Prevent AI from getting stuck in attempt to look in another direction after choosing bee weapon
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 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
*)
{$INCLUDE "options.inc"}
unit uScript;
(*
* This unit defines, implements and registers functions and
* variables/constants bindings for usage in Lua scripts.
*
* Please keep https://hedgewars.org/kb/LuaAPI up to date!
*
* Note: If you add a new function, make sure to test if _all_ parameters
* work as intended! (Especially conversions errors can sneak in
* unnoticed and render the parameter useless!)
*)
interface
procedure ScriptPrintStack;
procedure ScriptClearStack;
function ScriptLoad(name : shortstring; mustExist : boolean): boolean;
procedure ScriptOnPreviewInit;
procedure ScriptOnGameInit;
procedure ScriptOnScreenResize;
procedure ScriptSetInteger(name : shortstring; value : LongInt);
procedure ScriptSetString(name : shortstring; value : shortstring);
procedure ScriptSetMapGlobals;
procedure ScriptCall(fname : shortstring);
function ScriptCall(fname : shortstring; par1: LongInt) : LongInt;
function ScriptCall(fname : shortstring; par1, par2: LongInt) : LongInt;
function ScriptCall(fname : shortstring; par1, par2, par3: LongInt) : LongInt;
function ScriptCall(fname : shortstring; par1, par2, par3, par4 : LongInt) : LongInt;
function ScriptExists(fname : shortstring) : boolean;
procedure LuaParseString(s: shortString);
//function ParseCommandOverride(key, value : shortstring) : shortstring; This did not work out well
procedure initModule;
procedure freeModule;
implementation
uses LuaPas,
uConsole,
uConsts,
uGears,
uGearsList,
uGearsUtils,
uFloat,
uWorld,
uAmmos,
uTeams,
uSound,
uChat,
uStats,
uStore,
uRandom,
uTypes,
uVariables,
uCommands,
uCaptions,
uDebug,
uCollisions,
uRenderUtils,
uTextures,
uLandGraphics,
uUtils,
uIO,
uVisualGearsList,
uGearsHandlersMess,
uPhysFSLayer,
uLocale,
SDLh
{$IFNDEF PAS2C}
, typinfo
{$ENDIF}
;
var luaState : Plua_State;
ScriptAmmoLoadout : shortstring;
ScriptAmmoProbability : shortstring;
ScriptAmmoDelay : shortstring;
ScriptAmmoReinforcement : shortstring;
ScriptLoaded : boolean;
PointsBuffer: shortstring;
PrevCursorX, PrevCursorY: LongInt;
PendingTurnTimeLeft, PendingReadyTimeLeft: LongWord;
isPendingTurnTimeLeft, isPendingReadyTimeLeft: boolean;
{$IFDEF USE_LUA_SCRIPT}
procedure ScriptPrepareAmmoStore; forward;
procedure ScriptApplyAmmoStore; forward;
procedure ScriptSetAmmo(ammo : TAmmoType; count, probability, delay, reinforcement: Byte); forward;
procedure ScriptSetAmmoDelay(ammo : TAmmoType; delay: LongWord); forward;
var LuaDebugInfo: lua_Debug;
procedure SetGlobals; forward;
procedure GetGlobals; forward;
procedure LuaParseString(s: shortString);
begin
SetGlobals;
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
else
GetGlobals();
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 LuaErrorOrWarning(s: shortstring; isWarning: boolean);
var src, intro: shortstring;
const
maxsrclen = 20;
begin
if isWarning then
intro:= 'LUA WARNING'
else
intro:= 'LUA ERROR';
if LuaUpdateDebugInfo() then
begin
src:= StrPas(LuaDebugInfo.source);
s:= intro + ': [ ... '
+ copy(src, Length(src) - maxsrclen, maxsrclen - 3) + ':'
+ inttostr(LuaDebugInfo.currentLine) + ']: ' + s;
end
else
s:= intro + ': ' + s;
WriteLnToConsole(s);
if isWarning then
AddChatString(#0 + s)
else
AddChatString(#5 + s);
if cTestLua and (not isWarning) then
halt(HaltTestLuaError);
end;
procedure LuaError(s: shortstring);
begin
LuaErrorOrWarning(s, false);
end;
procedure LuaWarning(s: shortstring);
begin
LuaErrorOrWarning(s, true);
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 in range of count1 and count2
function CheckAndFetchParamCountRange(L : Plua_State; count1, count2: LongInt; call, paramsyntax: shortstring; out actual: LongInt): boolean; inline;
begin
actual:= lua_gettop(L);
if (actual < count1) or (actual > count2) then
begin
LuaParameterCountError('at least ' + inttostr(count1) + ', but at most ' + inttostr(count2), call, paramsyntax, actual);
exit(false);
end;
CheckAndFetchParamCountRange:= 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:= Trunc(lua_tonumber(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:= Trunc(lua_tonumber(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:= Trunc(lua_tonumber(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:= Trunc(lua_tonumber(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:= Trunc(lua_tonumber(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:= Trunc(lua_tonumber(L, i));
if (i < ord(Low(THogEffect))) or (i > ord(High(THogEffect))) then
begin
LuaCallError('Invalid effect 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:= Trunc(lua_tonumber(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:= Trunc(lua_tonumber(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;
function LuaToMapGenOrd(L : Plua_State; i: LongInt; call, paramsyntax: shortstring): LongInt; inline;
begin
if lua_isnoneornil(L, i) then i:= -1
else i:= Trunc(lua_tonumber(L, i));
if (i < ord(Low(TMapGen))) or (i > ord(High(TMapGen))) then
begin
LuaCallError('Invalid mapgen id!', call, paramsyntax);
LuaToMapGenOrd:= -1;
end
else
LuaToMapGenOrd:= 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_pushnumber(L, Trunc(lua_tonumber(L, 2)) and Trunc(lua_tonumber(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_pushnumber(L, Trunc(lua_tonumber(L, 2)) or Trunc(lua_tonumber(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_pushnumber(L, (not Trunc(lua_tonumber(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_pushnumber(L, Trunc(lua_tonumber(L, 1)) div Trunc(lua_tonumber(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_pushnumber(L, InputMask);
lc_getinputmask:= 1
end;
function lc_setinputmask(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'SetInputMask', 'mask') then
InputMask:= Trunc(lua_tonumber(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_writelntochat(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'WriteLnToChat', 'string') then
AddChatString(#2 + lua_tostring(L, 1));
lc_writelntochat:= 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;
// enable/disable cinematic effects
function lc_setcinematicmode(L : Plua_State) : LongInt; Cdecl;
const
call = 'SetCinematicMode';
params = 'enable';
begin
if (CheckLuaParamCount(L, 1, call, params)) then
begin
CinematicScript:= lua_toboolean(L, 1);
end;
lc_setcinematicmode:= 0;
end;
// no parameter means reset to default (and 0 means unlimited)
function lc_setmaxbuilddistance(L : Plua_State) : LongInt; Cdecl;
var np: LongInt;
const
call = 'SetMaxBuildDistance';
params = '[ distInPx ]';
begin
if CheckAndFetchParamCountRange(L, 0, 1, call, params, np) then
begin
if np = 0 then
begin
// no args? reset
cBuildMaxDist:= cDefaultBuildMaxDist;
end
else
CBuildMaxDist:= Trunc(lua_tonumber(L, 1));
end;
lc_setmaxbuilddistance:= 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 is 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 will not 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;
var n: LongInt;
begin
if CheckAndFetchParamCount(L, 5, 6, 'ShowMission', 'caption, subcaption, text, icon, time [, forceDisplay]', n) then
if n = 5 then
ShowMission(lua_tostringA(L, 1), lua_tostringA(L, 2), lua_tostringA(L, 3), Trunc(lua_tonumber(L, 4)), Trunc(lua_tonumber(L, 5)))
else
ShowMission(lua_tostringA(L, 1), lua_tostringA(L, 2), lua_tostringA(L, 3), Trunc(lua_tonumber(L, 4)), Trunc(lua_tonumber(L, 5)), lua_toboolean(L, 6));
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_setammotexts(L : Plua_State) : LongInt; Cdecl;
const
call = 'SetAmmoTexts';
params = 'ammoType, name, caption, description [, showExtra]';
var n: integer;
showExtra: boolean;
begin
if CheckAndFetchParamCount(L, 4, 5, call, params, n) then
begin
if n = 5 then
showExtra:= lua_toboolean(L, 5)
else
showExtra:= true;
SetAmmoTexts(TAmmoType(LuaToAmmoTypeOrd(L, 1, call, params)), lua_tostringA(L, 2), lua_tostringA(L, 3), lua_tostringA(L, 4), showExtra);
end;
lc_setammotexts:= 0;
end;
function lc_setammodescriptionappendix(L : Plua_State) : LongInt; Cdecl;
const
call = 'SetAmmoDescriptionAppendix';
params = 'ammoType, descAppend';
var
ammoType: TAmmoType;
descAppend: ansistring;
begin
if CheckLuaParamCount(L, 2, call, params) then
begin
ammoType := TAmmoType(LuaToAmmoTypeOrd(L, 1, call, params));
descAppend := lua_tostringA(L, 2);
trluaammoa[Ammoz[ammoType].NameId] := descAppend;
end;
lc_setammodescriptionappendix := 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(Trunc(lua_tonumber(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(Trunc(lua_tonumber(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(Trunc(lua_tonumber(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), capcolDefault, capgrpMessage)
else
begin
cg:= LuaToCapGroupOrd(L, 3, call, params);
if cg >= 0 then
AddCaption(lua_tostringA(L, 1), Trunc(lua_tonumber(L, 2)) shr 8, TCapGroup(cg));
end
end;
lc_addcaption:= 0;
end;
function lc_spawnfakehealthcrate(L: Plua_State) : LongInt; Cdecl;
var gear: PGear;
explode, poison: boolean;
n: LongInt;
begin
if CheckAndFetchParamCountRange(L, 2, 4, 'SpawnFakeHealthCrate', 'x, y [, explode [, poison]]', n) then
begin
explode:= false;
poison:= false;
if (n >= 3) and (not lua_isnil(L, 3)) then
explode:= lua_toboolean(L, 3);
if (n = 4) and (not lua_isnil(L, 4)) then
poison:= lua_toboolean(L, 4);
gear := SpawnFakeCrateAt(Trunc(lua_tonumber(L, 1)), Trunc(lua_tonumber(L, 2)),
HealthCrate, explode, poison);
if gear <> nil then
lua_pushnumber(L, gear^.uid)
else lua_pushnil(L)
end
else
lua_pushnil(L);
lc_spawnfakehealthcrate := 1;
end;
function lc_spawnfakeammocrate(L: PLua_State): LongInt; Cdecl;
var gear: PGear;
explode, poison: boolean;
n: LongInt;
begin
if CheckAndFetchParamCountRange(L, 2, 4, 'SpawnFakeAmmoCrate', 'x, y [, explode [, poison]]', n) then
begin
explode:= false;
poison:= false;
if (n >= 3) and (not lua_isnil(L, 3)) then
explode:= lua_toboolean(L, 3);
if (n = 4) and (not lua_isnil(L, 4)) then
poison:= lua_toboolean(L, 4);
gear := SpawnFakeCrateAt(Trunc(lua_tonumber(L, 1)), Trunc(lua_tonumber(L, 2)),
AmmoCrate, explode, poison);
if gear <> nil then
lua_pushnumber(L, gear^.uid)
else lua_pushnil(L)
end
else
lua_pushnil(L);
lc_spawnfakeammocrate := 1;
end;
function lc_spawnfakeutilitycrate(L: PLua_State): LongInt; Cdecl;
var gear: PGear;
explode, poison: boolean;
n: LongInt;
begin
if CheckAndFetchParamCountRange(L, 2, 4, 'SpawnFakeUtilityCrate', 'x, y [, explode [, poison]]', n) then
begin
explode:= false;
poison:= false;
if (n >= 3) and (not lua_isnil(L, 3)) then
explode:= lua_toboolean(L, 3);
if (n = 4) and (not lua_isnil(L, 4)) then
poison:= lua_toboolean(L, 4);
gear := SpawnFakeCrateAt(Trunc(lua_tonumber(L, 1)), Trunc(lua_tonumber(L, 2)),
UtilityCrate, explode, poison);
if gear <> nil then
lua_pushnumber(L, gear^.uid)
else lua_pushnil(L)
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:= Trunc(lua_tonumber(L, 3))
else
health:= cHealthCaseAmount;
gear := SpawnCustomCrateAt(Trunc(lua_tonumber(L, 1)), Trunc(lua_tonumber(L, 2)), HealthCrate, health, 0);
if gear <> nil then
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)), Trunc(lua_tonumber(L, 2)), AmmoCrate, Trunc(lua_tonumber(L, 3)), 0)
else gear := SpawnCustomCrateAt(Trunc(lua_tonumber(L, 1)), Trunc(lua_tonumber(L, 2)), AmmoCrate, Trunc(lua_tonumber(L, 3)), Trunc(lua_tonumber(L, 4)));
if gear <> nil then
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)), Trunc(lua_tonumber(L, 2)), UtilityCrate, Trunc(lua_tonumber(L, 3)), 0)
else gear := SpawnCustomCrateAt(Trunc(lua_tonumber(L, 1)), Trunc(lua_tonumber(L, 2)), UtilityCrate, Trunc(lua_tonumber(L, 3)), Trunc(lua_tonumber(L, 4)));
if gear <> nil then
lua_pushnumber(L, gear^.uid)
else lua_pushnil(L);
end
else
lua_pushnil(L);
lc_spawnutilitycrate := 1;
end;
function lc_spawnsupplycrate(L: PLua_State): LongInt; Cdecl;
var gear: PGear;
n, at:LongInt;
t: TCrateType;
begin
if CheckAndFetchParamCount(L, 3, 4, 'SpawnSupplyCrate', 'x, y, content [, amount]', n) then
