diff --git a/code/redalert/mapscript.cpp b/code/redalert/mapscript.cpp index 1253edb..8e1a841 100644 --- a/code/redalert/mapscript.cpp +++ b/code/redalert/mapscript.cpp @@ -5,1451 +5,1208 @@ * Red Alert Vanilla Actions * *=============================================================================================*/ - /*********************************************************************************************** - * Script_Win - The specified player wins * - * * - * SCRIPT INPUT: houseType (int) - The player (house that wins) * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_Win(lua_State* L) { - - int houseType = lua_tointeger(L, -1); +/*********************************************************************************************** + * Script_Win - The specified player wins * + * * + * SCRIPT INPUT: houseType (int) - The player (house that wins) * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_Win(lua_State* L) { - if (houseType != HOUSE_NONE) { + int houseType = lua_tointeger(L, -1); - HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType); + if (houseType != HOUSE_NONE) { - if (this_house != NULL) { + HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType); - if (this_house->ID == PlayerPtr->Class->House) { - PlayerPtr->Flag_To_Win(); - } - else { - PlayerPtr->Flag_To_Lose(); - } + if (this_house != NULL) { - bool success = this_house->Fire_Sale(); - lua_pushboolean(L, int(success)); + if (this_house->ID == PlayerPtr->Class->House) { + PlayerPtr->Flag_To_Win(); } - } - - return 1; - } - - /*********************************************************************************************** - * Script_Lose - The specified player loses * - * * - * SCRIPT INPUT: ret (int) - The waypoint index of which to reveal * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_Lose(lua_State* L) { - - int houseType = lua_tointeger(L, -1); - - if (houseType != HOUSE_NONE) { - - HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType); - - if (this_house != NULL) { - - if (this_house->ID == PlayerPtr->Class->House) { - PlayerPtr->Flag_To_Lose(); - } - else { - PlayerPtr->Flag_To_Win(); - } - - lua_pushboolean(L, 1); - } - } - - return 1; - } - - /*********************************************************************************************** - * Script_BeginProduction - This will enable production to begin for the house specified * - * * - * SCRIPT INPUT: houseType (int) - The AI player (house) index to allow winning for * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_BeginProduction(lua_State* L) { - - int houseType = lua_tointeger(L, -1); - - if (houseType != HOUSE_NONE) { - - HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType); - - if (this_house != NULL) { - this_house->Begin_Production(); - } - } - - return 1; - } - - /*********************************************************************************************** - * Script_CreateTeam - Attempts to create team (as defined in map) * - * * - * SCRIPT INPUT: teamType (int) - The team index to attempt to create * - * * - * SCRIPT OUTPUT: success (bool) - Did a team get created? * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_CreateTeam(lua_State* L) { - - const char* teamType = lua_tostring(L, 1); - - TeamTypeClass* teamPtr = TeamTypeClass::From_Name(teamType); - - if (teamPtr != NULL) { - ScenarioInit++; - - bool success = false; - - TeamClass* new_team = teamPtr->Create_One_Of(); - - if (new_team != NULL) { - success = true; + else { + PlayerPtr->Flag_To_Lose(); } - lua_pushboolean(L, int(success)); - - ScenarioInit--; - } - - return 1; - } - - /*********************************************************************************************** - * Script_DestroyTeam - Destroy all teams of the type specified * - * * - * SCRIPT INPUT: teamType (int) - The team index to attempt to destroy * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_DestroyTeam(lua_State* L) { - - const char* teamType = lua_tostring(L, 1); - - TeamTypeClass* teamPtr = TeamTypeClass::From_Name(teamType); - - if (teamPtr != NULL) { - - teamPtr->Destroy_All_Of(); - - } - - return 1; - } - - /*********************************************************************************************** - * Script_AllHunt - Force all units of specified house to go into hunt mode * - * * - * SCRIPT INPUT: houseType (int) - The AI player (house) index to allow winning for * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_AllHunt(lua_State* L) { - - int houseType = lua_tointeger(L, -1); - - if (houseType != HOUSE_NONE) { - - HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType); - - if (this_house != NULL) { - this_house->Do_All_To_Hunt(); - } - } - - return 1; - } - - /*********************************************************************************************** - * Script_Reinforcements - Attempts to create reinforcements as defined by team * - * * - * SCRIPT INPUT: teamType (int) - The team index to attempt to create * - * * - * SCRIPT OUTPUT: success (bool) - Did Do_Reinforcements