run
if not ScriptLoaded then
exit;
ScriptSetString('Seed', cSeed);
ScriptSetInteger('TemplateFilter', cTemplateFilter);
ScriptSetInteger('TemplateNumber', LuaTemplateNumber);
ScriptSetInteger('MapGen', cMapGen);
ScriptCall('onPreviewInit');
// pop game variables
ParseCommand('seed ' + ScriptGetString('Seed'), true, true);
cTemplateFilter := ScriptGetInteger('TemplateFilter');
LuaTemplateNumber:= ScriptGetInteger('TemplateNumber');
cMapGen := ScriptGetInteger('MapGen');
end;
procedure ScriptOnGameInit;
var i, j, k: LongInt;
begin
// not required if there is no script to run
if not ScriptLoaded then
exit;
// push game variables so they may be modified by the script
ScriptSetInteger('BorderColor', ExplosionBorderColor);
ScriptSetInteger('GameFlags', GameFlags);
ScriptSetString('Seed', cSeed);
ScriptSetInteger('TemplateFilter', cTemplateFilter);
ScriptSetInteger('TemplateNumber', LuaTemplateNumber);
ScriptSetInteger('MapGen', cMapGen);
ScriptSetInteger('ScreenHeight', cScreenHeight);
ScriptSetInteger('ScreenWidth', cScreenWidth);
ScriptSetInteger('TurnTime', cHedgehogTurnTime);
ScriptSetInteger('CaseFreq', cCaseFactor);
ScriptSetInteger('HealthCaseProb', cHealthCaseProb);
ScriptSetInteger('HealthCaseAmount', cHealthCaseAmount);
ScriptSetInteger('DamagePercent', cDamagePercent);
ScriptSetInteger('RopePercent', cRopePercent);
ScriptSetInteger('MinesNum', cLandMines);
ScriptSetInteger('MinesTime', cMinesTime);
ScriptSetInteger('MineDudPercent', cMineDudPercent);
ScriptSetInteger('Explosives', cExplosives);
ScriptSetInteger('Delay', cInactDelay);
ScriptSetInteger('Ready', cReadyDelay);
ScriptSetInteger('SuddenDeathTurns', cSuddenDTurns);
ScriptSetInteger('WaterRise', cWaterRise);
ScriptSetInteger('HealthDecrease', cHealthDecrease);
ScriptSetInteger('GetAwayTime', cGetAwayTime);
ScriptSetString('Map', cMapName);
ScriptSetString('Theme', '');
ScriptSetString('Goals', '');
ScriptCall('onGameInit');
// pop game variables
ParseCommand('seed ' + ScriptGetString('Seed'), true, true);
cTemplateFilter := ScriptGetInteger('TemplateFilter');
LuaTemplateNumber:= ScriptGetInteger('TemplateNumber');
cMapGen := ScriptGetInteger('MapGen');
GameFlags := ScriptGetInteger('GameFlags');
cHedgehogTurnTime:= ScriptGetInteger('TurnTime');
cCaseFactor := ScriptGetInteger('CaseFreq');
cHealthCaseProb := ScriptGetInteger('HealthCaseProb');
cHealthCaseAmount:= ScriptGetInteger('HealthCaseAmount');
cDamagePercent := ScriptGetInteger('DamagePercent');
cRopePercent := ScriptGetInteger('RopePercent');
cLandMines := ScriptGetInteger('MinesNum');
cMinesTime := ScriptGetInteger('MinesTime');
cMineDudPercent := ScriptGetInteger('MineDudPercent');
cExplosives := ScriptGetInteger('Explosives');
cInactDelay := ScriptGetInteger('Delay');
cReadyDelay := ScriptGetInteger('Ready');
cSuddenDTurns := ScriptGetInteger('SuddenDeathTurns');
cWaterRise := ScriptGetInteger('WaterRise');
cHealthDecrease := ScriptGetInteger('HealthDecrease');
cGetAwayTime := ScriptGetInteger('GetAwayTime');
if cMapName <> ScriptGetString('Map') then
ParseCommand('map ' + ScriptGetString('Map'), true, true);
if ScriptGetString('Theme') <> '' then
ParseCommand('theme ' + ScriptGetString('Theme'), true, true);
LuaGoals:= ScriptGetString('Goals');
// Support lua changing the ammo layout - assume all hogs have same ammo, note this might leave a few ammo stores lying around.