begin
// Get crate type (ammo or utility)
at:= Trunc(lua_tonumber(L, 3));
if (Ammoz[TAmmoType(at)].Ammo.Propz and ammoprop_Utility) <> 0 then
t:= UtilityCrate
else
t:= AmmoCrate;
if n = 3 then
gear := SpawnCustomCrateAt(Trunc(lua_tonumber(L, 1)), Trunc(lua_tonumber(L, 2)), t, at, 0)
else gear := SpawnCustomCrateAt(Trunc(lua_tonumber(L, 1)), Trunc(lua_tonumber(L, 2)), t, at, Trunc(lua_tonumber(L, 4)));
if gear <> nil then
lua_pushnumber(L, gear^.uid)
else lua_pushnil(L);
end
else
lua_pushnil(L);
lc_spawnsupplycrate := 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:= Trunc(lua_tonumber(L, 1));
y:= Trunc(lua_tonumber(L, 2));
s:= Trunc(lua_tonumber(L, 4));
dx:= int2hwFloat(Trunc(lua_tonumber(L, 5))) / 1000000;
dy:= int2hwFloat(Trunc(lua_tonumber(L, 6))) / 1000000;
t:= Trunc(lua_tonumber(L, 7));
gear:= AddGear(x, y, gt, s, dx, dy, t);
lastGearByUID:= gear;
lua_pushnumber(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(Trunc(lua_tonumber(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:= Trunc(lua_tonumber(L, 1));
y:= Trunc(lua_tonumber(L, 2));
s:= Trunc(lua_tonumber(L, 4));
c:= lua_toboolean(L, 5);
if n = 6 then
begin
layer:= Trunc(lua_tonumber(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_pushnumber(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(Trunc(lua_tonumber(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_getvisualgeartype(L : Plua_State) : LongInt; Cdecl;
var vg : PVisualGear;
begin
if CheckLuaParamCount(L, 1, 'GetVisualGearType', 'vgUid') then
begin
vg := VisualGearByUID(Trunc(lua_tonumber(L, 1)));
if vg <> nil then
lua_pushnumber(L, ord(vg^.Kind))
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_getvisualgeartype:= 1
end;
function lc_getvisualgearvalues(L : Plua_State) : LongInt; Cdecl;
var vg: PVisualGear;
begin
if CheckLuaParamCount(L, 1, 'GetVisualGearValues', 'vgUid') then
begin
vg:= VisualGearByUID(Trunc(lua_tonumber(L, 1)));
if vg <> nil then
begin
lua_pushnumber(L, round(vg^.X));
lua_pushnumber(L, round(vg^.Y));
lua_pushnumber(L, vg^.dX);
lua_pushnumber(L, vg^.dY);
lua_pushnumber(L, vg^.Angle);
lua_pushnumber(L, vg^.Frame);
lua_pushnumber(L, vg^.FrameTicks);
lua_pushnumber(L, vg^.State);
lua_pushnumber(L, vg^.Timer);
lua_pushnumber(L, vg^.Tint);
lua_pushnumber(L, vg^.Scale);
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); 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); lua_pushnil(L);
end;
lc_getvisualgearvalues:= 10
end;
function lc_setvisualgearvalues(L : Plua_State) : LongInt; Cdecl;
var vg : PVisualGear;
begin
// Param count can be 1-11 at present
// if CheckLuaParamCount(L, 11, 'SetVisualGearValues', 'vgUid, X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint, Scale') then
// begin
vg:= VisualGearByUID(Trunc(lua_tonumber(L, 1)));
if vg <> nil then
begin
if not lua_isnoneornil(L, 2) then
vg^.X:= Trunc(lua_tonumber(L, 2));
if not lua_isnoneornil(L, 3) then
vg^.Y:= Trunc(lua_tonumber(L, 3));
if not lua_isnoneornil(L, 4) then
vg^.dX:= lua_tonumber(L, 4);
if not lua_isnoneornil(L, 5) then
vg^.dY:= lua_tonumber(L, 5);
if not lua_isnoneornil(L, 6) then
vg^.Angle:= lua_tonumber(L, 6);
if not lua_isnoneornil(L, 7) then
vg^.Frame:= Trunc(lua_tonumber(L, 7));
if not lua_isnoneornil(L, 8) then
vg^.FrameTicks:= Trunc(lua_tonumber(L, 8));
if not lua_isnoneornil(L, 9) then
vg^.State:= Trunc(lua_tonumber(L, 9));
if not lua_isnoneornil(L, 10) then
vg^.Timer:= Trunc(lua_tonumber(L, 10));
if not lua_isnoneornil(L, 11) then
vg^.Tint:= Trunc(lua_tonumber(L, 11));
if not lua_isnoneornil(L, 12) then
vg^.Scale:= Trunc(lua_tonumber(L, 12))
end;
// end
// else
// lua_pushnil(L); // return value on stack (nil)
lc_setvisualgearvalues:= 0
end;
// so. going to use this to get/set some of the more obscure gear values which were not already exposed elsewhere
// can keep adding things in the future. isnoneornil makes it safe
function lc_getgearvalues(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
begin
if CheckLuaParamCount(L, 1, 'GetGearValues', 'gearUid') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
begin
lua_pushnumber(L, gear^.Angle);
lua_pushnumber(L, gear^.Power);
lua_pushnumber(L, gear^.WDTimer);
lua_pushnumber(L, gear^.Radius);
lua_pushnumber(L, hwRound(gear^.Density * _10000));
lua_pushnumber(L, gear^.Karma);
lua_pushnumber(L, gear^.DirAngle);
lua_pushnumber(L, gear^.AdvBounce);
lua_pushnumber(L, Integer(gear^.ImpactSound));
lua_pushnumber(L, gear^.nImpactSounds);
lua_pushnumber(L, gear^.Tint);
lua_pushnumber(L, gear^.Damage);
lua_pushnumber(L, gear^.Boom)
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);
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);
lua_pushnil(L); lua_pushnil(L); lua_pushnil(L)
end;
lc_getgearvalues:= 13
end;
function lc_setgearvalues(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
// Currently allows 1-14 params
// if CheckLuaParamCount(L, 14, 'SetGearValues', 'gearUid, Angle, Power, WDTimer, Radius, Density, Karma, DirAngle, AdvBounce, ImpactSound, # ImpactSounds, Tint, Damage, Boom') then
// begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
begin
if not lua_isnoneornil(L, 2) then
gear^.Angle := Trunc(lua_tonumber(L, 2));
if not lua_isnoneornil(L, 3) then
gear^.Power := Trunc(lua_tonumber(L, 3));
if not lua_isnoneornil(L, 4) then
gear^.WDTimer := Trunc(lua_tonumber(L, 4));
if not lua_isnoneornil(L, 5) then
gear^.Radius := Trunc(lua_tonumber(L, 5));
if not lua_isnoneornil(L, 6) then
gear^.Density:= int2hwFloat(Trunc(lua_tonumber(L, 6))) / 10000;
if not lua_isnoneornil(L, 7) then
gear^.Karma := Trunc(lua_tonumber(L, 7));
if not lua_isnoneornil(L, 8) then
gear^.DirAngle:= lua_tonumber(L, 8);
if not lua_isnoneornil(L, 9) then
gear^.AdvBounce := Trunc(lua_tonumber(L, 9));
if not lua_isnoneornil(L, 10) then
gear^.ImpactSound := TSound(Trunc(lua_tonumber(L, 10)));
if not lua_isnoneornil(L, 11) then
gear^.nImpactSounds := Trunc(lua_tonumber(L, 11));
if not lua_isnoneornil(L, 12) then
gear^.Tint := Trunc(lua_tonumber(L, 12));
if not lua_isnoneornil(L, 13) then
gear^.Damage := Trunc(lua_tonumber(L, 13));
if not lua_isnoneornil(L, 14) then
gear^.Boom := Trunc(lua_tonumber(L, 14));
end;
// end
// else
// lua_pushnil(L); // return value on stack (nil)
lc_setgearvalues:= 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_pushnumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
lua_pushnumber(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_setgearelasticity(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
begin
if CheckLuaParamCount(L, 2, 'SetGearElasticity', 'gearUid, Elasticity') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
gear^.Elasticity:= int2hwFloat(Trunc(lua_tonumber(L, 2))) / 10000
end;
lc_setgearelasticity:= 0
end;
function lc_getgearfriction(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetGearFriction', 'gearUid') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
lua_pushnumber(L, hwRound(gear^.friction * _10000))
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_getgearfriction:= 1
end;
function lc_setgearfriction(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
begin
if CheckLuaParamCount(L, 2, 'SetGearFriction', 'gearUid, Friction') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
gear^.Friction:= int2hwFloat(Trunc(lua_tonumber(L, 2))) / 10000
end;
lc_setgearfriction:= 0
end;
function lc_setgearmessage(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 2, 'SetGearMessage', 'gearUid, message') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
gear^.message:= Trunc(lua_tonumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
gear^.Pos:= Trunc(lua_tonumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
gear^.CollisionMask:= Trunc(lua_tonumber(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(Trunc(lua_tonumber(L, 1)));
if (gear <> nil) and ((gear^.Kind = gtHedgehog) or (gear^.Kind = gtGrave)) and (gear^.Hedgehog <> nil) then
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)));
if (gear <> nil) and (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) then
gear^.Hedgehog^.BotLevel:= Trunc(lua_tonumber(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(Trunc(lua_tonumber(L, 1)));
if (gear <> nil) and ((gear^.Kind = gtHedgehog) or (gear^.Kind = gtGrave)) and (gear^.Hedgehog <> nil) then
begin
lua_pushnumber(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;
var idx: integer;
begin
if CheckLuaParamCount(L, 1, 'GetClanColor', 'clanIdx') then
begin
idx:= Trunc(lua_tonumber(L, 1));
if (not lua_isnumber(L, 1)) then
begin
LuaError('Argument ''clanIdx'' must be a number!');
lua_pushnil(L);
end
else if (idx < 0) or (idx >= ClansCount) then
begin
LuaError('Argument ''clanIdx'' out of range! (There are currently ' + IntToStr(ClansCount) + ' clans, so valid range is: 0-' + IntToStr(ClansCount-1) + ')');
lua_pushnil(L);
end
else
lua_pushnumber(L, ClansArray[idx]^.Color shl 8 or $FF);
end
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;
colorArg: Int64;
color: LongWord;
begin
if CheckLuaParamCount(L, 2, 'SetClanColor', 'clan, color') then
begin
i:= Trunc(lua_tonumber(L,1));
if i >= ClansCount then exit(0);
clan := ClansArray[i];
colorArg:= Trunc(lua_tonumber(L, 2));
if (colorArg < 0) and (abs(colorArg) <= cClanColors) then
// Pick clan color from settings (recommended)
color:= ClanColorArray[Pred(abs(colorArg))]
else if (colorArg >= 0) and (colorArg <= $ffffffff) then
// Specify color directly
color:= colorArg shr 8
else
begin
OutError('Lua error: SetClanColor: Invalid ''color'' argument, must be between '+IntToStr(-cClanColors)+' and 0xffffffff!', true);
lc_setclancolor:= 0;
exit;
end;
clan^.Color:= color;
for i:= 0 to Pred(clan^.TeamsNumber) do
begin
team:= clan^.Teams[i];
for j:= 0 to cMaxHHIndex do
begin
hh:= team^.Hedgehogs[j];
if (hh.Gear <> nil) or (hh.GearHidden <> nil) then
begin
FreeAndNilTexture(hh.NameTagTex);
hh.NameTagTex:= RenderStringTex(ansistring(hh.Name), clan^.Color, fnt16);
RenderHealth(hh);
team^.Hedgehogs[j]:= hh;
end;
end;
FreeAndNilTexture(team^.NameTagTex);
team^.NameTagTex:= RenderStringTex(ansistring(clan^.Teams[i]^.TeamName), clan^.Color, fnt16);
end;
FreeAndNilTexture(clan^.HealthTex);
clan^.HealthTex:= makeHealthBarTexture(cTeamHealthWidth + 5, cTeamHealthHeight, clan^.Color);
end;
lc_setclancolor:= 0
end;
function lc_gethogvoicepack(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetHogVoicepack', 'gearUid') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
if (gear <> nil) and (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) then
lua_pushstring(L, str2pchar(gear^.Hedgehog^.Team^.Voicepack^.name))
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_gethogvoicepack:= 1
end;
function lc_gethoggrave(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetHogGrave', 'gearUid') then
begin
gear:= GearByUID(Trunc(lua_tonumber(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^.GraveName))
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_gethoggrave:= 1
end;
function lc_gethogflag(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetHogFlag', 'gearUid') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
// TODO error messages
if (gear <> nil) and (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) then
lua_pushstring(L, str2pchar(gear^.Hedgehog^.Team^.Flag))
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_gethogflag:= 1
end;
function lc_gethogfort(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetHogFort', 'gearUid') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
// TODO error messages
if (gear <> nil) and (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) then
lua_pushstring(L, str2pchar(gear^.Hedgehog^.Team^.FortName))
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_gethogfort:= 1
end;
function lc_ishogalive(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'IsHogAlive', 'gearUid') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
if gear^.Kind = gtHedgehog then
if (gear^.Health > 0) and (gear^.Health > gear^.Damage) and ((gear^.State and (gstDrowning or gstHHDeath)) = 0) and ((gear^.Message and gmDestroy) = 0) then
