author | koda |
Sat, 27 Mar 2010 16:57:18 +0000 | |
changeset 3113 | 2829ea0dd47c |
parent 3058 | 2ebc20485344 |
child 3197 | e1fa864fd6ca |
permissions | -rw-r--r-- |
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2008 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *) {$INCLUDE "options.inc"} unit uScript; interface procedure ScriptPrintStack; procedure ScriptClearStack; procedure ScriptLoad(name : shortstring); procedure ScriptOnGameInit; procedure ScriptCall(fname : shortstring); function ScriptCall(fname : shortstring; par1: LongInt) : LongInt; function ScriptCall(fname : shortstring; par1, par2: LongInt) : LongInt; function ScriptCall(fname : shortstring; par1, par2, par3: LongInt) : LongInt; function ScriptCall(fname : shortstring; par1, par2, par3, par4 : LongInt) : LongInt; function ScriptExists(fname : shortstring) : boolean; procedure initModule; procedure freeModule; implementation {$IFNDEF IPHONEOS} uses LuaPas in 'LuaPas.pas', uConsole, uMisc, uConsts, uGears, uFloat, uWorld, uAmmos, uSound, uTeams, uKeys, typinfo; var luaState : Plua_State; ScriptAmmoStore : shortstring; ScriptLoaded : boolean; procedure ScriptPrepareAmmoStore; forward; procedure ScriptApplyAmmoStore; forward; procedure ScriptSetAmmo(ammo : TAmmoType; count, propability, delay: Byte); forward; // 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 lua_gettop(L) to receive number of parameters passed function lc_writelntoconsole(L : Plua_State) : LongInt; Cdecl; begin if lua_gettop(L) = 1 then begin WriteLnToConsole('LUA: ' + lua_tostring(L ,1)); end else WriteLnToConsole('LUA: Wrong number of parameters passed to WriteLnToConsole!'); lc_writelntoconsole:= 0; end; function lc_parsecommand(L : Plua_State) : LongInt; Cdecl; begin if lua_gettop(L) = 1 then begin ParseCommand(lua_tostring(L ,1), true); end else WriteLnToConsole('LUA: Wrong number of parameters passed to ParseCommand!'); lc_parsecommand:= 0; end; function lc_showmission(L : Plua_State) : LongInt; Cdecl; begin if lua_gettop(L) = 5 then begin ShowMission(lua_tostring(L, 1), lua_tostring(L, 2), lua_tostring(L, 3), lua_tointeger(L, 4), lua_tointeger(L, 5)); end else WriteLnToConsole('LUA: Wrong number of parameters passed to ShowMission!'); lc_showmission:= 0; end; function lc_hidemission(L : Plua_State) : LongInt; Cdecl; begin HideMission; lc_hidemission:= 0; end; function lc_addgear(L : Plua_State) : LongInt; Cdecl; var gear : PGear; x, y, s, t: LongInt; dx, dy: hwFloat; gt: TGearType; begin if lua_gettop(L) <> 7 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to AddGear!'); lua_pushnil(L); // return value on stack (nil) end else begin x:= lua_tointeger(L, 1); y:= lua_tointeger(L, 2); gt:= TGearType(lua_tointeger(L, 3)); s:= lua_tointeger(L, 4); dx:= int2hwFloat(round(lua_tonumber(L, 5) * 1000)) / 1000; dy:= int2hwFloat(round(lua_tonumber(L, 6) * 1000)) / 1000; t:= lua_tointeger(L, 7); gear:= AddGear(x, y, gt, s, dx, dy, t); lua_pushnumber(L, gear^.uid) end; lc_addgear:= 1; // 1 return value end; function lc_getfollowgear(L : Plua_State) : LongInt; Cdecl; begin if lua_gettop(L) <> 0 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to GetFollowGear!'); lua_pushnil(L); // return value on stack (nil) end else if FollowGear = nil then lua_pushnil(L) else lua_pushnumber(L, FollowGear^.uid); lc_getfollowgear:= 1; // 1 return value end; function lc_getgeartype(L : Plua_State) : LongInt; Cdecl; var gear : PGear; begin if lua_gettop(L) <> 1 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to GetGearType!'); lua_pushnil(L); // return value on stack (nil) end else begin gear:= GearByUID(lua_tointeger(L, 1)); if gear <> nil then lua_pushinteger(L, ord(gear^.Kind)) else lua_pushnil(L); end; lc_getgeartype:= 1 end; function lc_gethogclan(L : Plua_State) : LongInt; Cdecl; var gear : PGear; begin if lua_gettop(L) <> 1 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to GetHogClan!'); lua_pushnil(L); // return value on stack (nil) end else begin gear:= GearByUID(lua_tointeger(L, 1)); if (gear <> nil) and (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) then begin lua_pushinteger(L, PHedgehog(gear^.Hedgehog)^.Team^.Clan^.ClanIndex) end else lua_pushnil(L); end; lc_gethogclan:= 1 end; function lc_gethogname(L : Plua_State) : LongInt; Cdecl; var gear : PGear; begin if lua_gettop(L) <> 1 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to GetHogName!'); lua_pushnil(L); // return value on stack (nil) end else begin gear:= GearByUID(lua_tointeger(L, 1)); if (gear <> nil) and (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) then begin lua_pushstring(L, str2pchar(PHedgehog(gear^.Hedgehog)^.Name)) end else lua_pushnil(L); end; lc_gethogname:= 1 end; function lc_getx(L : Plua_State) : LongInt; Cdecl; var gear : PGear; begin if lua_gettop(L) <> 1 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to GetX!'); lua_pushnil(L); // return value on stack (nil) end else begin gear:= GearByUID(lua_tointeger(L, 1)); if gear <> nil then lua_pushnumber(L, hwRound(gear^.X)) else lua_pushnil(L); end; lc_getx:= 1 end; function lc_gety(L : Plua_State) : LongInt; Cdecl; var gear : PGear; begin if lua_gettop(L) <> 1 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to GetY!'); lua_pushnil(L); // return value on stack (nil) end else begin gear:= GearByUID(lua_tointeger(L, 1)); if gear <> nil then lua_pushnumber(L, hwRound(gear^.Y)) else lua_pushnil(L); end; lc_gety:= 1 end; function lc_copypv(L : Plua_State) : LongInt; Cdecl; var gears, geard : PGear; begin if lua_gettop(L) <> 2 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to CopyPV!'); end else 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:= 1 end; function lc_copypv2(L : Plua_State) : LongInt; Cdecl; var gears, geard : PGear; begin if lua_gettop(L) <> 2 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to CopyPV2!'); end else 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 * 2; geard^.dY:= gears^.dY * 2; end end; lc_copypv2:= 1 end; function lc_followgear(L : Plua_State) : LongInt; Cdecl; var gear : PGear; begin if lua_gettop(L) <> 1 then WriteLnToConsole('LUA: Wrong number of parameters passed to FollowGear!') else begin gear:= GearByUID(lua_tointeger(L, 1)); if gear <> nil then FollowGear:= gear end; lc_followgear:= 0 end; function lc_sethealth(L : Plua_State) : LongInt; Cdecl; var gear : PGear; begin if lua_gettop(L) <> 2 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to SetHealth!'); end else begin gear:= GearByUID(lua_tointeger(L, 1)); if gear <> nil then gear^.Health:= lua_tointeger(L, 2) end; lc_sethealth:= 0 end; function lc_setstate(L : Plua_State) : LongInt; Cdecl; var gear : PGear; begin if lua_gettop(L) <> 2 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to SetState!'); end else begin gear:= GearByUID(lua_tointeger(L, 