k:= 0;
if (GameFlags and gfSharedAmmo) <> 0 then
for i:= 0 to Pred(ClansCount) do
for j:= 0 to Pred(ClansArray[i]^.TeamsNumber) do
for k:= 0 to Pred(ClansArray[i]^.Teams[j]^.HedgehogsNumber) do
ClansArray[i]^.Teams[j]^.Hedgehogs[k].AmmoStore:= i
else if (GameFlags and gfPerHogAmmo) <> 0 then
for i:= 0 to Pred(TeamsCount) do
for j:= 0 to Pred(TeamsArray[i]^.HedgehogsNumber) do
begin
TeamsArray[i]^.Hedgehogs[j].AmmoStore:= k;
if StoreCnt-1 < k then AddAmmoStore;
inc(k)
end
else
for i:= 0 to Pred(TeamsCount) do
begin
for j:= 0 to Pred(TeamsArray[i]^.HedgehogsNumber) do
TeamsArray[i]^.Hedgehogs[j].AmmoStore:= k;
if StoreCnt-1 < k then AddAmmoStore;
inc(k)
end;
if ScriptExists('onAmmoStoreInit') or ScriptExists('onNewAmmoStore') then
begin
// reset ammostore (quite unclean, but works?)
uAmmos.freeModule;
uAmmos.initModule;
if ScriptExists('onAmmoStoreInit') then
begin
ScriptPrepareAmmoStore;
ScriptCall('onAmmoStoreInit');
SetAmmoLoadout(ScriptAmmoLoadout);
SetAmmoProbability(ScriptAmmoProbability);
SetAmmoDelay(ScriptAmmoDelay);
SetAmmoReinforcement(ScriptAmmoReinforcement)
end;
ScriptApplyAmmoStore
end;
ScriptSetInteger('ClansCount', ClansCount);
ScriptSetInteger('TeamsCount', TeamsCount);
mapDims:= false
end;
// Update values of screen dimensions and allow script to react to resolution change
procedure ScriptOnScreenResize();
begin
ScriptSetInteger('ScreenHeight', cScreenHeight);
ScriptSetInteger('ScreenWidth', cScreenWidth);
ScriptCall('onScreenResize');
end;
// custom script loader via physfs, passed to lua_load
const BUFSIZE = 1024;
procedure ScriptLoad(name : shortstring);
var ret : LongInt;
s : shortstring;
f : PFSFile;
buf : array[0..Pred(BUFSIZE)] of byte;
begin
s:= cPathz[ptData] + name;
if not pfsExists(s) then
begin
AddFileLog('[LUA] Script not found: ' + name);
exit;
end;
f:= pfsOpenRead(s);
if f = nil then
exit;
physfsReaderSetBuffer(@buf);
ret:= lua_load(luaState, @physfsReader, f, Str2PChar(s));
pfsClose(f);
if ret <> 0 then
begin
LuaError('Failed to load ' + name + '(error ' + IntToStr(ret) + ')');
LuaError(lua_tostring(luaState, -1));
end
else
begin
WriteLnToConsole('Lua: ' + name + ' loaded');
// call the script file
lua_pcall(luaState, 0, 0, 0);
ScriptLoaded:= true
end;
hedgewarsMountPackage(Str2PChar(copy(s, 1, length(s)-4)+'.hwp'));
end;
procedure SetGlobals;
begin
ScriptSetInteger('TurnTimeLeft', TurnTimeLeft);
ScriptSetInteger('GameTime', GameTicks);
ScriptSetInteger('TotalRounds', TotalRounds);
ScriptSetInteger('WaterLine', cWaterLine);
if not mapDims then
begin
mapDims:= true;
ScriptSetInteger('LAND_WIDTH', LAND_WIDTH);
ScriptSetInteger('LAND_HEIGHT', LAND_HEIGHT);
ScriptSetInteger('LeftX', leftX);
ScriptSetInteger('RightX', rightX);
ScriptSetInteger('TopY', topY)
end;
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) then
ScriptSetInteger('CurrentHedgehog', CurrentHedgehog^.Gear^.UID)
else
ScriptSetNil('CurrentHedgehog');
end;
procedure GetGlobals;
begin
TurnTimeLeft:= ScriptGetInteger('TurnTimeLeft');