lua_pushboolean(L, true)
else
lua_pushboolean(L, false)
else
lua_pushboolean(L, false)
else
lua_pushboolean(L, false);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_ishogalive:= 1
end;
function lc_ishoglocal(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'IsHogLocal', 'gearUid') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
// TODO error messages
if (gear <> nil) and (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) then
lua_pushboolean(L, IsHogLocal(gear^.Hedgehog))
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_ishoglocal:= 1
end;
function lc_gethogteamname(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetHogTeamName', 'gearUid') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
// TODO error messages
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(Trunc(lua_tonumber(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);
FreeAndNilTexture(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(Trunc(lua_tonumber(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(Trunc(lua_tonumber(L, 1)));
if (gear <> nil) and (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) then
begin
gear^.Hedgehog^.Name:= lua_tostring(L, 2);
FreeAndNilTexture(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
lua_pushnumber(L, gear^.Timer)
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_gettimer:= 1
end;
function lc_getflighttime(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetFlightTime', 'gearUid') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
lua_pushnumber(L, gear^.FlightTime)
else
lua_pushnil(L);
end
else
lua_pushnil(L); // return value on stack (nil)
lc_getflighttime:= 1
end;
function lc_gethealth(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 1, 'GetHealth', 'gearUid') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)));
geard:= GearByUID(Trunc(lua_tonumber(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(Trunc(lua_tonumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
begin
// state defaults to 0 if state param is given
if n = 4 then
s:= Trunc(lua_tonumber(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(#9+Format(shortstring(trmsg[sidChatHog]), gear^.Hedgehog^.Name, vgear^.text));
vgear^.Hedgehog:= gear^.Hedgehog
end
else vgear^.Frame:= gear^.uid;
vgear^.FrameTicks:= Trunc(lua_tonumber(L, 3));
if (vgear^.FrameTicks < 1) or (vgear^.FrameTicks > 3) then
vgear^.FrameTicks:= 1;
lua_pushnumber(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(Trunc(lua_tonumber(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
CurrentHedgehog^.MultiShootAttacks:= 0;
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);
AmmoMenuInvalidated:= true;
CurrentTeam:= CurrentHedgehog^.Team;
repeat
CurrentTeam^.CurrHedgehog := (CurrentTeam^.CurrHedgehog + 1) mod CurrentTeam^.HedgehogsNumber
until
CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear = CurrentHedgehog^.Gear;
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_enableswitchhog(L : Plua_State) : LongInt; Cdecl;
var gear, iterator: PGear;
alreadySwitching: boolean;
begin
if CheckLuaParamCount(L, 0, 'EnableSwitchHog', '') then
if ((CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil)) then
begin
alreadySwitching:= false;
iterator:= GearsList;
// Check if there's already a switcher gear
while (iterator <> nil) do
begin
if (iterator^.Kind = gtSwitcher) then
begin
alreadySwitching:= true;
lua_pushnumber(L, iterator^.Uid);
break;
end;
iterator:= iterator^.NextGear;
end;
if (not alreadySwitching) then
begin
// Enable switching and return gear UID
gear:= AddGear(hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y), gtSwitcher, 0, _0, _0, 0);
CurAmmoGear:= gear;
lastGearByUID:= gear;
bShowFinger:= false;
lua_pushnumber(L, gear^.Uid);
end;
end
// Return nil on failure
else
lua_pushnil(L)
else
lua_pushnil(L);
lc_enableswitchhog:= 1;
end;
function lc_addammo(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
at, n, c: 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) and (TAmmoType(at) <> amNothing) then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
if (gear <> nil) and (gear^.Hedgehog <> nil) then
if n = 2 then
AddAmmo(gear^.Hedgehog^, TAmmoType(at))
else
begin
c:= Trunc(lua_tonumber(L, 3));
if (c = 0) and (CurrentHedgehog = gear^.Hedgehog) and (gear^.Hedgehog^.CurAmmoType = TAmmoType(at)) then
ParseCommand('setweap ' + char(0), true, true);
SetAmmo(gear^.Hedgehog^, TAmmoType(at), c);
end;
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(Trunc(lua_tonumber(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_pushnumber(L, 0)
else
lua_pushnumber(L, ammo^.Count);
end;
end
else lua_pushnumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
begin
gear^.Health:= Trunc(lua_tonumber(L, 2));
if (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) then
begin
if gear^.Health > cMaxHogHealth then
gear^.Health:= cMaxHogHealth;
if gear^.Health < 0 then
gear^.Health:= 0;
RenderHealth(gear^.Hedgehog^);
RecountTeamHealth(gear^.Hedgehog^.Team)
end
else if (gear^.RenderHealth) and (gear^.Tex <> nil) then
FreeAndNilTexture(gear^.Tex);
Gear^.Active:= true;
AllInactive:= false
end
end;
lc_sethealth:= 0
end;
function lc_healhog(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
healthBoost, n: LongInt;
begin
if CheckAndFetchParamCountRange(L, 2, 4, 'HealHog', 'gearUid, healthBoost [, showMessage [, tint]]', n) then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
healthBoost:= Trunc(lua_tonumber(L, 2));
if (gear <> nil) and (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) and (healthBoost >= 1) then
begin
healthBoost:= IncHogHealth(gear^.Hedgehog, healthBoost);
RenderHealth(gear^.Hedgehog^);
RecountTeamHealth(gear^.Hedgehog^.Team);
if n = 4 then
HHHeal(gear^.Hedgehog, healthBoost, lua_toboolean(L, 3), Trunc(lua_tonumber(L, 4)))
else if n = 3 then
HHHeal(gear^.Hedgehog, healthBoost, lua_toboolean(L, 3))
else if n = 2 then
HHHeal(gear^.Hedgehog, healthBoost, true);
Gear^.Active:= true;
AllInactive:= false
end
end;
lc_healhog:= 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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
begin
gear^.Timer:= Trunc(lua_tonumber(L, 2));
if gear^.RenderTimer and (gear^.Tex <> nil) then
FreeAndNilTexture(gear^.Tex);
end;
end;
lc_settimer:= 0
end;
function lc_setflighttime(L : Plua_State) : LongInt; Cdecl;
var gear : PGear;
begin
if CheckLuaParamCount(L, 2, 'SetFlightTime', 'gearUid, flighttime') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
if gear <> nil then gear^.FlightTime:= Trunc(lua_tonumber(L, 2))
end;
lc_setflighttime:= 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(Trunc(lua_tonumber(L, 1)));
if (gear <> nil) and (gear^.Hedgehog <> nil) then
gear^.Hedgehog^.Effects[THogEffect(t)]:= Trunc(lua_tonumber(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(Trunc(lua_tonumber(L, 1)));
if (gear <> nil) and (gear^.Hedgehog <> nil) then
lua_pushnumber(L, gear^.Hedgehog^.Effects[THogEffect(t)])
else
lua_pushnumber(L, 0)
end;
end
else
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
begin
gear^.State:= Trunc(lua_tonumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
begin
gear^.Tag:= Trunc(lua_tonumber(L, 2));
SetAllToActive;
end
end;
lc_settag:= 0
end;
function lc_endgame(L : Plua_State) : LongInt; Cdecl;
begin
L:= L; // avoid compiler hint
GameOver:= true;
AddGear(0, 0, gtATFinishGame, 0, _0, _0, 3000);
lc_endgame:= 0
end;
function lc_endturn(L : Plua_State) : LongInt; Cdecl;
var n: LongInt;
const
call = 'EndTurn';
params = '[noTaunts]';
begin
if CheckAndFetchParamCount(L, 0, 1, call, params, n) then
if n >= 1 then
LuaNoEndTurnTaunts:= lua_toboolean(L, 1);
LuaEndTurnRequested:= true;
lc_endturn:= 0
end;
function lc_retreat(L : Plua_State) : LongInt; Cdecl;
var n, time: LongInt;
respectFactor: Boolean;
const
call = 'Retreat';
params = 'time [, respectGetAwayTimeFactor]';
begin
if CheckAndFetchParamCount(L, 1, 2, call, params, n) then
begin
IsGetAwayTime:= true;
AttackBar:= 0;
time:= Trunc(lua_tonumber(L, 1));
if n = 2 then
respectFactor:= lua_toboolean(L, 2)
else
respectFactor:= True;
if respectFactor then
PendingTurnTimeLeft:= (time * cGetAwayTime) div 100
else
PendingTurnTimeLeft:= time;
isPendingTurnTimeLeft:= true;
if ((CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil)) then
begin
CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstAttacked;
CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State and (not gstAttacking);
end;
end;
lc_retreat:= 0
end;
function lc_skipturn(L : Plua_State): LongInt; Cdecl;
begin
L:= L; // avoid compiler hint
ParseCommand('skip', true, true);
lc_skipturn:= 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 needsTn 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_sendgameresultoff(L : Plua_State) : LongInt; Cdecl;
begin
L:= L; // avoid compiler hint
uStats.SendGameResultOn := false;
lc_sendgameresultoff:= 0
end;
function lc_sendrankingstatsoff(L : Plua_State) : LongInt; Cdecl;
begin
L:= L; // avoid compiler hint
uStats.SendRankingStatsOn := false;
lc_sendrankingstatsoff:= 0
end;
function lc_sendachievementsstatsoff(L : Plua_State) : LongInt; Cdecl;
begin
L:= L; // avoid compiler hint
uStats.SendAchievementsStatsOn := false;
lc_sendachievementsstatsoff:= 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(Trunc(lua_tonumber(L, 1)));
fall:= lua_toboolean(L, 2);
left:= Trunc(lua_tonumber(L, 3));
right:= Trunc(lua_tonumber(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_pushnumber(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;
instaVoice: boolean;
const
call = 'PlaySound';
params = 'soundId [, hhGearUid [, instaVoice]]';
begin
if CheckAndFetchParamCountRange(L, 1, 3, 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), false, true)
else
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 2)));
if (gear <> nil) and (gear^.Kind = gtHedgehog) and (gear^.Hedgehog <> nil) then
begin
instaVoice:= false;
if n = 3 then
instaVoice:= lua_toboolean(L, 3);
if instaVoice then
PlaySoundV(TSound(s), gear^.Hedgehog^.Team^.Voicepack, false, true)
else
AddVoice(TSound(s), gear^.Hedgehog^.Team^.Voicepack, true, false);
end;
end;
end;
end;
lc_playsound:= 0;
end;
function lc_playmusicsound(L : Plua_State) : LongInt; Cdecl;
var s: LongInt;
const
call = 'PlayMusicSound';
params = 'soundId';
begin
if CheckLuaParamCount(L, 1, call, params) then
begin
s:= LuaToSoundOrd(L, 1, call, params);
if s >= 0 then
PlayMusicSound(TSound(s))
end;
lc_playmusicsound:= 0;
end;
function lc_stopmusicsound(L : Plua_State) : LongInt; Cdecl;
var s: LongInt;
const
call = 'StopMusicSound';
params = 'soundId';
begin
if CheckLuaParamCount(L, 1, call, params) then
begin
s:= LuaToSoundOrd(L, 1, call, params);
if s >= 0 then
StopMusicSound(TSound(s))
end;
lc_stopmusicsound:= 0;
end;
function lc_setsoundmask(L : Plua_State) : LongInt; Cdecl;
var s: LongInt;
soundState: boolean;
const
call = 'SetSoundMask';
params = 'soundId, isMasked';
begin
if CheckLuaParamCount(L, 2, call, params) then
begin
s:= LuaToSoundOrd(L, 1, call, params);
if s <> Ord(sndNone) then
begin
soundState:= lua_toboolean(L, 2);
MaskedSounds[TSound(s)]:= soundState;
end;
end;
lc_setsoundmask:= 0;
end;
function lc_addteam(L : Plua_State) : LongInt; Cdecl;
var np: LongInt;
colorArg: Int64;
colorStr: shortstring;
begin
if CheckAndFetchParamCount(L, 5, 6, 'AddTeam', 'teamname, color, grave, fort, voicepack [, flag]', np) then
begin
colorArg:= Trunc(lua_tonumber(L, 2));
if (colorArg < 0) and (abs(colorArg) <= cClanColors) then
// Pick clan color from settings (recommended)
colorStr:= IntToStr(ClanColorArray[Pred(abs(colorArg))])
else if (colorArg >= 0) and (colorArg <= $ffffffff) then
// Specify color directly
colorStr:= IntToStr(colorArg)
else
begin
OutError('Lua error: AddTeam: Invalid ''color'' argument, must be between '+IntToStr(-cClanColors)+' and 0xffffffff!', true);
lua_pushnil(L);
lua_pushnil(L);
lc_addteam:= 2;
exit;
end;
ParseCommand('addteam x ' + colorStr + ' ' + 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);
// If there's a mission team, copy it's control scheme.