1)); if gear <> nil then gear^.State:= lua_tointeger(L, 2) end; lc_setstate:= 0 end; function lc_getstate(L : Plua_State) : LongInt; Cdecl; var gear : PGear; begin if lua_gettop(L) <> 1 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to GetState!'); end else begin gear:= GearByUID(lua_tointeger(L, 1)); if gear <> nil then lua_pushinteger(L, gear^.State) else lua_pushnil(L) end; lc_getstate:= 1 end; function lc_settag(L : Plua_State) : LongInt; Cdecl; var gear : PGear; begin if lua_gettop(L) <> 2 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to SetTag!'); end else begin gear:= GearByUID(lua_tointeger(L, 1)); if gear <> nil then gear^.Tag:= lua_tointeger(L, 2) end; lc_settag:= 0 end; function lc_endgame(L : Plua_State) : LongInt; Cdecl; begin GameState:= gsExit; lc_endgame:= 0 end; function lc_findplace(L : Plua_State) : LongInt; Cdecl; var gear: PGear; fall: boolean; left, right: LongInt; begin if lua_gettop(L) <> 4 then WriteLnToConsole('LUA: Wrong number of parameters passed to FindPlace!') else begin gear:= GearByUID(lua_tointeger(L, 1)); fall:= lua_toboolean(L, 2); left:= lua_tointeger(L, 3); right:= lua_tointeger(L, 4); if gear <> nil then FindPlace(gear, fall, left, right) end; lc_findplace:= 0 end; function lc_playsound(L : Plua_State) : LongInt; Cdecl; begin if lua_gettop(L) <> 1 then WriteLnToConsole('LUA: Wrong number of parameters passed to PlaySound!') else PlaySound(TSound(lua_tointeger(L, 1))); lc_playsound:= 0; end; function lc_addteam(L : Plua_State) : LongInt; Cdecl; begin if lua_gettop(L) <> 5 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to AddTeam!'); //lua_pushnil(L) end else begin ParseCommand('addteam x ' + lua_tostring(L, 2) + ' ' + lua_tostring(L, 1), true); ParseCommand('grave ' + lua_tostring(L, 3), true); ParseCommand('fort ' + lua_tostring(L, 4), true); ParseCommand('voicepack ' + lua_tostring(L, 5), true); CurrentTeam^.Binds:= DefaultBinds // fails on x64 //lua_pushinteger(L, LongInt(CurrentTeam)); end; lc_addteam:= 0;//1; end; function lc_addhog(L : Plua_State) : LongInt; Cdecl; begin if lua_gettop(L) <> 4 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to AddHog!'); lua_pushnil(L) end else begin ParseCommand('addhh ' + lua_tostring(L, 2) + ' ' + lua_tostring(L, 3) + ' ' + lua_tostring(L, 1), true); ParseCommand('hat ' + lua_tostring(L, 4), true); lua_pushinteger(L, CurrentHedgehog^.Gear^.uid); end; lc_addhog:= 1; end; function lc_getgearposition(L : Plua_State) : LongInt; Cdecl; var gear: PGear; begin if lua_gettop(L) <> 1 then begin WriteLnToConsole('LUA: Wrong number of parameters passed to GetGearPosition!'); lua_pushnil(L); lua_pushnil(L) end else 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 end; lc_getgearposition:= 2; end; function lc_setgearposition(L : Plua_State) : LongInt; Cdecl; var gear: PGear; x, y: LongInt; begin if lua_gettop(L) <> 3 then WriteLnToConsole('LUA: Wrong number of parameters passed to SetGearPosition!') else begin gear:= GearByUID(lua_tointeger(L, 1)); if gear <> nil then begin x:= lua_tointeger(L, 2); y:= lua_tointeger(L, 3); gear^.X:= int2hwfloat(x); gear^.Y:= int2hwfloat(y); end end; lc_setgearposition:= 0 end; function lc_setammo(L : Plua_State) : LongInt; Cdecl; begin if lua_gettop(L) <> 4 then WriteLnToConsole('LUA: Wrong number of parameters passed to SetAmmo!') else begin ScriptSetAmmo(TAmmoType(lua_tointeger(L, 1)), lua_tointeger(L, 