end;
procedure ScriptCall(fname : shortstring);
begin
if (not ScriptLoaded) or (not ScriptExists(fname)) then
exit;
SetGlobals;
lua_getglobal(luaState, Str2PChar(fname));
if lua_pcall(luaState, 0, 0, 0) <> 0 then
begin
LuaError('Error while calling ' + fname + ': ' + lua_tostring(luaState, -1));
lua_pop(luaState, 1)
end;
GetGlobals;
end;
(*
function ParseCommandOverride(key, value : shortstring) : shortstring;
begin
ParseCommandOverride:= value;
if not ScriptExists('ParseCommandOverride') then
exit;
lua_getglobal(luaState, Str2PChar('ParseCommandOverride'));
lua_pushstring(luaState, Str2PChar(key));
lua_pushstring(luaState, Str2PChar(value));
if lua_pcall(luaState, 2, 1, 0) <> 0 then
begin
LuaError('Lua: Error while calling ParseCommandOverride: ' + lua_tostring(luaState, -1));
lua_pop(luaState, 1)
end
else
begin
ParseCommandOverride:= lua_tostring(luaState, -1);
lua_pop(luaState, 1)
end;
end;
*)
function ScriptCall(fname : shortstring; par1: LongInt) : LongInt;
begin
ScriptCall:= ScriptCall(fname, par1, 0, 0, 0)
end;
function ScriptCall(fname : shortstring; par1, par2: LongInt) : LongInt;
begin
ScriptCall:= ScriptCall(fname, par1, par2, 0, 0)
end;
function ScriptCall(fname : shortstring; par1, par2, par3: LongInt) : LongInt;
begin
ScriptCall:= ScriptCall(fname, par1, par2, par3, 0)
end;
function ScriptCall(fname : shortstring; par1, par2, par3, par4 : LongInt) : LongInt;
begin
if (not ScriptLoaded) or (not ScriptExists(fname)) then
exit;
SetGlobals;
lua_getglobal(luaState, Str2PChar(fname));
lua_pushinteger(luaState, par1);
lua_pushinteger(luaState, par2);
lua_pushinteger(luaState, par3);
lua_pushinteger(luaState, par4);
ScriptCall:= 0;
if lua_pcall(luaState, 4, 1, 0) <> 0 then
begin
LuaError('Error while calling ' + fname + ': ' + lua_tostring(luaState, -1));
lua_pop(luaState, 1)
end
else
begin
ScriptCall:= lua_tointeger(luaState, -1);
lua_pop(luaState, 1)
end;
GetGlobals;
end;
function ScriptExists(fname : shortstring) : boolean;
begin
if not ScriptLoaded then
begin
ScriptExists:= false;
exit
end;
lua_getglobal(luaState, Str2PChar(fname));
ScriptExists:= not lua_isnoneornil(luaState, -1);
lua_pop(luaState, -1)
end;
procedure ScriptPrepareAmmoStore;
var i: ShortInt;
begin
ScriptAmmoLoadout:= '';
ScriptAmmoDelay:= '';
ScriptAmmoProbability:= '';
ScriptAmmoReinforcement:= '';
for i:=1 to ord(High(TAmmoType)) do
begin
ScriptAmmoLoadout:= ScriptAmmoLoadout + '0';
ScriptAmmoProbability:= ScriptAmmoProbability + '0';
ScriptAmmoDelay:= ScriptAmmoDelay + '0';
ScriptAmmoReinforcement:= ScriptAmmoReinforcement + '0';
end;
end;
procedure ScriptSetAmmo(ammo : TAmmoType; count, probability, delay, reinforcement: Byte);
begin
//if (ord(ammo) < 1) or (count > 9) or (count < 0) or (probability < 0) or (probability > 8) or (delay < 0) or (delay > 9) or (reinforcement < 0) or (reinforcement > 8) then
if (ord(ammo) < 1) or (count > 9) or (probability > 8) or (delay > 9) or (reinforcement > 8) then
exit;