return true? * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_Reinforcements(lua_State* L) { - - const char* teamType = lua_tostring(L, 1); - - TeamTypeClass* teamPtr = TeamTypeClass::From_Name(teamType); - - if (teamPtr != NULL) { - bool success = Do_Reinforcements(teamPtr); + bool success = this_house->Fire_Sale(); lua_pushboolean(L, int(success)); } - else { - lua_pushboolean(L, 0); - } - - return 1; } - /*********************************************************************************************** - * Script_DropZoneFlare - Places drop down smoke at specified waypoint location * - * * - * SCRIPT INPUT: in_x (int) - The Cell/X location to drop the smoke * - * in_y (int) - The Cell/Y location to drop the smoke * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_DropZoneFlare(lua_State* L) { + return 1; +} - int in_x = lua_tointeger(L, 1); - int in_y = lua_tointeger(L, 2); +/*********************************************************************************************** + * Script_Lose - The specified player loses * + * * + * SCRIPT INPUT: ret (int) - The waypoint index of which to reveal * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_Lose(lua_State* L) { - new AnimClass(ANIM_LZ_SMOKE, Cell_Coord(XY_Cell(in_x,in_y))); + int houseType = lua_tointeger(L, -1); - return 1; - } + if (houseType != HOUSE_NONE) { - /*********************************************************************************************** - * Script_FireSale - Make AI house give up, selling everything and going all in on attack * - * * - * SCRIPT INPUT: houseType (int) - The AI player (house) index to allow winning for * - * * - * SCRIPT OUTPUT: success (bool) - Did the action get performed? * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_FireSale(lua_State* L) { + HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType); - int houseType = lua_tointeger(L, -1); + if (this_house != NULL) { - if (houseType != HOUSE_NONE) { - - HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType); - - if (this_house != NULL) { - bool success = this_house->Fire_Sale(); - lua_pushboolean(L, int(success)); + if (this_house->ID == PlayerPtr->Class->House) { + PlayerPtr->Flag_To_Lose(); } - } - - return 1; - } - - /*********************************************************************************************** - * Script_PlayMovie - Plays the given movie * - * * - * SCRIPT INPUT: ret (int) - The movie index of which to play * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_PlayMovie(lua_State* L) { - int ret = lua_tointeger(L, -1); - Play_Movie((VQType)ret); - return 1; - } - - /*********************************************************************************************** - * Script_TriggerText - Triggers text to display in-game * - * * - * SCRIPT INPUT: textIndex (int) - The text index to display (from tutorial.ini) * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_TriggerText(lua_State* L) { - int textIndex = lua_tointeger(L, -1); - - // TODO: Implement colors / flags - - // JJQUESTION: This appears right but doesn't do anything. Is text broken at the moment? - if (textIndex > 0 && textIndex < sizeof(TutorialText)) { - - Session.Messages.Add_Message(NULL, textIndex, (char*)TutorialText[textIndex], PCOLOR_GREEN, TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, Rule.MessageDelay * TICKS_PER_MINUTE); - } - - return 1; - } - - /*********************************************************************************************** - * Script_DestroyTrigger - Destroys a given trigger * - * * - * SCRIPT INPUT: ret (int) - The index/id of the trigger of which to destroy * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_DestroyTrigger(lua_State* L) { - - int triggerIndex = lua_tointeger(L, -1); - - TriggerClass* this_trigger = Triggers.Ptr(triggerIndex); - - if (this_trigger != NULL) { - Detach_This_From_All(this_trigger->As_Target()); - delete Triggers.Ptr(triggerIndex); - } - - return 1; - } - - /*********************************************************************************************** - * Script_AutoCreate - Allows house AI to begin creating autocreate teams * - * * - * Autocreation means that instead of a teamtype being * - * manually created by a Create Team trigger action, that * - * it will be subject to the autocreate function. Each * - * computer country can have its autocreation function * - * turned on through a trigger action, after which the * - * creation of the teamtypes that have autocreation turned * - * on will be subject to being created, at the whim of the * - * autocreate function. See [TeamTypes] Section for more * - * details. * - * - The Red Alert Single Player Mission Creation Guide * - * * - * * - * SCRIPT INPUT: houseType (int) - The AI player (house) index to allow autocreate for * - * createEnables (bool, default yes) - Allow autocreate on/off * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_AutoCreate(lua_State* L) { - - int houseType = 0; - bool autoCreateEnabled = true; - - houseType = lua_tointeger(L, 