// So in singleplayer missions, all teams use the player team's controls.
if MissionTeam <> nil then
CurrentTeam^.Binds:= MissionTeam^.Binds
// Default keys otherwise
else
CurrentTeam^.Binds:= DefaultBinds;
// push team name and index
lua_pushstring(L, str2pchar(CurrentTeam^.TeamName));
lua_pushnumber(L, TeamsCount - 1);
end
else
begin
lua_pushnil(L);
lua_pushnil(L);
end;
lc_addteam:= 2;
end;
function lc_addmissionteam(L : Plua_State) : LongInt; Cdecl;
var colorArg: Int64;
colorStr: shortstring;
begin
if CheckLuaParamCount(L, 1, 'AddMissionTeam', 'color') then
begin
if(MissionTeam = nil) then
begin
OutError('Lua error: AddMissionTeam: Could not add team. Note: This function only works in singleplayer missions!', true);
lc_addmissionteam:= 0;
exit;
end;
colorArg:= Trunc(lua_tonumber(L, 1));
if (colorArg < 0) and (abs(colorArg) <= cClanColors) then
// Pick clan color from settings (recommended)
colorStr:= IntToStr(ClanColorArray[Pred(abs(colorArg))])
else if (colorArg >= 0) and (colorArg <= $ffffffff) then
// Specify color directly
colorStr:= IntToStr(colorArg)
else
begin
OutError('Lua error: AddMissionTeam: Invalid ''color'' argument, must be between '+IntToStr(-cClanColors)+' and 0xffffffff!', true);
lua_pushnil(L);
lua_pushnil(L);
lc_addmissionteam:= 2;
exit;
end;
ParseCommand('addteam x ' + colorStr + ' ' + MissionTeam^.TeamName, true, true);
ParseCommand('grave ' + MissionTeam^.GraveName, true, true);
ParseCommand('fort ' + MissionTeam^.FortName, true, true);
ParseCommand('voicepack ' + MissionTeam^.Voicepack^.name, true, true);
ParseCommand('flag ' + MissionTeam^.Flag, true, true);
CurrentTeam^.Binds:= MissionTeam^.Binds;
// push real team name and team index
lua_pushstring(L, str2pchar(CurrentTeam^.TeamName));
lua_pushnumber(L, TeamsCount - 1);
end
else
begin
lua_pushnil(L);
lua_pushnil(L);
end;
lc_addmissionteam:= 2;
end;
function lc_setteamlabel(L : Plua_State) : LongInt; Cdecl;
var teamValue: ansistring;
i, n: LongInt;
success: boolean;
begin
success:= false;
if CheckAndFetchParamCount(L, 1, 2, 'SetTeamLabel', 'teamname[, label]', n) then
begin
success:= false;
// fetch team
if TeamsCount > 0 then
for i:= 0 to Pred(TeamsCount) do
begin
// skip teams that don't have matching name
if TeamsArray[i]^.TeamName <> lua_tostring(L, 1) then
continue;
// value of type nil? Then let's clear the team value
if (n < 2) or lua_isnil(L, 2) then
begin
FreeAndNilTexture(TeamsArray[i]^.LuaTeamValueTex);
TeamsArray[i]^.hasLuaTeamValue:= false;
success:= true;
end
// value of type string? Then let's set the team value
else if (lua_isstring(L, 2)) then
begin
teamValue:= lua_tostring(L, 2);
TeamsArray[i]^.LuaTeamValue:= teamValue;
FreeAndNilTexture(TeamsArray[i]^.LuaTeamValueTex);
TeamsArray[i]^.LuaTeamValueTex := RenderStringTex(teamValue, TeamsArray[i]^.Clan^.Color, fnt16);
TeamsArray[i]^.hasLuaTeamValue:= true;
success:= true;
end;
// don't change more than one team
break;
end;
end;
// return true if operation was successful, false otherwise
lua_pushboolean(L, success);
lc_setteamlabel:= 1;
end;
function lc_setteampassive(L : Plua_State) : LongInt; Cdecl;
var i, j: LongInt;
success, passive, passiveClan: boolean;
begin
success:= false;
if CheckLuaParamCount(L, 2, 'SetTeamPassive', 'teamname, isPassive') then
begin
success:= false;
// fetch team
if TeamsCount > 0 then
for i:= 0 to Pred(TeamsCount) do
if TeamsArray[i]^.TeamName = lua_tostring(L, 1) then
begin
passive:= lua_toboolean(L, 2);
TeamsArray[i]^.Passive:= passive;
// also update clan state
if passive then
begin
passiveClan:= true;
for j:= 0 to Pred(TeamsCount) do
if (not TeamsArray[j]^.Passive) then
begin
passiveClan:= false;
break;
end;
end
else
passiveClan:= false;
TeamsArray[i]^.Clan^.Passive:= passiveClan;
success:= true;
// don't change more than one team
break;
end;
end;
// return true if operation was successful, false otherwise
lua_pushboolean(L, success);
lc_setteampassive:= 1;
end;
function lc_getteamname(L : Plua_State) : LongInt; Cdecl;
var t: LongInt;
begin
if CheckLuaParamCount(L, 1, 'GetTeamName', 'teamIdx') then
begin
t:= Trunc(lua_tonumber(L, 1));
if (t < 0) or (t >= TeamsCount) then
lua_pushnil(L)
else
lua_pushstring(L, str2pchar(TeamsArray[t]^.TeamName));
end
else
lua_pushnil(L);
lc_getteamname:= 1;
end;
function lc_getteamindex(L : Plua_state) : LongInt; Cdecl;
var i: LongInt;
found: boolean;
begin
found:= false;
if CheckLuaParamCount(L, 1, 'GetTeamIndex', 'teamname') then
if TeamsCount > 0 then
for i:= 0 to Pred(TeamsCount) do
begin
// skip teams that don't have matching name
if TeamsArray[i]^.TeamName <> lua_tostring(L, 1) then
continue;
lua_pushnumber(L, i);
found:= true;
break;
end;
if (not found) then
lua_pushnil(L);
lc_getteamindex:= 1;
end;
function lc_getteamclan(L : Plua_state) : LongInt; Cdecl;
var i: LongInt;
found: boolean;
begin
found:= false;
if CheckLuaParamCount(L, 1, 'GetTeamClan', 'teamname') then
if TeamsCount > 0 then
for i:= 0 to Pred(TeamsCount) do
begin
// skip teams that don't have matching name
if TeamsArray[i]^.TeamName <> lua_tostring(L, 1) then
continue;
lua_pushnumber(L, TeamsArray[i]^.Clan^.ClanIndex);
found:= true;
break;
end;
if (not found) then
lua_pushnil(L);
lc_getteamclan:= 1;
end;
function lc_dismissteam(L : Plua_State) : LongInt; Cdecl;
var HHGear: PGear;
i, h : LongInt;
hidden: boolean;
begin
if CheckLuaParamCount(L, 1, 'DismissTeam', 'teamname') then
begin
if TeamsCount > 0 then
for i:= 0 to Pred(TeamsCount) do
begin
// skip teams that don't have matching name
if TeamsArray[i]^.TeamName <> lua_tostring(L, 1) then
continue;
// destroy all hogs of matching team, including the hidden ones
for h:= 0 to cMaxHHIndex do
begin
hidden:= (TeamsArray[i]^.Hedgehogs[h].GearHidden <> nil);
if hidden then
RestoreHog(@TeamsArray[i]^.Hedgehogs[h]);
// destroy hedgehog gear, if any
HHGear:= TeamsArray[i]^.Hedgehogs[h].Gear;
if HHGear <> nil then
begin
// smoke effect
if (not hidden) then
begin
AddVisualGear(hwRound(HHGear^.X), hwRound(HHGear^.Y), vgtSmokeWhite);
AddVisualGear(hwRound(HHGear^.X) - 16 + Random(32), hwRound(HHGear^.Y) - 16 + Random(32), vgtSmokeWhite);
AddVisualGear(hwRound(HHGear^.X) - 16 + Random(32), hwRound(HHGear^.Y) - 16 + Random(32), vgtSmokeWhite);
AddVisualGear(hwRound(HHGear^.X) - 16 + Random(32), hwRound(HHGear^.Y) - 16 + Random(32), vgtSmokeWhite);
AddVisualGear(hwRound(HHGear^.X) - 16 + Random(32), hwRound(HHGear^.Y) - 16 + Random(32), vgtSmokeWhite);
end;
HHGear^.Message:= HHGear^.Message or gmDestroy;
HHGear^.Active:= true;
AllInactive:= false;
end;
end;
// can't dismiss more than one team
break;
end;
end;
lc_dismissteam:= 0;
end;
function lc_getteamstats(L : Plua_State) : LongInt; Cdecl;
var i: LongInt;
begin
if CheckLuaParamCount(L, 1, 'GetTeamStats', 'teamname') then
begin
if TeamsCount > 0 then
for i:= 0 to Pred(TeamsCount) do
begin
// skip teams that don't have matching name
if TeamsArray[i]^.TeamName <> lua_tostring(L, 1) then
continue;
lua_newtable(L);
lua_pushstring(L, str2pchar('Kills'));
lua_pushnumber(L, TeamsArray[i]^.stats.Kills);
lua_settable(L, -3);
lua_pushstring(L, str2pchar('Suicides'));
lua_pushnumber(L, TeamsArray[i]^.stats.Suicides);
lua_settable(L, -3);
lua_pushstring(L, str2pchar('AIKills'));
lua_pushnumber(L, TeamsArray[i]^.stats.AIKills);
lua_settable(L, -3);
lua_pushstring(L, str2pchar('TeamKills'));
lua_pushnumber(L, TeamsArray[i]^.stats.TeamKills);
lua_settable(L, -3);
lua_pushstring(L, str2pchar('TurnSkips'));
lua_pushnumber(L, TeamsArray[i]^.stats.TurnSkips);
lua_settable(L, -3);
lua_pushstring(L, str2pchar('TeamDamage'));
lua_pushnumber(L, TeamsArray[i]^.stats.TeamDamage);
lua_settable(L, -3);
end;
end
else
lua_pushnil(L);
lc_getteamstats:= 1;
end;
function lc_addhog(L : Plua_State) : LongInt; Cdecl;
var hatName: ShortString;
begin
if CheckLuaParamCount(L, 4, 'AddHog', 'hogname, botlevel, health, hat') then
begin
hatName:= lua_tostring(L, 4);
ParseCommand('addhh ' + lua_tostring(L, 2) + ' ' + lua_tostring(L, 3) + ' ' + lua_tostring(L, 1), true, true);
ParseCommand('hat ' + hatName, true, true);
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) then
lua_pushnumber(L, CurrentHedgehog^.Gear^.uid)
else
OutError('Lua error: AddHog: Error adding hog. Maybe function was called outside of onGameInit.', true);
end
else
lua_pushnil(L);
lc_addhog:= 1;
end;
function lc_addmissionhog(L : Plua_State) : LongInt; Cdecl;
var hatName: ShortString;
begin
if CheckLuaParamCount(L, 1, 'AddMissionHog', 'health') then
begin
if(MissionTeam = nil) then
begin
OutError('Lua error: AddMissionHog: Could not add hog. Mission team is not set!', true);
lua_pushnil(L);
lc_addmissionhog:= 1;
exit;
end;
with MissionTeam^.Hedgehogs[CurrentTeam^.HedgehogsNumber] do
begin
hatName:= Hat;
ParseCommand('addhh ' + IntToStr(BotLevel) + ' ' + lua_tostring(L, 1) + ' ' + Name, true, true);
ParseCommand('hat ' + hatName, true, true);
end;
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) then
lua_pushnumber(L, CurrentHedgehog^.Gear^.uid)
else
OutError('Lua error: AddMissionHog: Error adding hog. Maybe function was called outside of onGameInit.', true);
end
else
lua_pushnil(L);