ScriptAmmoLoadout[ord(ammo)]:= inttostr(count)[1];
ScriptAmmoProbability[ord(ammo)]:= inttostr(probability)[1];
ScriptSetAmmoDelay(ammo, delay);
ScriptAmmoReinforcement[ord(ammo)]:= inttostr(reinforcement)[1];
end;
procedure ScriptSetAmmoDelay(ammo : TAmmoType; delay: Byte);
begin
// change loadout string if ammo store hasn't been initialized yet
if (StoreCnt = 0) then
begin
if (delay <= 9) then
ScriptAmmoDelay[ord(ammo)]:= inttostr(delay)[1];
end
// change "live" delay values
else if (CurrentTeam <> nil) then
ammoz[ammo].SkipTurns:= CurrentTeam^.Clan^.TurnNumber + delay;
end;
procedure ScriptApplyAmmoStore;
var i, j, k : LongInt;
begin
if (GameFlags and gfSharedAmmo) <> 0 then
for i:= 0 to Pred(ClansCount) do
begin
if ScriptExists('onNewAmmoStore') then
begin
ScriptPrepareAmmoStore;
ScriptCall('onNewAmmoStore',i,-1);
SetAmmoLoadout(ScriptAmmoLoadout);
SetAmmoProbability(ScriptAmmoProbability);
SetAmmoDelay(ScriptAmmoDelay);
SetAmmoReinforcement(ScriptAmmoReinforcement)
end;
AddAmmoStore;
for j:= 0 to Pred(ClansArray[i]^.TeamsNumber) do
for k:= 0 to Pred(ClansArray[i]^.Teams[j]^.HedgehogsNumber) do
ClansArray[i]^.Teams[j]^.Hedgehogs[k].AmmoStore:= StoreCnt - 1
end
else if (GameFlags and gfPerHogAmmo) <> 0 then
for i:= 0 to Pred(TeamsCount) do
for j:= 0 to Pred(TeamsArray[i]^.HedgehogsNumber) do
begin
if ScriptExists('onNewAmmoStore') then
begin
ScriptPrepareAmmoStore;
ScriptCall('onNewAmmoStore',i,j);
SetAmmoLoadout(ScriptAmmoLoadout);
SetAmmoProbability(ScriptAmmoProbability);
SetAmmoDelay(ScriptAmmoDelay);
SetAmmoReinforcement(ScriptAmmoReinforcement)
end;
AddAmmoStore;
TeamsArray[i]^.Hedgehogs[j].AmmoStore:= StoreCnt - 1
end
else
for i:= 0 to Pred(TeamsCount) do
begin
if ScriptExists('onNewAmmoStore') then
begin
ScriptPrepareAmmoStore;
ScriptCall('onNewAmmoStore',i,-1);
SetAmmoLoadout(ScriptAmmoLoadout);
SetAmmoProbability(ScriptAmmoProbability);
SetAmmoDelay(ScriptAmmoDelay);
SetAmmoReinforcement(ScriptAmmoReinforcement)
end;
AddAmmoStore;
for j:= 0 to Pred(TeamsArray[i]^.HedgehogsNumber) do
TeamsArray[i]^.Hedgehogs[j].AmmoStore:= StoreCnt - 1
end
end;
procedure initModule;
var at : TGearType;
vgt: TVisualGearType;
am : TAmmoType;
si : TStatInfoType;
st : TSound;
he : THogEffect;
cg : TCapGroup;
spr: TSprite;
begin
// initialize lua
luaState:= lua_open;
TryDo(luaState <> nil, 'lua_open failed', true);
// open internal libraries
luaopen_base(luaState);
luaopen_string(luaState);
luaopen_math(luaState);
luaopen_table(luaState);
// import some variables
ScriptSetString(_S'L', cLocale);
// import game flags
ScriptSetInteger('gfForts', gfForts);
ScriptSetInteger('gfMultiWeapon', gfMultiWeapon);
ScriptSetInteger('gfSolidLand', gfSolidLand);
ScriptSetInteger('gfBorder', gfBorder);
ScriptSetInteger('gfBottomBorder', gfBottomBorder);
ScriptSetInteger('gfDivideTeams', gfDivideTeams);
ScriptSetInteger('gfLowGravity', gfLowGravity);
ScriptSetInteger('gfLaserSight', gfLaserSight);
ScriptSetInteger('gfInvulnerable', gfInvulnerable);