2), lua_tointeger(L, 3), lua_tointeger(L, 4)); end; lc_setammo:= 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 ScriptOnGameInit; var s, t : ansistring; 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('GameFlags', GameFlags); ScriptSetString('Seed', cSeed); ScriptSetInteger('TurnTime', cHedgehogTurnTime); ScriptSetInteger('CaseFreq', cCaseFactor); ScriptSetInteger('LandAdds', cLandAdditions); ScriptSetInteger('Explosives', cExplosives); ScriptSetInteger('Delay', cInactDelay); ScriptSetString('Map', ''); ScriptSetString('Theme', ''); // import locale s:= cLocaleFName; SplitByChar(s, t, '.'); ScriptSetString('L', s); ScriptCall('onGameInit'); // pop game variables ParseCommand('seed ' + ScriptGetString('Seed'), true); ParseCommand('$gmflags ' + ScriptGetString('GameFlags'), true); ParseCommand('$turntime ' + ScriptGetString('TurnTime'), true); ParseCommand('$casefreq ' + ScriptGetString('CaseFreq'), true); ParseCommand('$landadds ' + ScriptGetString('LandAdds'), true); ParseCommand('$explosives ' + ScriptGetString('Explosives'), true); ParseCommand('$delay ' + ScriptGetString('Delay'), true); if ScriptGetString('Map') <> '' then ParseCommand('map ' + ScriptGetString('Map'), true); if ScriptGetString('Theme') <> '' then ParseCommand('theme ' + ScriptGetString('Theme'), true); if ScriptExists('onAmmoStoreInit') then begin ScriptPrepareAmmoStore; ScriptCall('onAmmoStoreInit'); ScriptApplyAmmoStore end; ScriptSetInteger('ClansCount', ClansCount) end; procedure ScriptLoad(name : shortstring); var ret : LongInt; begin ret:= luaL_loadfile(luaState, Str2PChar(name)); if ret <> 0 then WriteLnToConsole('LUA: Failed to load ' + name + '(error ' + IntToStr(ret) + ')') else begin WriteLnToConsole('LUA: ' + name + ' loaded'); // call the script file lua_pcall(luaState, 0, 0, 0); ScriptLoaded:= true end end; procedure SetGlobals; begin ScriptSetInteger('TurnTimeLeft', TurnTimeLeft); 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 WriteLnToConsole('LUA: Error while calling ' + fname + ': ' + lua_tostring(luaState, -1)); lua_pop(luaState, 1) end; GetGlobals; 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 WriteLnToConsole('LUA: 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 // reset ammostore (quite unclean, but works?) uAmmos.freeModule; uAmmos.initModule; ScriptAmmoStore:= ''; for i:=1 to ord(High(TAmmoType)) do ScriptAmmoStore:= ScriptAmmoStore + '0000'; end; procedure ScriptSetAmmo(ammo : TAmmoType; count, propability, delay: Byte); begin if (ord(ammo) < 1) or (count > 9) or (count < 0) or (propability < 0) or (propability > 8) or (delay < 0) or (delay > 9)then exit; ScriptAmmoStore[ord(ammo)]:= inttostr(count)[1]; ScriptAmmoStore[ord(ammo) + ord(high(TAmmoType))]:= inttostr(propability)[1]; ScriptAmmoStore[ord(ammo) + 2 * ord(high(TAmmoType))]:= inttostr(delay)[1]; end; procedure ScriptApplyAmmoStore; var i : LongInt; begin for i:= 0 to Pred(TeamsCount) do AddAmmoStore(ScriptAmmoStore); end; // small helper functions making registering enums a lot easier function str(const en : TGearType) : shortstring; overload; begin str:= GetEnumName(TypeInfo(TGearType), ord(en)) end; function str(const en : TSound) : shortstring; overload; begin str:= GetEnumName(TypeInfo(TSound), ord(en)) end; function str(const en : TAmmoType) : shortstring; overload; begin str:= GetEnumName(TypeInfo(TAmmoType), ord(en)) end; /////////////////// procedure