lc_addmissionhog:= 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(Trunc(lua_tonumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
begin
lua_pushnumber(L, hwRound(gear^.X));
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
begin
col:= gear^.CollisionIndex >= 0;
x:= Trunc(lua_tonumber(L, 2));
y:= Trunc(lua_tonumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
begin
lua_pushnumber(L, gear^.Target.X);
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
begin
gear^.Target.X:= Trunc(lua_tonumber(L, 2));
gear^.Target.Y:= Trunc(lua_tonumber(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(Trunc(lua_tonumber(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_pushnumber(L, t);
lua_pushnumber(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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
begin
gear^.dX:= int2hwFloat(Trunc(lua_tonumber(L, 2))) / 1000000;
gear^.dY:= int2hwFloat(Trunc(lua_tonumber(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), Trunc(lua_tonumber(L, 2)), Trunc(lua_tonumber(L, 3)), Trunc(lua_tonumber(L, 4)), 1)
else
ScriptSetAmmo(TAmmoType(at), Trunc(lua_tonumber(L, 2)), Trunc(lua_tonumber(L, 3)), Trunc(lua_tonumber(L, 4)), Trunc(lua_tonumber(L, 5)));
end;
end;
lc_setammo:= 0
end;
function lc_getammo(L : Plua_State) : LongInt; Cdecl;
var i, at, rawProb, probLevel: LongInt;
const
call = 'GetAmmo';
params = 'ammoType';
begin
lc_getammo:= 0;
if CheckLuaParamCount(L, 1, call, params) then
begin
at:= LuaToAmmoTypeOrd(L, 1, call, params);
if at >= 0 then
begin
// Ammo count
i:= InitialAmmoCounts[TAmmoType(at)];
if i = AMMO_INFINITE then
i:= 9;
lua_pushnumber(L, i);
// Probability
rawProb:= Ammoz[TAmmoType(at)].Probability;
probLevel:= -1;
for i := 0 to High(probabilityLevels) do
if rawProb = probabilityLevels[i] then
probLevel:= i;
lua_pushnumber(L, probLevel);
// Delay in turns
lua_pushnumber(L, Ammoz[TAmmoType(at)].SkipTurns);
// Number in case
lua_pushnumber(L, Ammoz[TAmmoType(at)].NumberInCase);
lc_getammo:= 4
end
end;
end;
function lc_setammodelay(L : Plua_State) : LongInt; Cdecl;
var at, delay: LongInt;
const
call = 'SetAmmoDelay';
params = 'ammoType, delay';
begin
if CheckLuaParamCount(L, 2, call, params) then
begin
at:= LuaToAmmoTypeOrd(L, 1, call, params);
delay:= Trunc(lua_tonumber(L, 2));
if (at >= 0) and (TAmmoType(at) <> amNothing) then
begin
ScriptSetAmmoDelay(TAmmoType(at), delay);
// Unselect weapon if neccessary
if (delay > 0) and (CurrentHedgehog <> nil) and (CurrentHedgehog^.CurAmmoType = TAmmoType(at)) then
ParseCommand('setweap ' + char(0), true, true);
end;
end;
lc_setammodelay:= 0
end;
function lc_setammoslot(L : Plua_State) : LongInt; Cdecl;
var at, slot: LongInt;
begin
if CheckLuaParamCount(L, 2, 'SetAmmoSlot', 'ammoType, slot') then
begin
at:= Trunc(lua_tonumber(L, 1));
slot:= Trunc(lua_tonumber(L, 2));
Ammoz[TAmmoType(at)].Slot:= slot - 1;
AmmoMenuInvalidated:= true;
end;
lc_setammoslot:= 0;
end;
function lc_getrandom(L : Plua_State) : LongInt; Cdecl;
var m : LongInt;
begin
if CheckLuaParamCount(L, 1, 'GetRandom', 'number') then
begin
m:= Trunc(lua_tonumber(L, 1));
if (m > 0) then
lua_pushnumber(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;
var vg: PVisualGear;
begin
if CheckLuaParamCount(L, 1, 'SetWind', 'windSpeed') then
begin
cWindSpeed:= int2hwfloat(Trunc(lua_tonumber(L, 1))) / 100 * cMaxWindSpeed;
cWindSpeedf:= SignAs(cWindSpeed,cWindSpeed).QWordValue / SignAs(_1,_1).QWordValue;
if cWindSpeed.isNegative then
cWindSpeedf := -cWindSpeedf;
vg:= AddVisualGear(0, 0, vgtSmoothWindBar);
if vg <> nil then vg^.dAngle:= hwFloat2Float(cWindSpeed);
AddFileLog('Script set wind = '+FloatToStr(cWindSpeed));
end;
lc_setwind:= 0
end;
function lc_getwind(L : Plua_State) : LongInt; Cdecl;
var wind: extended;
begin
if CheckLuaParamCount(L, 0, 'GetWind', '') then
begin
wind:= hwFloat2float((cWindSpeed / cMaxWindSpeed) * 100);
if wind < -100 then
wind:= -100
else if wind > 100 then
wind:= 100;
lua_pushnumber(L, wind);
end
else
lua_pushnil(L);
lc_getwind:= 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(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
lua_pushnumber(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(Trunc(lua_tonumber(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(Trunc(lua_tonumber(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;
tint : LongWord;
i, n : LongInt;
placed, behind, flipHoriz, flipVert : boolean;
const
call = 'PlaceSprite';
params = 'x, y, sprite, frameIdx, tint, behind, flipHoriz, flipVert [, landFlag, ... ]';
begin
placed:= false;
if CheckAndFetchLuaParamMinCount(L, 4, call, params, n) then
begin
if not lua_isnoneornil(L, 5) then
tint := Trunc(lua_tonumber(L, 5))
else tint := $FFFFFFFF;
if not lua_isnoneornil(L, 6) then
behind := lua_toboolean(L, 6)
else behind := false;
if not lua_isnoneornil(L, 7) then
flipHoriz := lua_toboolean(L, 7)
else flipHoriz := false;
if not lua_isnoneornil(L, 8) then
flipVert := lua_toboolean(L, 8)
else flipVert := false;
lf:= 0;
// accept any amount of landflags, loop is never executed if n<9
for i:= 9 to n do
lf:= lf or Trunc(lua_tonumber(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(
Trunc(lua_tonumber(L, 1)) - SpritesData[spr].Width div 2,
Trunc(lua_tonumber(L, 2)) - SpritesData[spr].Height div 2,
spr, Trunc(lua_tonumber(L, 4)), lf, tint, behind, flipHoriz, flipVert);
end;
end;
lua_pushboolean(L, placed);
lc_placesprite:= 1
end;
function lc_erasesprite(L : Plua_State) : LongInt; Cdecl;
var spr : TSprite;
lf : Word;
i, n : LongInt;
eraseOnLFMatch, onlyEraseLF, flipHoriz, flipVert : boolean;
const
call = 'EraseSprite';
params = 'x, y, sprite, frameIdx, eraseOnLFMatch, onlyEraseLF, flipHoriz, flipVert [, landFlag, ... ]';
begin
if CheckAndFetchLuaParamMinCount(L, 4, call, params, n) then
begin
if not lua_isnoneornil(L, 5) then
eraseOnLFMatch := lua_toboolean(L, 5)
else eraseOnLFMatch := false;
if not lua_isnoneornil(L, 6) then
onlyEraseLF := lua_toboolean(L, 6)
else onlyEraseLF := false;
if not lua_isnoneornil(L, 7) then
flipHoriz := lua_toboolean(L, 7)
else flipHoriz := false;
if not lua_isnoneornil(L, 8) then
flipVert := lua_toboolean(L, 8)
else flipVert := false;
lf:= 0;
// accept any amount of landflags, loop is never executed if n<9
for i:= 9 to n do
lf:= lf or Trunc(lua_tonumber(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
EraseLand(
Trunc(lua_tonumber(L, 1)) - SpritesData[spr].Width div 2,
Trunc(lua_tonumber(L, 2)) - SpritesData[spr].Height div 2,
spr, Trunc(lua_tonumber(L, 4)), lf, eraseOnLFMatch, onlyEraseLF, flipHoriz, flipVert);
end;
end;
lc_erasesprite:= 0
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(
Trunc(lua_tonumber(L, 1)) - SpritesData[sprAmGirder].Width div 2,
Trunc(lua_tonumber(L, 2)) - SpritesData[sprAmGirder].Height div 2,
sprAmGirder, Trunc(lua_tonumber(L, 3)), true, false);
lua_pushboolean(L, placed);
lc_placegirder:= 1
end;
function lc_placerubber(L : Plua_State) : LongInt; Cdecl;
var placed: boolean;
begin
placed:= false;
if CheckLuaParamCount(L, 3, 'PlaceRubber', 'x, y, frameIdx') then
placed:= TryPlaceOnLand(
Trunc(lua_tonumber(L, 1)) - SpritesData[sprAmRubber].Width div 2,
Trunc(lua_tonumber(L, 2)) - SpritesData[sprAmRubber].Height div 2,
sprAmRubber, Trunc(lua_tonumber(L, 3)), true, lfBouncy);
lua_pushboolean(L, placed);
lc_placerubber:= 1
end;
function lc_getcurammotype(L : Plua_State): LongInt; Cdecl;
begin
if (CurrentHedgehog <> nil) and (CheckLuaParamCount(L, 0, 'GetCurAmmoType', '')) then
lua_pushnumber(L, ord(CurrentHedgehog^.CurAmmoType))
else
lua_pushnumber(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_savemissionvar(L : Plua_State): LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 2, 'SaveMissionVar', 'varname, value') then
SendIPC('v!' + lua_tostring(L, 1) + ' ' + lua_tostring(L, 2) + #0);
lc_savemissionvar := 0;
end;
function lc_getmissionvar(L : Plua_State): LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'GetMissionVar', 'varname') then
SendIPCAndWaitReply('v?' + lua_tostring(L, 1) + #0);
lua_pushstring(L, str2pchar(MissionVariable));
lc_getmissionvar := 1;
end;
function lc_hidehog(L: Plua_State): LongInt; Cdecl;
var gear: PGear;
begin
if CheckLuaParamCount(L, 1, 'HideHog', 'gearUid') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
if (gear <> nil) and (gear^.hedgehog <> nil) then
begin
HideHog(gear^.hedgehog);
lua_pushboolean(L, true);
end
else
lua_pushboolean(L, false);
end;
lc_hidehog := 1;
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(Trunc(lua_tonumber(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;
function lc_ishoghidden(L: Plua_State): LongInt; Cdecl;
var i, h: LongInt;
uid: LongWord;
gear: PGear;
begin
if CheckLuaParamCount(L, 1, 'IsHogHidden', 'gearUid') then
begin
uid:= LongWord(Trunc(lua_tonumber(L, 1)));
gear:= GearByUID(uid);
if (gear <> nil) and (gear^.hedgehog <> nil) then
begin
lua_pushboolean(L, false);
lc_ishoghidden:= 1;
exit;
end
else
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
lua_pushboolean(L, true);
lc_ishoghidden:= 1;
exit;
end
end;
lua_pushnil(L);
lc_ishoghidden:= 1;
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:= TestRectangleForObstacle(