ScriptSetInteger('gfVampiric', gfVampiric);
ScriptSetInteger('gfKarma', gfKarma);
ScriptSetInteger('gfArtillery', gfArtillery);
ScriptSetInteger('gfOneClanMode', gfOneClanMode);
ScriptSetInteger('gfRandomOrder', gfRandomOrder);
ScriptSetInteger('gfKing', gfKing);
ScriptSetInteger('gfPlaceHog', gfPlaceHog);
ScriptSetInteger('gfSharedAmmo', gfSharedAmmo);
ScriptSetInteger('gfDisableGirders', gfDisableGirders);
ScriptSetInteger('gfDisableLandObjects', gfDisableLandObjects);
ScriptSetInteger('gfAISurvival', gfAISurvival);
ScriptSetInteger('gfInfAttack', gfInfAttack);
ScriptSetInteger('gfResetWeps', gfResetWeps);
ScriptSetInteger('gfPerHogAmmo', gfPerHogAmmo);
ScriptSetInteger('gfDisableWind', gfDisableWind);
ScriptSetInteger('gfMoreWind', gfMoreWind);
ScriptSetInteger('gfTagTeam', gfTagTeam);
ScriptSetInteger('gfShoppaBorder', gfShoppaBorder);
ScriptSetInteger('gmLeft', gmLeft);
ScriptSetInteger('gmRight', gmRight);
ScriptSetInteger('gmUp', gmUp);
ScriptSetInteger('gmDown', gmDown);
ScriptSetInteger('gmSwitch', gmSwitch);
ScriptSetInteger('gmAttack', gmAttack);
ScriptSetInteger('gmLJump', gmLJump);
ScriptSetInteger('gmHJump', gmHJump);
ScriptSetInteger('gmDestroy', gmDestroy);
ScriptSetInteger('gmSlot', gmSlot);
ScriptSetInteger('gmWeapon', gmWeapon);
ScriptSetInteger('gmTimer', gmTimer);
ScriptSetInteger('gmAnimate', gmAnimate);
ScriptSetInteger('gmPrecise', gmPrecise);
ScriptSetInteger('gmAllStoppable', gmAllStoppable);
// speech bubbles
ScriptSetInteger('SAY_SAY', 1);
ScriptSetInteger('SAY_THINK', 2);
ScriptSetInteger('SAY_SHOUT', 3);
// register gear types
for at:= Low(TGearType) to High(TGearType) do
ScriptSetInteger(EnumToStr(at), ord(at));
for vgt:= Low(TVisualGearType) to High(TVisualGearType) do
ScriptSetInteger(EnumToStr(vgt), ord(vgt));
// register sounds
for st:= Low(TSound) to High(TSound) do
ScriptSetInteger(EnumToStr(st), ord(st));
// register ammo types
for am:= Low(TAmmoType) to High(TAmmoType) do
ScriptSetInteger(EnumToStr(am), ord(am));
for si:= Low(TStatInfoType) to High(TStatInfoType) do
ScriptSetInteger(EnumToStr(si), ord(si));
for he:= Low(THogEffect) to High(THogEffect) do
ScriptSetInteger(EnumToStr(he), ord(he));
for cg:= Low(TCapGroup) to High(TCapGroup) do
ScriptSetInteger(EnumToStr(cg), ord(cg));
for spr:= Low(TSprite) to High(TSprite) do
ScriptSetInteger(EnumToStr(spr), ord(spr));
ScriptSetInteger('gstDrowning' , gstDrowning);
ScriptSetInteger('gstHHDriven' , gstHHDriven);
ScriptSetInteger('gstMoving' , gstMoving);
ScriptSetInteger('gstAttacked' , gstAttacked);
ScriptSetInteger('gstAttacking' , gstAttacking);
ScriptSetInteger('gstCollision' , gstCollision);
ScriptSetInteger('gstHHChooseTarget', gstHHChooseTarget);
ScriptSetInteger('gstHHJumping' , gstHHJumping);
ScriptSetInteger('gsttmpFlag' , gsttmpFlag);
ScriptSetInteger('gstHHThinking' , gstHHThinking);
ScriptSetInteger('gstNoDamage' , gstNoDamage);
ScriptSetInteger('gstHHHJump' , gstHHHJump);
ScriptSetInteger('gstAnimation' , gstAnimation);