initModule; var at : TGearType; am : TAmmoType; st : TSound; 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); // import some variables ScriptSetInteger('LAND_WIDTH', LAND_WIDTH); ScriptSetInteger('LAND_HEIGHT', LAND_HEIGHT); // import game flags ScriptSetInteger('gfForts', gfForts); ScriptSetInteger('gfMultiWeapon', gfMultiWeapon); ScriptSetInteger('gfSolidLand', gfSolidLand); ScriptSetInteger('gfBorder', gfBorder); ScriptSetInteger('gfDivideTeams', gfDivideTeams); ScriptSetInteger('gfLowGravity', gfLowGravity); ScriptSetInteger('gfLaserSight', gfLaserSight); ScriptSetInteger('gfInvulnerable', gfInvulnerable); ScriptSetInteger('gfMines', gfMines); 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('gfExplosives', gfExplosives); // register gear types for at:= Low(TGearType) to High(TGearType) do ScriptSetInteger(str(at), ord(at)); // register sounds for st:= Low(TSound) to High(TSound) do ScriptSetInteger(str(st), ord(st)); // register ammo types for am:= Low(TAmmoType) to High(TAmmoType) do ScriptSetInteger(str(am), ord(am)); // register functions lua_register(luaState, 'AddGear', @lc_addgear); lua_register(luaState, 'WriteLnToConsole', @lc_writelntoconsole); lua_register(luaState, 'GetGearType', @lc_getgeartype); lua_register(luaState, 'EndGame', @lc_endgame); lua_register(luaState, 'FindPlace', @lc_findplace); lua_register(luaState, 'SetGearPosition', @lc_setgearposition); lua_register(luaState, 'GetGearPosition', @lc_getgearposition); lua_register(luaState, 'ParseCommand', @lc_parsecommand); lua_register(luaState, 'ShowMission', @lc_showmission); lua_register(luaState, 'HideMission', @lc_hidemission); lua_register(luaState, 'SetAmmo', @lc_setammo); lua_register(luaState, 'PlaySound', @lc_playsound); lua_register(luaState, 'AddTeam', @lc_addteam); lua_register(luaState, 'AddHog', @lc_addhog); lua_register(luaState, 'SetHealth', @lc_sethealth); lua_register(luaState, 'GetHogClan', @lc_gethogclan); lua_register(luaState, 'GetHogName', @lc_gethogname); lua_register(luaState, 'GetX', @lc_getx); lua_register(luaState, 'GetY', @lc_gety); lua_register(luaState, 'CopyPV', @lc_copypv); lua_register(luaState, 'CopyPV2', @lc_copypv2); lua_register(luaState, 'FollowGear', @lc_followgear); lua_register(luaState, 'GetFollowGear', @lc_getfollowgear); lua_register(luaState, 'SetState', @lc_setstate); lua_register(luaState, 'GetState', @lc_getstate); lua_register(luaState, 'SetTag', @lc_settag); ScriptClearStack; // just to be sure stack is empty ScriptLoaded:= false; end; procedure freeModule; begin lua_close(luaState); end; {$ELSE} procedure ScriptPrintStack; begin end; procedure ScriptClearStack; begin end; procedure ScriptLoad(name : shortstring); begin end; procedure ScriptOnGameInit; begin end; procedure ScriptCall(fname : shortstring); begin end; function ScriptCall(fname : shortstring; par1, par2, par3, par4 : LongInt) : LongInt; begin ScriptCall:= 0 end; function ScriptCall(fname : shortstring; par1: LongInt) : LongInt; begin ScriptCall:= 0 end; function ScriptCall(fname : shortstring; par1, par2: LongInt) : LongInt; begin ScriptCall:= 0 end; function ScriptCall(fname : shortstring; par1, par2, par3: LongInt) : LongInt; begin ScriptCall:= 0 end; function ScriptExists(fname : shortstring) : boolean; begin ScriptExists:= false end; procedure initModule; begin end; procedure freeModule; begin end; {$ENDIF} end.