1); - - // If there is a second argument given, process it - if (lua_gettop(L) == 2) { - autoCreateEnabled = lua_toboolean(L, 2); - } - - if (houseType != HOUSE_NONE) { - - HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType); - - if (this_house != NULL) { - - // If we are enabling auto creation by the house, clear alert - if (autoCreateEnabled) { - this_house->AlertTime = 0; // TODO - don't assume successful pointer - } - - // Now set the parameter - this_house->IsAlerted = autoCreateEnabled; - + else { + PlayerPtr->Flag_To_Win(); } + lua_pushboolean(L, 1); } - - return 1; } - /*********************************************************************************************** - * Script_AllowWin - Allows a win * - * * - * Used when you want a specific objective * - * to be met before the mission is accomplished. In other words, if the * - * trigger with this action assigned to it hasn't been fired, but the * - * actual WIN trigger has been fired, the mission will not end until this * - * "allow win" trigger is fired. * - * * - * SCRIPT INPUT: houseType (int) - The AI player (house) index to allow winning for * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_AllowWin(lua_State* L) { + return 1; +} - int houseType = lua_tointeger(L, -1); +/*********************************************************************************************** + * Script_BeginProduction - This will enable production to begin for the house specified * + * * + * SCRIPT INPUT: houseType (int) - The AI player (house) index to allow winning for * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_BeginProduction(lua_State* L) { - if (houseType != HOUSE_NONE) { + int houseType = lua_tointeger(L, -1); - HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType); + if (houseType != HOUSE_NONE) { - if (this_house != NULL) { - this_house->Blockage++; + HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType); + + if (this_house != NULL) { + this_house->Begin_Production(); + } + } + + return 1; +} + +/*********************************************************************************************** + * Script_CreateTeam - Attempts to create team (as defined in map) * + * * + * SCRIPT INPUT: teamType (int) - The team index to attempt to create * + * * + * SCRIPT OUTPUT: success (bool) - Did a team get created? * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_CreateTeam(lua_State* L) { + + const char* teamType = lua_tostring(L, 1); + + TeamTypeClass* teamPtr = TeamTypeClass::From_Name(teamType); + + if (teamPtr != NULL) { + ScenarioInit++; + + bool success = false; + + TeamClass* new_team = teamPtr->Create_One_Of(); + + if (new_team != NULL) { + success = true; + } + + lua_pushboolean(L, int(success)); + + ScenarioInit--; + } + + return 1; +} + +/*********************************************************************************************** + * Script_DestroyTeam - Destroy all teams of the type specified * + * * + * SCRIPT INPUT: teamType (int) - The team index to attempt to destroy * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_DestroyTeam(lua_State* L) { + + const char* teamType = lua_tostring(L, 1); + + TeamTypeClass* teamPtr = TeamTypeClass::From_Name(teamType); + + if (teamPtr != NULL) { + + teamPtr->Destroy_All_Of(); + + } + + return 1; +} + +/*********************************************************************************************** + * Script_AllHunt - Force all units of specified house to go into hunt mode * + * * + * SCRIPT INPUT: houseType (int) - The AI player (house) index to allow winning for * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_AllHunt(lua_State* L) { + + int houseType = lua_tointeger(L, -1); + + if (houseType != HOUSE_NONE) { + + HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType); + + if (this_house != NULL) { + this_house->Do_All_To_Hunt(); + } + } + + return 1; +} + +/*********************************************************************************************** + * Script_Reinforcements - Attempts to create reinforcements as defined by team * + * * + * SCRIPT INPUT: teamType (int) - The team index to attempt to create * + * * + * SCRIPT OUTPUT: success (bool) - Did Do_Reinforcements return true? * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_Reinforcements(lua_State* L) { + + const char* teamType = lua_tostring(L, 1); + + TeamTypeClass* teamPtr = TeamTypeClass::From_Name(teamType); + + if (teamPtr != NULL) { + bool success = Do_Reinforcements(teamPtr); + lua_pushboolean(L, int(success)); + } + else { + lua_pushboolean(L, 0); + } + + return 1; +} + +/*********************************************************************************************** + * Script_DropZoneFlare - Places drop down smoke at specified waypoint location * + * * + * SCRIPT INPUT: in_x (int) - The Cell/X location to drop the smoke * + * in_y (int) - The Cell/Y location to drop the smoke * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_DropZoneFlare(lua_State* L) { + + int in_x = lua_tointeger(L, 