ScriptSetInteger('gstHHDeath' , gstHHDeath);
ScriptSetInteger('gstWinner' , gstWinner);
ScriptSetInteger('gstWait' , gstWait);
ScriptSetInteger('gstNotKickable' , gstNotKickable);
ScriptSetInteger('gstLoser' , gstLoser);
ScriptSetInteger('gstHHGone' , gstHHGone);
ScriptSetInteger('gstInvisible' , gstInvisible);
// ai hints
ScriptSetInteger('aihUsualProcessing', aihUsualProcessing);
ScriptSetInteger('aihDoesntMatter' , aihDoesntMatter);
// land flags
ScriptSetInteger('lfIndestructible', lfIndestructible);
ScriptSetInteger('lfIce' , lfIce);
ScriptSetInteger('lfBouncy' , lfBouncy);
// mapgen
ScriptSetInteger('mgRandom', mgRandom);
ScriptSetInteger('mgMaze' , mgMaze);
ScriptSetInteger('mgPerlin', mgPerlin);
ScriptSetInteger('mgDrawn' , mgDrawn);
// register functions
lua_register(luaState, _P'HideHog', @lc_hidehog);
lua_register(luaState, _P'RestoreHog', @lc_restorehog);
lua_register(luaState, _P'SaveCampaignVar', @lc_savecampaignvar);
lua_register(luaState, _P'GetCampaignVar', @lc_getcampaignvar);
lua_register(luaState, _P'band', @lc_band);
lua_register(luaState, _P'bor', @lc_bor);
lua_register(luaState, _P'bnot', @lc_bnot);
lua_register(luaState, _P'div', @lc_div);
lua_register(luaState, _P'GetInputMask', @lc_getinputmask);
lua_register(luaState, _P'SetInputMask', @lc_setinputmask);
lua_register(luaState, _P'AddGear', @lc_addgear);
lua_register(luaState, _P'DismissTeam', @lc_dismissteam);
lua_register(luaState, _P'EnableGameFlags', @lc_enablegameflags);
lua_register(luaState, _P'DisableGameFlags', @lc_disablegameflags);
lua_register(luaState, _P'ClearGameFlags', @lc_cleargameflags);
lua_register(luaState, _P'GetGameFlag', @lc_getgameflag);
lua_register(luaState, _P'DeleteGear', @lc_deletegear);
lua_register(luaState, _P'AddVisualGear', @lc_addvisualgear);
lua_register(luaState, _P'DeleteVisualGear', @lc_deletevisualgear);
lua_register(luaState, _P'GetVisualGearValues', @lc_getvisualgearvalues);
lua_register(luaState, _P'SetVisualGearValues', @lc_setvisualgearvalues);
lua_register(luaState, _P'SpawnHealthCrate', @lc_spawnhealthcrate);
lua_register(luaState, _P'SpawnAmmoCrate', @lc_spawnammocrate);
lua_register(luaState, _P'SpawnUtilityCrate', @lc_spawnutilitycrate);
lua_register(luaState, _P'SpawnFakeHealthCrate', @lc_spawnfakehealthcrate);
lua_register(luaState, _P'SpawnFakeAmmoCrate', @lc_spawnfakeammocrate);
lua_register(luaState, _P'SpawnFakeUtilityCrate', @lc_spawnfakeutilitycrate);
lua_register(luaState, _P'WriteLnToConsole', @lc_writelntoconsole);
lua_register(luaState, _P'GetGearType', @lc_getgeartype);
lua_register(luaState, _P'EndGame', @lc_endgame);
lua_register(luaState, _P'SendStat', @lc_sendstat);
lua_register(luaState, _P'SendHealthStatsOff', @lc_sendhealthstatsoff);
lua_register(luaState, _P'FindPlace', @lc_findplace);
lua_register(luaState, _P'SetGearPosition', @lc_setgearposition);
lua_register(luaState, _P'GetGearPosition', @lc_getgearposition);
lua_register(luaState, _P'SetGearTarget', @lc_setgeartarget);