Trunc(lua_tonumber(L, 1)),
Trunc(lua_tonumber(L, 2)),
Trunc(lua_tonumber(L, 3)),
Trunc(lua_tonumber(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_pushnumber(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 * Trunc(lua_tonumber(L, 1)) * cMaxWindSpeed;
cGravityf:= 0.00025 * Trunc(lua_tonumber(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:= Trunc(lua_tonumber(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_setgearaihints(L : Plua_State) : LongInt; Cdecl;
var gear: PGear;
begin
if CheckLuaParamCount(L, 2, 'SetGearAIHints', 'gearUid, aiHints') then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
if gear <> nil then
gear^.aihints:= Trunc(lua_tonumber(L, 2));
end;
lc_setgearaihints:= 0
end;
function lc_hedgewarsscriptload(L : Plua_State) : LongInt; Cdecl;
var success : boolean;
n : LongInt;
begin
success:= false;
if CheckAndFetchParamCount(L, 1, 2, 'HedgewarsScriptLoad', 'scriptPath [, mustExist]', n) then
begin
if n = 1 then
success:= ScriptLoad(lua_tostring(L, 1), true)
else
success:= ScriptLoad(lua_tostring(L, 1), lua_toboolean(L, 2));
end
else
success:= false;
lua_pushboolean(L, success);
lc_hedgewarsscriptload:= 1;
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), Trunc(lua_tonumber(L, 4)));
lc_declareachievement:= 0
end;
function lc_getammoname(L : Plua_state) : LongInt; Cdecl;
var np, at: LongInt;
ignoreOverwrite: Boolean;
const call = 'GetAmmoName';
params = 'ammoType [, ignoreOverwrite ]';
begin
if CheckAndFetchParamCountRange(L, 1, 2, call, params, np) then
begin
at:= LuaToAmmoTypeOrd(L, 1, call, params);
ignoreOverwrite := false;
if np > 1 then
ignoreOverwrite := lua_toboolean(L, 2);
if at >= 0 then
if (not ignoreOverwrite) and (length(trluaammo[Ammoz[TAmmoType(at)].NameId]) > 0) then
lua_pushstring(L, PChar(trluaammo[Ammoz[TAmmoType(at)].NameId]))
else
lua_pushstring(L, PChar(trammo[Ammoz[TAmmoType(at)].NameId]));
end
else
lua_pushnil(L);
lc_getammoname:= 1;
end;
function lc_getammotimer(L : Plua_state) : LongInt; Cdecl;
var at: LongInt;
weapon: PAmmo;
gear: PGear;
const call = 'GetAmmoTimer';
params = 'gearUid, ammoType';
begin
if CheckLuaParamCount(L, 2, call, params) then
begin
gear:= GearByUID(Trunc(lua_tonumber(L, 1)));
if (gear <> nil) and (gear^.Hedgehog <> nil) then
begin
at:= LuaToAmmoTypeOrd(L, 2, call, params);
weapon:= GetAmmoEntry(gear^.Hedgehog^, TAmmoType(at));
if (Ammoz[TAmmoType(at)].Ammo.Propz and ammoprop_Timerable) <> 0 then
lua_pushnumber(L, weapon^.Timer)
else
lua_pushnil(L);
end
else
lua_pushnil(L);
end
else
lua_pushnil(L);
lc_getammotimer:= 1;
end;
function lc_setvampiric(L : Plua_state) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'SetVampiric', 'bool') then
cVampiric := lua_toboolean(L, 1);
lc_setvampiric := 0;
end;
function lc_getvampiric(L : Plua_state) : LongInt; Cdecl;
begin
lua_pushboolean(L, cVampiric);
lc_getvampiric := 1;
end;
function lc_setlasersight(L : Plua_state) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'SetLaserSight', 'bool') then
cLaserSighting:= lua_toboolean(L, 1);
lc_setlasersight:= 0;
end;
function lc_getlasersight(L : Plua_state) : LongInt; Cdecl;
begin
lua_pushboolean(L, cLaserSighting);
lc_getlasersight:= 1;
end;
function lc_explode(L : Plua_state) : LongInt; Cdecl;
var mask: LongWord;
n: LongInt;
begin
if CheckAndFetchParamCount(L, 3, 4, 'Explode', 'x, y, radius[, options]', n) then
if CurrentHedgehog <> nil then
begin
mask:= EXPLAutoSound;
if (n = 4) then
mask:= Trunc(lua_tonumber(L, 4));
doMakeExplosion(Trunc(lua_tonumber(L, 1)), Trunc(lua_tonumber(L, 2)), Trunc(lua_tonumber(L, 3)), CurrentHedgehog, mask);
lua_pushboolean(L, true);
end
else
lua_pushboolean(L, false)
else
lua_pushboolean(L, false);
lc_explode:= 1;
end;
function lc_setturntimeleft(L : Plua_State) : LongInt; Cdecl;
var number: Int64;
begin
if CheckLuaParamCount(L, 1, 'SetTurnTimeLeft', 'newTurnTimeLeft') then
begin
number:= Trunc(lua_tonumber(L, 1));
if number < 0 then
number:= 0;
if number > cMaxTurnTime then
number:= cMaxTurnTime;
// The real TurnTimeLeft will be set in SetGlobals
PendingTurnTimeLeft:= number;
isPendingTurnTimeLeft:= true;
end;
lc_setturntimeleft:= 0;
end;
function lc_setreadytimeleft(L : Plua_State) : LongInt; Cdecl;
var number: Int64;
begin
if CheckLuaParamCount(L, 1, 'SetReadyTimeLeft', 'newReadyTimeLeft') then
begin
number:= Trunc(lua_tonumber(L, 1));
if number < 0 then
number:= 0;
if number > cMaxTurnTime then
number:= cMaxTurnTime;
// The real ReadyTimeLeft will be set in SetGlobals
PendingReadyTimeLeft:= number;
isPendingReadyTimeLeft:= true;
end;
lc_setreadytimeleft:= 0;
end;
function lc_setturntimepaused(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'SetTurnTimePaused', 'isPaused') then
LuaClockPaused:= lua_toboolean(L, 1);
lc_setturntimepaused:= 0;
end;
function lc_getturntimepaused(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 0, 'GetTurnTimePaused', '') then
lua_pushboolean(L, LuaClockPaused)
else
lua_pushnil(L);
lc_getturntimepaused:= 1;
end;
function lc_startghostpoints(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 1, 'StartGhostPoints', 'count') then
startGhostPoints(Trunc(lua_tonumber(L, 1)));
lc_startghostpoints:= 0
end;
function lc_dumppoint(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 2, 'DumpPoint', 'x, y') then
dumpPoint(Trunc(lua_tonumber(L, 1)), Trunc(lua_tonumber(L, 2)));
lc_dumppoint:= 0
end;
procedure ScriptFlushPoints();
begin
ParseCommand('draw ' + PointsBuffer, true, true);
PointsBuffer:= '';
end;
function lc_addPoint(L : Plua_State) : LongInt; Cdecl;
var np, param: LongInt;
begin
if CheckAndFetchParamCountRange(L, 2, 4, 'AddPoint', 'x, y [, width [, erase] ]', np) then
begin
// x
param:= LongInt(Trunc(lua_tonumber(L,1)));
PointsBuffer:= PointsBuffer + char((param shr 8) and $FF);
PointsBuffer:= PointsBuffer + char((param and $FF));
// y
param:= LongInt(Trunc(lua_tonumber(L,2)));
PointsBuffer:= PointsBuffer + char((param shr 8) and $FF);
PointsBuffer:= PointsBuffer + char((param and $FF));
// width
if np > 2 then
begin
param:= Trunc(lua_tonumber(L,3));
param:= (param or $80);
// erase
if (np > 3) and lua_toboolean(L, 4) then
param:= (param or $40);
PointsBuffer:= PointsBuffer + char(param);
end
// no width defined
else
PointsBuffer:= PointsBuffer + char(0);
// flush before shortstring limit length is reached
if length(PointsBuffer) > 245 then
ScriptFlushPoints();
end;
lc_addPoint:= 0
end;
function lc_flushPoints(L : Plua_State) : LongInt; Cdecl;
begin
if CheckLuaParamCount(L, 0, 'FlushPoints', '') then
if length(PointsBuffer) > 0 then
ScriptFlushPoints();
lc_flushPoints:= 0
end;
// stuff for lua tests
function lc_endluatest(L : Plua_State) : LongInt; Cdecl;
var rstring: shortstring;
const
call = 'EndLuaTest';
params = 'TEST_SUCCESSFUL or TEST_FAILED';
begin
if CheckLuaParamCount(L, 1, call, params) then
begin
case Trunc(lua_tonumber(L, 1)) of
HaltTestSuccess : rstring:= 'Success';
HaltTestFailed: rstring:= 'FAILED';
else
begin
LuaCallError('Parameter must be either ' + params, call, params);
exit(0);
end;
end;
if cTestLua then
begin
WriteLnToConsole('Lua test finished, result: ' + rstring);
halt(Trunc(lua_tonumber(L, 1)));
end
else LuaError('Not in lua test mode, engine will keep running. Reported test result: ' + rstring);
end;
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_pushnumber(luaState, value);
lua_setglobal(luaState, Str2PChar(name));
end;
procedure ScriptSetLongWord(name : shortstring; value : LongWord);
begin
lua_pushnumber(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:= Trunc(lua_tonumber(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;
function ScriptGetAnsiString(name : shortstring) : ansistring;
begin
lua_getglobal(luaState, Str2PChar(name));
ScriptGetAnsiString:= lua_tostringa(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', ord(cMapGen));
ScriptSetInteger('MapFeatureSize', cFeatureSize);
ScriptCall('onPreviewInit');
// pop game variables
ParseCommand('seed ' + ScriptGetString('Seed'), true, true);
cTemplateFilter := ScriptGetInteger('TemplateFilter');
LuaTemplateNumber:= ScriptGetInteger('TemplateNumber');
cMapGen := TMapGen(ScriptGetInteger('MapGen'));
cFeatureSize := ScriptGetInteger('MapFeatureSize');
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('CursorX', NoPointX);
ScriptSetInteger('CursorY', NoPointX);
ScriptSetInteger('GameFlags', GameFlags);
ScriptSetInteger('WorldEdge', ord(WorldEdge));
ScriptSetString('Seed', cSeed);
ScriptSetInteger('TemplateFilter', cTemplateFilter);
ScriptSetInteger('TemplateNumber', LuaTemplateNumber);
ScriptSetInteger('MapGen', ord(cMapGen));
ScriptSetInteger('MapFeatureSize', cFeatureSize);
ScriptSetInteger('ScreenHeight', cScreenHeight);
ScriptSetInteger('ScreenWidth', cScreenWidth);
ScriptSetInteger('TurnTime', cHedgehogTurnTime);
ScriptSetInteger('CaseFreq', cCaseFactor);
ScriptSetInteger('MaxCaseDrops', cMaxCaseDrops);
ScriptSetInteger('HealthCaseProb', cHealthCaseProb);
ScriptSetInteger('HealthCaseAmount', cHealthCaseAmount);
ScriptSetInteger('InitHealth', cInitHealth);
ScriptSetInteger('DamagePercent', cDamagePercent);
ScriptSetInteger('RopePercent', cRopePercent);