1); + int in_y = lua_tointeger(L, 2); + + new AnimClass(ANIM_LZ_SMOKE, Cell_Coord(XY_Cell(in_x, in_y))); + + return 1; +} + +/*********************************************************************************************** + * Script_FireSale - Make AI house give up, selling everything and going all in on attack * + * * + * SCRIPT INPUT: houseType (int) - The AI player (house) index to allow winning for * + * * + * SCRIPT OUTPUT: success (bool) - Did the action get performed? * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_FireSale(lua_State* L) { + + int houseType = lua_tointeger(L, -1); + + if (houseType != HOUSE_NONE) { + + HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType); + + if (this_house != NULL) { + bool success = this_house->Fire_Sale(); + lua_pushboolean(L, int(success)); + } + } + + return 1; +} + +/*********************************************************************************************** + * Script_PlayMovie - Plays the given movie * + * * + * SCRIPT INPUT: ret (int) - The movie index of which to play * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_PlayMovie(lua_State* L) { + int ret = lua_tointeger(L, -1); + Play_Movie((VQType)ret); + return 1; +} + +/*********************************************************************************************** + * Script_TriggerText - Triggers text to display in-game * + * * + * SCRIPT INPUT: textIndex (int) - The text index to display (from tutorial.ini) * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_TriggerText(lua_State* L) { + int textIndex = lua_tointeger(L, -1); + + // TODO: Implement colors / flags + + // JJQUESTION: This appears right but doesn't do anything. Is text broken at the moment? + if (textIndex > 0 && textIndex < sizeof(TutorialText)) { + + Session.Messages.Add_Message(NULL, textIndex, (char*)TutorialText[textIndex], PCOLOR_GREEN, TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, Rule.MessageDelay * TICKS_PER_MINUTE); + } + + return 1; +} + +/*********************************************************************************************** + * Script_DestroyTrigger - Destroys a given trigger * + * * + * SCRIPT INPUT: ret (int) - The index/id of the trigger of which to destroy * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_DestroyTrigger(lua_State* L) { + + int triggerIndex = lua_tointeger(L, -1); + + TriggerClass* this_trigger = Triggers.Ptr(triggerIndex); + + if (this_trigger != NULL) { + Detach_This_From_All(this_trigger->As_Target()); + delete Triggers.Ptr(triggerIndex); + } + + return 1; +} + +/*********************************************************************************************** + * Script_AutoCreate - Allows house AI to begin creating autocreate teams * + * * + * Autocreation means that instead of a teamtype being * + * manually created by a Create Team trigger action, that * + * it will be subject to the autocreate function. Each * + * computer country can have its autocreation function * + * turned on through a trigger action, after which the * + * creation of the teamtypes that have autocreation turned * + * on will be subject to being created, at the whim of the * + * autocreate function. See [TeamTypes] Section for more * + * details. * + * - The Red Alert Single Player Mission Creation Guide * + * * + * * + * SCRIPT INPUT: houseType (int) - The AI player (house) index to allow autocreate for * + * createEnables (bool, default yes) - Allow autocreate on/off * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_AutoCreate(lua_State* L) { + + int houseType = 0; + bool autoCreateEnabled = true; + + houseType = lua_tointeger(L, 1); + + // If there is a second argument given, process it + if (lua_gettop(L) == 2) { + autoCreateEnabled = lua_toboolean(L, 2); + } + + if (houseType != HOUSE_NONE) { + + HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType); + + if (this_house != NULL) { + + // If we are enabling auto creation by the house, clear alert + if (autoCreateEnabled) { + this_house->AlertTime = 0; // TODO - don't assume successful pointer } + + // Now set the parameter + this_house->IsAlerted = autoCreateEnabled; + } - return 1; } - /*********************************************************************************************** - * Script_RevealAll - Reveals the entire map TODO: input player * - * * - * SCRIPT INPUT: ret (int) - The waypoint index of which to reveal * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_RevealAll(lua_State* L) { - if (!PlayerPtr->IsVisionary) { - PlayerPtr->IsVisionary = true; - for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) { + return 1; +} + +/*********************************************************************************************** + * Script_AllowWin - Allows a win * + * * + * Used when you want a specific objective * + * to be met before the mission is accomplished. In other words, if the * + * trigger with this action assigned to it hasn't been fired, but the * + * actual WIN trigger has been fired, the mission will not end