lua_register(luaState, _P'GetGearTarget', @lc_getgeartarget);
lua_register(luaState, _P'SetGearVelocity', @lc_setgearvelocity);
lua_register(luaState, _P'GetGearVelocity', @lc_getgearvelocity);
lua_register(luaState, _P'ParseCommand', @lc_parsecommand);
lua_register(luaState, _P'ShowMission', @lc_showmission);
lua_register(luaState, _P'HideMission', @lc_hidemission);
lua_register(luaState, _P'AddCaption', @lc_addcaption);
lua_register(luaState, _P'SetAmmo', @lc_setammo);
lua_register(luaState, _P'SetAmmoDelay', @lc_setammodelay);
lua_register(luaState, _P'SetAmmoStore', @lc_setammostore);
lua_register(luaState, _P'PlaySound', @lc_playsound);
lua_register(luaState, _P'AddTeam', @lc_addteam);
lua_register(luaState, _P'AddHog', @lc_addhog);
lua_register(luaState, _P'AddAmmo', @lc_addammo);
lua_register(luaState, _P'GetAmmoCount', @lc_getammocount);
lua_register(luaState, _P'SetHealth', @lc_sethealth);
lua_register(luaState, _P'GetHealth', @lc_gethealth);
lua_register(luaState, _P'SetEffect', @lc_seteffect);
lua_register(luaState, _P'GetEffect', @lc_geteffect);
lua_register(luaState, _P'GetHogClan', @lc_gethogclan);
lua_register(luaState, _P'GetClanColor', @lc_getclancolor);
lua_register(luaState, _P'SetClanColor', @lc_setclancolor);
lua_register(luaState, _P'GetHogTeamName', @lc_gethogteamname);
lua_register(luaState, _P'SetHogTeamName', @lc_sethogteamname);
lua_register(luaState, _P'GetHogName', @lc_gethogname);
lua_register(luaState, _P'SetHogName', @lc_sethogname);
lua_register(luaState, _P'GetHogLevel', @lc_gethoglevel);
lua_register(luaState, _P'SetHogLevel', @lc_sethoglevel);
lua_register(luaState, _P'GetX', @lc_getx);
lua_register(luaState, _P'GetY', @lc_gety);
lua_register(luaState, _P'CopyPV', @lc_copypv);
lua_register(luaState, _P'FollowGear', @lc_followgear);
lua_register(luaState, _P'GetFollowGear', @lc_getfollowgear);
lua_register(luaState, _P'SetState', @lc_setstate);
lua_register(luaState, _P'GetState', @lc_getstate);
lua_register(luaState, _P'GetTag', @lc_gettag);
lua_register(luaState, _P'SetTag', @lc_settag);
lua_register(luaState, _P'SetTimer', @lc_settimer);
lua_register(luaState, _P'GetTimer', @lc_gettimer);
lua_register(luaState, _P'SetZoom', @lc_setzoom);
lua_register(luaState, _P'GetZoom', @lc_getzoom);
lua_register(luaState, _P'HogSay', @lc_hogsay);
lua_register(luaState, _P'SwitchHog', @lc_switchhog);
lua_register(luaState, _P'HogTurnLeft', @lc_hogturnleft);
lua_register(luaState, _P'CampaignLock', @lc_campaignlock);
lua_register(luaState, _P'CampaignUnlock', @lc_campaignunlock);
lua_register(luaState, _P'GetGearElasticity', @lc_getgearelasticity);
lua_register(luaState, _P'GetGearRadius', @lc_getgearradius);
lua_register(luaState, _P'GetGearMessage', @lc_getgearmessage);
lua_register(luaState, _P'SetGearMessage', @lc_setgearmessage);
lua_register(luaState, _P'GetGearPos', @lc_getgearpos);
lua_register(luaState, _P'SetGearPos', @lc_setgearpos);