ScriptSetInteger('MinesNum', cLandMines);
ScriptSetInteger('MinesTime', cMinesTime);
ScriptSetInteger('MineDudPercent', cMineDudPercent);
ScriptSetInteger('AirMinesNum', cAirMines);
ScriptSetInteger('Explosives', cExplosives);
ScriptSetInteger('Delay', cInactDelay);
ScriptSetInteger('Ready', cReadyDelay);
ScriptSetInteger('SuddenDeathTurns', cSuddenDTurns);
ScriptSetInteger('WaterRise', cWaterRise);
ScriptSetInteger('HealthDecrease', cHealthDecrease);
ScriptSetInteger('GetAwayTime', cGetAwayTime);
ScriptSetInteger('AmmoTypeMax', Ord(High(TAmmoType)));
ScriptSetString('Map', cMapName);
ScriptSetString('Theme', Theme);
ScriptSetString('Goals', '');
ScriptCall('onGameInit');
// pop game variables
ParseCommand('seed ' + ScriptGetString('Seed'), true, true);
cTemplateFilter := ScriptGetInteger('TemplateFilter');
LuaTemplateNumber:= ScriptGetInteger('TemplateNumber');
cMapGen := TMapGen(ScriptGetInteger('MapGen'));
cFeatureSize := ScriptGetInteger('MapFeatureSize');
GameFlags := ScriptGetInteger('GameFlags');
WorldEdge := TWorldEdge(ScriptGetInteger('WorldEdge'));
cHedgehogTurnTime:= ScriptGetInteger('TurnTime');
cCaseFactor := ScriptGetInteger('CaseFreq');
cMaxCaseDrops := ScriptGetInteger('MaxCaseDrops');
cHealthCaseProb := ScriptGetInteger('HealthCaseProb');
cHealthCaseAmount:= ScriptGetInteger('HealthCaseAmount');
cInitHealth := ScriptGetInteger('InitHealth');
cDamagePercent := ScriptGetInteger('DamagePercent');
cRopePercent := ScriptGetInteger('RopePercent');
cLandMines := ScriptGetInteger('MinesNum');
cMinesTime := ScriptGetInteger('MinesTime');
cMineDudPercent := ScriptGetInteger('MineDudPercent');
cAirMines := ScriptGetInteger('AirMinesNum');
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:= ScriptGetAnsiString('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);
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;
var inComment: boolean;
var inQuote: boolean;
var locSum: LongWord;
var braceCount: LongWord;
var wordCount: LongWord;
var lastChar: char;
function ScriptReader(L: Plua_State; f: PFSFile; sz: Psize_t) : PChar; Cdecl;
var mybuf: PChar;
i: LongInt;
begin
SetRandomSeed(cSeed,true);
mybuf := physfsReader(L, f, sz);
if (mybuf <> nil) and ((sz^) > 0) then
begin
for i:= 0 to sz^-1 do
begin
if (lastChar = '-') and (mybuf[i] = '-') then
inComment := true
else if not inComment and (byte(mybuf[i]) > $20) and (byte(mybuf[i]) < $7F) and (mybuf[i]<>'-') then
begin
AddRandomness(byte(mybuf[i])); // wish I had the seed...
CheckSum := CheckSum xor GetRandom($FFFFFFFF);
end;
lastChar := mybuf[i];
// lua apparently allows -- [===============[ as a valid block comment start.
// I can't be bothered to check for that nonsense. Will allow limited single line without [
if (byte(mybuf[i]) = $0D) or (byte(mybuf[i]) = $0A) or (mybuf[i] = '[') then
inComment := false
end;
end;
ScriptReader:= mybuf
end;
function ScriptLocaleReader(L: Plua_State; f: PFSFile; sz: Psize_t) : PChar; Cdecl;
var mybuf: PChar;
i: LongInt;
begin
mybuf := physfsReader(L, f, sz);
if (mybuf <> nil) and ((sz^) > 0) then
begin
for i:= 0 to sz^-1 do
begin
if not inComment and (mybuf[i] = '"') and (lastChar <> '\') then
inQuote := not inQuote;
if not inQuote and (lastChar = '-') and (mybuf[i] = '-') then
inComment := true;
if not inComment and (not inQuote) then
locSum := locSum xor (byte(mybuf[i]) shl (i mod 4));
if not inComment and (not inQuote) and
((mybuf[i] = '(') or
(mybuf[i] = ')') or
(mybuf[i] = '+') or
(mybuf[i] = '#') or
(braceCount > 2) or
(wordCount > 6)) then
CheckSum := locSum;
if not inComment and (not inQuote) and ((mybuf[i] = '{') or (mybuf[i] = '}')) then
inc(braceCount);
if not inComment and (not inQuote) and
(((byte(mybuf[i]) > $40) and (byte(mybuf[i]) < $5B)) or
((byte(mybuf[i]) > $60) and (byte(mybuf[i]) < $7B)) or
((byte(mybuf[i]) >= $30) and (byte(mybuf[i]) < $3A))) then
inc(wordCount);
lastChar := mybuf[i];
// this allows at least supporting the commented strings at end of line with lua script names
if (byte(mybuf[i]) = $0D) or (byte(mybuf[i]) = $0A) or (mybuf[i] = '[') then
inComment := false
end;
end;
ScriptLocaleReader:= mybuf
end;
function ScriptLoad(name : shortstring; mustExist : boolean): boolean;
var ret : LongInt;
s : shortstring;
f : PFSFile;
buf : array[0..Pred(BUFSIZE)] of byte;
begin
inComment:= false;
inQuote:= false;
lastChar:= 'X';
braceCount:= 0;
wordCount:= 0;
locSum:= 0;
s:= cPathz[ptData] + name;
if not pfsExists(s) then
begin
if mustExist then
OutError('Script not found: ' + name, true)
else
AddFileLog('[LUA] Script not found: ' + name);
ScriptLoad:= false;
exit;
end;
f:= pfsOpenRead(s);
if f = nil then
OutError('Error reading script: ' + name, true);
hedgewarsMountPackage(Str2PChar(copy(s, 3, length(s)-6)+'.hwp'));
physfsReaderSetBuffer(@buf);
if (Pos('Locale/',s) <> 0) or (s = 'Scripts/OfficialChallengeHashes.lua') then
ret:= lua_load(luaState, @ScriptLocaleReader, f, Str2PChar(s))
else
begin
SetRandomSeed(cSeed,true);
ret:= lua_load(luaState, @ScriptReader, f, Str2PChar(s))
end;
pfsClose(f);
if ret <> 0 then
begin
LuaError('Failed to load ' + name + '(error ' + IntToStr(ret) + ')');
LuaError(lua_tostring(luaState, -1));
ScriptLoad:= false;
end
else
begin
WriteLnToConsole('Lua: ' + name + ' loaded');
// call the script file
lua_pcall(luaState, 0, 0, 0);
ScriptLoaded:= true;
ScriptLoad:= true;
end;
end;
procedure SetGlobals;
var x, y: LongInt;
begin
ScriptSetInteger('TurnTimeLeft', TurnTimeLeft);
ScriptSetInteger('ReadyTimeLeft', ReadyTimeLeft);
ScriptSetInteger('GameTime', GameTicks);
ScriptSetInteger('TotalRounds', TotalRoundsReal);
ScriptSetInteger('WaterLine', cWaterLine);
if isCursorVisible and (not bShowAmmoMenu) then
begin
x:= CursorPoint.X - WorldDx;
y:= cScreenHeight - CursorPoint.Y - WorldDy;
if (PrevCursorX <> x) or
(PrevCursorY <> y) then
begin
ScriptSetInteger('CursorX', x);
ScriptSetInteger('CursorY', y);
PrevCursorX:= x;
PrevCursorY:= y;
end
end
else
begin
ScriptSetInteger('CursorX', NoPointX);
ScriptSetInteger('CursorY', NoPointX);
PrevCursorX:= NoPointX;
PrevCursorY:= NoPointX
end;
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) then
ScriptSetInteger('CurrentHedgehog', CurrentHedgehog^.Gear^.UID)
else
ScriptSetNil('CurrentHedgehog');
end;
procedure ScriptSetMapGlobals;
begin
ScriptSetInteger('LAND_WIDTH', LAND_WIDTH);
ScriptSetInteger('LAND_HEIGHT', LAND_HEIGHT);
ScriptSetInteger('LeftX', leftX);
ScriptSetInteger('RightX', rightX);
ScriptSetInteger('TopY', topY);
end;
procedure GetGlobals;
var currentTTL, currentRTL, newTTL, newRTL: LongInt;
begin
// Setting TurnTimeLeft and ReadyTimeLeft should now be done in the setter functions.
// SetTurnTimeLeft and SetReadTimeLeft.
// GetGloals should be removed in a future release.
// DEPRECATED: Read TurnTimeLeft and ReadyTimeLeft from script directly.
// TODO: Remove this behaviour in a future version.
currentTTL:= TurnTimeLeft;
currentRTL:= ReadyTimeLeft;
newTTL:= ScriptGetInteger('TurnTimeLeft');
newRTL:= ScriptGetInteger('ReadyTimeLeft');
if (currentTTL <> newTTL) and (not isPendingTurnTimeLeft) then
begin
TurnTimeLeft:= newTTL;
LuaWarning('Writing to TurnTimeLeft directly is deprecated! Use SetTurnTimeLeft instead!');
end;
if (currentRTL <> newRTL) and (not isPendingReadyTimeLeft) then
begin
ReadyTimeLeft:= newRTL;
LuaWarning('Writing to ReadyTimeLeft directly is deprecated! Use SetReadyTimeLeft instead!');
end;
// Set TurnTimeLeft and ReadyTimeLeft if activated by SetTurnTimeLeft and SetReadyTimeLeft before
if isPendingTurnTimeLeft then
begin
TurnTimeLeft:= PendingTurnTimeLeft;
ScriptSetInteger('TurnTimeLeft', TurnTimeLeft);
isPendingTurnTimeLeft:= false;
end;
if isPendingReadyTimeLeft then
begin
ReadyTimeLeft:= PendingReadyTimeLeft;
ScriptSetInteger('ReadyTimeLeft', ReadyTimeLeft);
isPendingReadyTimeLeft:= false;
end;
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(0);
SetGlobals;
lua_getglobal(luaState, Str2PChar(fname));
lua_pushnumber(luaState, par1);
lua_pushnumber(luaState, par2);
lua_pushnumber(luaState, par3);
lua_pushnumber(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:= Trunc(lua_tonumber(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: LongWord);
begin
// change loadout string if ammo store has not 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
begin
ammoz[ammo].SkipTurns:= CurrentTeam^.Clan^.TurnNumber + delay;
if ammoz[ammo].SkipTurns > 0 then
dec(ammoz[ammo].SkipTurns);
AmmoMenuInvalidated:= true;
end;
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;
mg : TMapGen;
we : TWorldEdge;
begin
// initialize lua
luaState:= lua_open;
if checkFails(luaState <> nil, 'lua_open failed', true) then exit;
// open internal libraries
luaopen_base(luaState);
luaopen_string(luaState);
luaopen_math(luaState);
luaopen_table(luaState);
// import some variables
ScriptSetString(_S'LOCALE', cLanguage);
{$IFDEF USE_TOUCH_INTERFACE}
ScriptSetString(_S'INTERFACE', 'touch');
{$ELSE}
ScriptSetString(_S'INTERFACE', 'desktop');
{$ENDIF}
// Add aliases for amDuck and gtDuck because rubber duck was removed.
// amDuck and gtDuck are deprecated and should be removed later.
// TODO: Remove these aliases in a later version.