until this * + * "allow win" trigger is fired. * + * * + * SCRIPT INPUT: houseType (int) - The AI player (house) index to allow winning for * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_AllowWin(lua_State* L) { + + int houseType = lua_tointeger(L, -1); + + if (houseType != HOUSE_NONE) { + + HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType); + + if (this_house != NULL) { + this_house->Blockage++; + } + } + + return 1; +} + +/*********************************************************************************************** + * Script_RevealAll - Reveals the entire map TODO: input player * + * * + * SCRIPT INPUT: ret (int) - The waypoint index of which to reveal * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_RevealAll(lua_State* L) { + if (!PlayerPtr->IsVisionary) { + PlayerPtr->IsVisionary = true; + for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) { + Map.Map_Cell(cell, PlayerPtr); + } + } + + return 1; +} + +/*********************************************************************************************** + * Script_RevealCell - Reveals map around given waypoint TODO: input player * + * * + * SCRIPT INPUT: ret (int) - The waypoint index of which to reveal * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_RevealCell(lua_State* L) { + int ret = lua_tointeger(L, -1); + + if (!PlayerPtr->IsVisionary) { + Map.Sight_From(Scen.Waypoint[ret], Rule.GapShroudRadius, PlayerPtr, false); + } + + return 1; +} + +/*********************************************************************************************** + * Script_RevealZone - Reveals area of map around given waypoint TODO: input player * + * * + * Reveal all cells of the zone that the specified waypoint is located in. This can be * + * used to reveal whole islands or bodies of water * + * * + * SCRIPT INPUT: ret (int) - The waypoint index of which to reveal * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_RevealZone(lua_State* L) { + int ret = lua_tointeger(L, -1); + + if (!PlayerPtr->IsVisionary) { + int zone = Map[Scen.Waypoint[ret]].Zones[MZONE_CRUSHER]; + + for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) { + if (Map[cell].Zones[MZONE_CRUSHER] == zone) { Map.Map_Cell(cell, PlayerPtr); } } - return 1; } - /*********************************************************************************************** - * Script_RevealCell - Reveals map around given waypoint TODO: input player * - * * - * SCRIPT INPUT: ret (int) - The waypoint index of which to reveal * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_RevealCell(lua_State* L) { - int ret = lua_tointeger(L, -1); + return 1; +} - if (!PlayerPtr->IsVisionary) { - Map.Sight_From(Scen.Waypoint[ret], Rule.GapShroudRadius, PlayerPtr, false); - } +/*********************************************************************************************** + * Script_PlaySound - Plays the given Sound * + * * + * SCRIPT INPUT: ret (int) - The sound index of which to play * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_PlaySound(lua_State* L) { + int ret = lua_tointeger(L, -1); - return 1; + Sound_Effect((VocType)ret); + + return 1; +} + +/*********************************************************************************************** + * Script_PlayMusic - Plays the given Music score. * + * * + * Plays music score at given index. Negative numbers stop any music playing. * + * * + * SCRIPT INPUT: ret (int) - The music index of which to play * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_PlayMusic(lua_State* L) { + int ret = lua_tointeger(L, -1); + + if (ret < 0) { + Theme.Stop(); + } + else { + Theme.Play_Song((ThemeType)ret); } - /*********************************************************************************************** - * Script_RevealZone - Reveals area of map around given waypoint TODO: input player * - * * - * Reveal all cells of the zone that the specified waypoint is located in. This can be * - * used to reveal whole islands or bodies of water * - * * - * SCRIPT INPUT: ret (int) - The waypoint index of which to reveal * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_RevealZone(lua_State* L) { - int ret = lua_tointeger(L, -1); + return 1; +} - if (!PlayerPtr->IsVisionary) { - int zone = Map[Scen.Waypoint[ret]].Zones[MZONE_CRUSHER]; +/*********************************************************************************************** + * Script_PlaySpeech - Plays the given Speech audio * + * * + * SCRIPT INPUT: ret (int) - The speech index of which to play * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_PlaySpeech(lua_State* L) { + int ret = lua_tointeger(L, -1); + Speak((VoxType)ret); + return 1; +} - for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) { - if (Map[cell].Zones[MZONE_CRUSHER] == zone) { - Map.Map_Cell(cell, PlayerPtr); - } - } +/*********************************************************************************************** + * Script_StartMissionTimer - Starts the in-game mission timer * + * * + * SCRIPT INPUT: none * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_StartMissionTimer(lua_State* L) { + Scen.MissionTimer.Start(); + Map.Redraw_Tab(); + return 1; +} - } +/*********************************************************************************************** + * Script_StopMissionTimer - Stops the in-game mission timer * + * * + * SCRIPT INPUT: none * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_StopMissionTimer(lua_State* L) { + Scen.MissionTimer.Stop(); + return 1; +} - return 1; +/*********************************************************************************************** + * Script_IncreaseMissionTimer - Increases the mission timer by the given amount * + * * + * SCRIPT INPUT: ret (int) - amount of time in tenths of a minute to increase by * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_IncreaseMissionTimer(lua_State* L) { + int ret = lua_tointeger(L, -1); + Scen.MissionTimer = Scen.MissionTimer + (ret * (TICKS_PER_MINUTE / 10)); + Map.Redraw_Tab(); + return 1; +} + +/*********************************************************************************************** + * Script_DecreaseMissionTimer - Decreases the mission timer by the given amount * + * * + * SCRIPT INPUT: ret (int) - amount of time in tenths of a minute to decrease by * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_DecreaseMissionTimer(lua_State* L) { + int ret = lua_tointeger(L, -1); + Scen.MissionTimer = Scen.MissionTimer - (ret * (TICKS_PER_MINUTE / 10)); + if (Scen.MissionTimer < 0) { Scen.MissionTimer = 0; } + Map.Redraw_Tab(); + return 1; +} + +/*********************************************************************************************** + * Script_SetMissionTimer - Sets and starts the in-game mission timer * + * * + * SCRIPT INPUT: ret (int) - amount of time in tenths of a minute * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_SetMissionTimer(lua_State* L) { + int ret = lua_tointeger(L, -1); + Scen.MissionTimer = Scen.MissionTimer + (ret * (TICKS_PER_MINUTE / 10)); + Scen.MissionTimer.Start(); + Map.Redraw_Tab(); + return 1; +} + +/*********************************************************************************************** + * Script_SetGlobalValue - Sets the global value to "set" position (on) * + * * + * SCRIPT INPUT: global_value (int) - The global to set to "set" * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_SetGlobalValue(lua_State* L) { + int global_value = lua_tointeger(L, -1); + Scen.Set_Global_To(global_value, true); + return 1; +} + +/*********************************************************************************************** + * Script_ClearGlobalValue - Sets the global value to "clear" position (off) * + * * + * SCRIPT INPUT: global_value (int) - The global to set to "off" * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_ClearGlobalValue(lua_State* L) { + int global_value = lua_tointeger(L, -1); + Scen.Set_Global_To(global_value, false); + return 1; +} + +/*********************************************************************************************** + * Script_AutoBaseBuilding - Sets AI basebuilding on/off for given house * + * * + * SCRIPT INPUT: houseType (int) - The player (house) index of the AI * + * on_off (bool) - Enable / disable auto base building * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_AutoBaseBuilding(lua_State* L) { + int houseType = lua_tointeger(L, 1); + bool on_off = lua_toboolean(L, 2); + + HouseClass* this_house = Houses.Ptr(houseType); + if (this_house != NULL) { + this_house->IsBaseBuilding = on_off; } - /*********************************************************************************************** - * Script_PlaySound - Plays the given Sound * - * * - * SCRIPT INPUT: ret (int) - The sound index of which to play * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_PlaySound(lua_State* L) { - int ret = lua_tointeger(L, -1); + return 1; +} - Sound_Effect((VocType)ret); +/*********************************************************************************************** + * Script_StopMissionTimer - Stops the in-game mission timer * + * * + * SCRIPT INPUT: none * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_CreepShadow(lua_State* L) { + Map.Encroach_Shadow(PlayerPtr); + return 1; +} - return 1; - } +/*********************************************************************************************** + * Script_DestroyTriggerBuilding - Stops the in-game mission timer * + * * + * SCRIPT INPUT: triggerIndex (int) - The index of the trigger previously created * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_DestroyTriggerBuilding(lua_State* L) { + int triggerIndex = lua_tointeger(L, -1); - /*********************************************************************************************** - * Script_PlayMusic - Plays the given Music score. * - * * - * Plays music score at given index. Negative numbers stop any music playing. * - * * - * SCRIPT INPUT: ret (int) - The music index of which to play * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_PlayMusic(lua_State* L) { - int