lua_register(luaState, _P'GetGearCollisionMask', @lc_getgearcollisionmask);
lua_register(luaState, _P'SetGearCollisionMask', @lc_setgearcollisionmask);
lua_register(luaState, _P'GetRandom', @lc_getrandom);
lua_register(luaState, _P'SetWind', @lc_setwind);
lua_register(luaState, _P'GetDataPath', @lc_getdatapath);
lua_register(luaState, _P'GetUserDataPath', @lc_getuserdatapath);
lua_register(luaState, _P'MapHasBorder', @lc_maphasborder);
lua_register(luaState, _P'GetHogHat', @lc_gethoghat);
lua_register(luaState, _P'SetHogHat', @lc_sethoghat);
lua_register(luaState, _P'PlaceSprite', @lc_placesprite);
lua_register(luaState, _P'PlaceGirder', @lc_placegirder);
lua_register(luaState, _P'GetCurAmmoType', @lc_getcurammotype);
lua_register(luaState, _P'TestRectForObstacle', @lc_testrectforobstacle);
lua_register(luaState, _P'GetGravity', @lc_getgravity);
lua_register(luaState, _P'SetGravity', @lc_setgravity);
lua_register(luaState, _P'SetWaterLine', @lc_setwaterline);
lua_register(luaState, _P'SetNextWeapon', @lc_setnextweapon);
lua_register(luaState, _P'SetWeapon', @lc_setweapon);
lua_register(luaState, _P'SetGearAIHints', @lc_setaihintsongear);
lua_register(luaState, _P'HedgewarsScriptLoad', @lc_hedgewarsscriptload);
lua_register(luaState, _P'DeclareAchievement', @lc_declareachievement);
if cTestLua then
begin
ScriptSetInteger('TEST_SUCCESSFUL' , HaltTestSuccess);
ScriptSetInteger('TEST_FAILED' , HaltTestFailed);
lua_register(luaState, _P'EndLuaTest', @lc_endluatest);
end;
ScriptClearStack; // just to be sure stack is empty
ScriptLoaded:= false;
end;
procedure freeModule;
begin
lua_close(luaState);
end;
{$ELSE}
procedure ScriptPrintStack;
begin
end;
procedure ScriptClearStack;
begin
end;
procedure ScriptLoad(name : shortstring);
begin
name:= name; // avoid hint
end;
procedure ScriptOnGameInit;
begin
end;
procedure ScriptCall(fname : shortstring);
begin
fname:= fname; // avoid hint
end;
function ScriptCall(fname : shortstring; par1, par2, par3, par4 : LongInt) : LongInt;
begin
// avoid hints
fname:= fname;
par1:= par1;
par2:= par2;
par3:= par3;
par4:= par4;
ScriptCall:= 0
end;
function ScriptCall(fname : shortstring; par1: LongInt) : LongInt;
begin
// avoid hints
fname:= fname;
par1:= par1;
ScriptCall:= 0
end;
function ScriptCall(fname : shortstring; par1, par2: LongInt) : LongInt;
begin
// avoid hints
fname:= fname;
par1:= par1;
par2:= par2;
ScriptCall:= 0
end;
function ScriptCall(fname : shortstring; par1, par2, par3: LongInt) : LongInt;
begin
// avoid hints
fname:= fname;
par1:= par1;
par2:= par2;
par3:= par3;
ScriptCall:= 0
end;
function ScriptExists(fname : shortstring) : boolean;
begin
fname:= fname; // avoid hint
ScriptExists:= false
end;
(*
function ParseCommandOverride(key, value : shortstring) : shortstring;
begin
// avoid hints
key:= key;
value:= value;
ParseCommandOverride:= ''
end;
*)
procedure ScriptOnScreenResize;
begin
end;
procedure initModule;
begin
mapDims:= false;
end;
procedure freeModule;
begin
end;
{$ENDIF}
end.