ScriptSetInteger('amDuck', Ord(amCreeper));
ScriptSetInteger('gtDuck', Ord(gtCreeper));
// import game flags
ScriptSetInteger('gfSwitchHog', gfSwitchHog);
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('gfResetHealth', gfResetHealth);
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);
// other
ScriptSetInteger('AMMO_INFINITE', AMMO_INFINITE);
ScriptSetInteger('JETPACK_FUEL_INFINITE', JETPACK_FUEL_INFINITE);
ScriptSetInteger('BIRDY_ENERGY_INFINITE', BIRDY_ENERGY_INFINITE);
ScriptSetInteger('NO_CURSOR', NoPointX);
ScriptSetInteger('MAX_HOG_HEALTH', cMaxHogHealth);
ScriptSetInteger('MAX_TURN_TIME', cMaxTurnTime);
// 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));
for mg:= Low(TMapGen) to High(TMapGen) do
ScriptSetInteger(EnumToStr(mg), ord(mg));
for we:= Low(TWorldEdge) to High(TWorldEdge) do
ScriptSetInteger(EnumToStr(we), ord(we));
ScriptSetLongWord('capcolDefault' , capcolDefaultLua);
ScriptSetLongWord('capcolSetting' , capcolSettingLua);
ScriptSetInteger('gstDrowning' , gstDrowning);
ScriptSetInteger('gstHHDriven' , gstHHDriven);
ScriptSetInteger('gstMoving' , gstMoving);
ScriptSetInteger('gstAttacked' , gstAttacked);
ScriptSetInteger('gstAttacking' , gstAttacking);
ScriptSetInteger('gstCollision' , gstCollision);
ScriptSetInteger('gstChooseTarget' , gstChooseTarget);
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);
ScriptSetInteger('gstSubmersible' , gstSubmersible);
ScriptSetInteger('gstFrozen' , gstFrozen);
ScriptSetInteger('gstNoGravity' , gstNoGravity);
// ai hints
ScriptSetInteger('aihUsualProcessing', aihUsualProcessing);
ScriptSetInteger('aihDoesntMatter' , aihDoesntMatter);
// land flags (partial)
ScriptSetInteger('lfIndestructible', lfIndestructible);
ScriptSetInteger('lfIce' , lfIce);
ScriptSetInteger('lfBouncy' , lfBouncy);
ScriptSetInteger('lfLandMask' , lfLandMask);
ScriptSetInteger('lfCurHogCrate' , lfCurHogCrate);
ScriptSetInteger('lfHHMask' , lfHHMask);
ScriptSetInteger('lfNotHHObjMask' , lfNotHHObjMask);
ScriptSetInteger('lfAllObjMask' , lfAllObjMask);
// explosion constants
ScriptSetInteger('EXPLAutoSound' , EXPLAutoSound);
ScriptSetInteger('EXPLNoDamage' , EXPLNoDamage);
ScriptSetInteger('EXPLDoNotTouchHH' , EXPLDoNotTouchHH);
ScriptSetInteger('EXPLDontDraw' , EXPLDontDraw);
ScriptSetInteger('EXPLNoGfx' , EXPLNoGfx);
ScriptSetInteger('EXPLPoisoned' , EXPLPoisoned);
ScriptSetInteger('EXPLDoNotTouchAny', EXPLDoNotTouchAny);
ScriptSetInteger('EXPLForceDraw' , EXPLForceDraw);
// register functions
lua_register(luaState, _P'HideHog', @lc_hidehog);
lua_register(luaState, _P'RestoreHog', @lc_restorehog);
lua_register(luaState, _P'IsHogHidden', @lc_ishoghidden);
lua_register(luaState, _P'SaveCampaignVar', @lc_savecampaignvar);
lua_register(luaState, _P'GetCampaignVar', @lc_getcampaignvar);
lua_register(luaState, _P'SaveMissionVar', @lc_savemissionvar);
lua_register(luaState, _P'GetMissionVar', @lc_getmissionvar);
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'GetVisualGearType', @lc_getvisualgeartype);
lua_register(luaState, _P'GetVisualGearValues', @lc_getvisualgearvalues);
lua_register(luaState, _P'SetVisualGearValues', @lc_setvisualgearvalues);
lua_register(luaState, _P'GetGearValues', @lc_getgearvalues);
lua_register(luaState, _P'SetGearValues', @lc_setgearvalues);
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'SpawnSupplyCrate', @lc_spawnsupplycrate);
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'WriteLnToChat', @lc_writelntochat);
lua_register(luaState, _P'GetGearType', @lc_getgeartype);
lua_register(luaState, _P'EndGame', @lc_endgame);
lua_register(luaState, _P'EndTurn', @lc_endturn);
lua_register(luaState, _P'Retreat', @lc_retreat);
lua_register(luaState, _P'SkipTurn', @lc_skipturn);
lua_register(luaState, _P'GetTeamStats', @lc_getteamstats);
lua_register(luaState, _P'SendStat', @lc_sendstat);
lua_register(luaState, _P'SendGameResultOff', @lc_sendgameresultoff);
lua_register(luaState, _P'SendRankingStatsOff', @lc_sendrankingstatsoff);
lua_register(luaState, _P'SendAchievementsStatsOff', @lc_sendachievementsstatsoff);
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'SetAmmoTexts', @lc_setammotexts);
lua_register(luaState, _P'SetAmmoDescriptionAppendix', @lc_setammodescriptionappendix);
lua_register(luaState, _P'AddCaption', @lc_addcaption);
lua_register(luaState, _P'SetAmmo', @lc_setammo);
lua_register(luaState, _P'GetAmmo', @lc_getammo);
lua_register(luaState, _P'SetAmmoDelay', @lc_setammodelay);
lua_register(luaState, _P'SetAmmoSlot', @lc_setammoslot);
lua_register(luaState, _P'PlaySound', @lc_playsound);
lua_register(luaState, _P'PlayMusicSound', @lc_playmusicsound);
lua_register(luaState, _P'StopMusicSound', @lc_stopmusicsound);
lua_register(luaState, _P'SetSoundMask', @lc_setsoundmask);
lua_register(luaState, _P'GetTeamName', @lc_getteamname);
lua_register(luaState, _P'GetTeamIndex', @lc_getteamindex);
lua_register(luaState, _P'GetTeamClan', @lc_getteamclan);
lua_register(luaState, _P'AddTeam', @lc_addteam);
lua_register(luaState, _P'AddMissionTeam', @lc_addmissionteam);
lua_register(luaState, _P'SetTeamLabel', @lc_setteamlabel);
lua_register(luaState, _P'SetTeamPassive', @lc_setteampassive);
lua_register(luaState, _P'AddHog', @lc_addhog);
lua_register(luaState, _P'AddMissionHog', @lc_addmissionhog);
lua_register(luaState, _P'AddAmmo', @lc_addammo);
lua_register(luaState, _P'GetAmmoCount', @lc_getammocount);
lua_register(luaState, _P'HealHog', @lc_healhog);
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'GetHogVoicepack', @lc_gethogvoicepack);
lua_register(luaState, _P'GetHogFlag', @lc_gethogflag);
lua_register(luaState, _P'GetHogFort', @lc_gethogfort);
lua_register(luaState, _P'GetHogGrave', @lc_gethoggrave);
lua_register(luaState, _P'IsHogAlive', @lc_ishogalive);
lua_register(luaState, _P'IsHogLocal', @lc_ishoglocal);
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'SetFlightTime', @lc_setflighttime);
lua_register(luaState, _P'GetFlightTime', @lc_getflighttime);
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'EnableSwitchHog', @lc_enableswitchhog);
lua_register(luaState, _P'HogTurnLeft', @lc_hogturnleft);
lua_register(luaState, _P'GetGearElasticity', @lc_getgearelasticity);
lua_register(luaState, _P'SetGearElasticity', @lc_setgearelasticity);
lua_register(luaState, _P'GetGearFriction', @lc_getgearfriction);
lua_register(luaState, _P'SetGearFriction', @lc_setgearfriction);
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'GetWind', @lc_getwind);
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'EraseSprite', @lc_erasesprite);
lua_register(luaState, _P'PlaceSprite', @lc_placesprite);
lua_register(luaState, _P'PlaceGirder', @lc_placegirder);
lua_register(luaState, _P'PlaceRubber', @lc_placerubber);
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'SetCinematicMode', @lc_setcinematicmode);
lua_register(luaState, _P'SetMaxBuildDistance', @lc_setmaxbuilddistance);
lua_register(luaState, _P'GetAmmoName', @lc_getammoname);
lua_register(luaState, _P'GetAmmoTimer', @lc_getammotimer);
lua_register(luaState, _P'SetVampiric', @lc_setvampiric);
lua_register(luaState, _P'GetVampiric', @lc_getvampiric);
lua_register(luaState, _P'SetLaserSight', @lc_setlasersight);
lua_register(luaState, _P'GetLaserSight', @lc_getlasersight);
lua_register(luaState, _P'Explode', @lc_explode);
lua_register(luaState, _P'SetTurnTimeLeft', @lc_setturntimeleft);
lua_register(luaState, _P'SetReadyTimeLeft', @lc_setreadytimeleft);
lua_register(luaState, _P'SetTurnTimePaused', @lc_setturntimepaused);
lua_register(luaState, _P'GetTurnTimePaused', @lc_getturntimepaused);
// drawn map functions
lua_register(luaState, _P'AddPoint', @lc_addPoint);
lua_register(luaState, _P'FlushPoints', @lc_flushPoints);
lua_register(luaState, _P'SetGearAIHints', @lc_setgearaihints);
lua_register(luaState, _P'HedgewarsScriptLoad', @lc_hedgewarsscriptload);
lua_register(luaState, _P'DeclareAchievement', @lc_declareachievement);
lua_register(luaState, _P'StartGhostPoints', @lc_startghostpoints);
lua_register(luaState, _P'DumpPoint', @lc_dumppoint);
ScriptSetInteger('TEST_SUCCESSFUL' , HaltTestSuccess);
ScriptSetInteger('TEST_FAILED' , HaltTestFailed);
lua_register(luaState, _P'EndLuaTest', @lc_endluatest);
ScriptClearStack; // just to be sure stack is empty
ScriptLoaded:= false;
end;
procedure freeModule;
begin
lua_close(luaState);
end;
{$ELSE}
procedure ScriptPrintStack;
begin
end;
procedure ScriptClearStack;
begin
end;
procedure ScriptLoad(name : shortstring);
begin
name:= name; // avoid hint
end;
procedure ScriptOnGameInit;
begin
end;
procedure ScriptCall(fname : shortstring);
begin
fname:= fname; // avoid hint
end;
function ScriptCall(fname : shortstring; par1, par2, par3, par4 : LongInt) : LongInt;
begin
// avoid hints
fname:= fname;
par1:= par1;
par2:= par2;
par3:= par3;
par4:= par4;
ScriptCall:= 0
end;
function ScriptCall(fname : shortstring; par1: LongInt) : LongInt;
begin
// avoid hints
fname:= fname;
par1:= par1;
ScriptCall:= 0
end;
function ScriptCall(fname : shortstring; par1, par2: LongInt) : LongInt;
begin
// avoid hints
fname:= fname;
par1:= par1;
par2:= par2;
ScriptCall:= 0
end;
function ScriptCall(fname : shortstring; par1, par2, par3: LongInt) : LongInt;
begin
// avoid hints
fname:= fname;
par1:= par1;
par2:= par2;
par3:= par3;
ScriptCall:= 0
end;
function ScriptExists(fname : shortstring) : boolean;
begin
fname:= fname; // avoid hint
ScriptExists:= false
end;
(*
function ParseCommandOverride(key, value : shortstring) : shortstring;
begin
// avoid hints
key:= key;
value:= value;
ParseCommandOverride:= ''
end;
*)
procedure ScriptOnScreenResize;
begin
end;
procedure ScriptOnPreviewInit;
begin
end;
procedure ScriptSetInteger(name : shortstring; value : LongInt);
begin
end;
procedure ScriptSetString(name : shortstring; value : shortstring);
begin
end;
procedure LuaParseString(s : ShortString);
begin
end;
procedure initModule;
begin
PointsBuffer:= '';
PrevCursorX:= NoPointX;
PrevCursorY:= NoPointX;
isPendingTurnTimeLeft:= false;
isPendingReadyTimeLeft:= false;
end;
procedure freeModule;
begin
end;
{$ENDIF}
end.