ret = lua_tointeger(L, -1); + TriggerClass* this_trigger = Triggers.Ptr(triggerIndex); - if (ret < 0) { - Theme.Stop(); - } - else { - Theme.Play_Song((ThemeType)ret); - } - - return 1; - } - - /*********************************************************************************************** - * Script_PlaySpeech - Plays the given Speech audio * - * * - * SCRIPT INPUT: ret (int) - The speech index of which to play * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_PlaySpeech(lua_State* L) { - int ret = lua_tointeger(L, -1); - Speak((VoxType)ret); - return 1; - } - - /*********************************************************************************************** - * Script_StartMissionTimer - Starts the in-game mission timer * - * * - * SCRIPT INPUT: none * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_StartMissionTimer(lua_State* L) { - Scen.MissionTimer.Start(); - Map.Redraw_Tab(); - return 1; - } - - /*********************************************************************************************** - * Script_StopMissionTimer - Stops the in-game mission timer * - * * - * SCRIPT INPUT: none * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_StopMissionTimer(lua_State* L) { - Scen.MissionTimer.Stop(); - return 1; - } - - /*********************************************************************************************** - * Script_IncreaseMissionTimer - Increases the mission timer by the given amount * - * * - * SCRIPT INPUT: ret (int) - amount of time in tenths of a minute to increase by * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_IncreaseMissionTimer(lua_State* L) { - int ret = lua_tointeger(L, -1); - Scen.MissionTimer = Scen.MissionTimer + (ret * (TICKS_PER_MINUTE / 10)); - Map.Redraw_Tab(); - return 1; - } - - /*********************************************************************************************** - * Script_DecreaseMissionTimer - Decreases the mission timer by the given amount * - * * - * SCRIPT INPUT: ret (int) - amount of time in tenths of a minute to decrease by * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_DecreaseMissionTimer(lua_State* L) { - int ret = lua_tointeger(L, -1); - Scen.MissionTimer = Scen.MissionTimer - (ret * (TICKS_PER_MINUTE / 10)); - if (Scen.MissionTimer < 0) { Scen.MissionTimer = 0; } - Map.Redraw_Tab(); - return 1; - } - - /*********************************************************************************************** - * Script_SetMissionTimer - Sets and starts the in-game mission timer * - * * - * SCRIPT INPUT: ret (int) - amount of time in tenths of a minute * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_SetMissionTimer(lua_State* L) { - int ret = lua_tointeger(L, -1); - Scen.MissionTimer = Scen.MissionTimer + (ret * (TICKS_PER_MINUTE / 10)); - Scen.MissionTimer.Start(); - Map.Redraw_Tab(); - return 1; - } - - /*********************************************************************************************** - * Script_SetGlobalValue - Sets the global value to "set" position (on) * - * * - * SCRIPT INPUT: global_value (int) - The global to set to "set" * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_SetGlobalValue(lua_State* L) { - int global_value = lua_tointeger(L, -1); - Scen.Set_Global_To(global_value, true); - return 1; - } - - /*********************************************************************************************** - * Script_ClearGlobalValue - Sets the global value to "clear" position (off) * - * * - * SCRIPT INPUT: global_value (int) - The global to set to "off" * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_ClearGlobalValue(lua_State* L) { - int global_value = lua_tointeger(L, -1); - Scen.Set_Global_To(global_value, false); - return 1; - } - - /*********************************************************************************************** - * Script_AutoBaseBuilding - Sets AI basebuilding on/off for given house * - * * - * SCRIPT INPUT: houseType (int) - The player (house) index of the AI * - * on_off (bool) - Enable / disable auto base building * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_AutoBaseBuilding(lua_State* L) { - int houseType = lua_tointeger(L, 1); - bool on_off = lua_toboolean(L, 2); - - HouseClass* this_house = Houses.Ptr(houseType); - if (this_house != NULL) { - this_house->IsBaseBuilding = on_off; - } - - return 1; - } - - /*********************************************************************************************** - * Script_StopMissionTimer - Stops the in-game mission timer * - * * - * SCRIPT INPUT: none * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_CreepShadow(lua_State* L) { - Map.Encroach_Shadow(PlayerPtr); - return 1; - } - - /*********************************************************************************************** - * Script_DestroyTriggerBuilding - Stops the in-game mission timer * - * * - * SCRIPT INPUT: triggerIndex (int) - The index of the trigger previously created * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_DestroyTriggerBuilding(lua_State* L) { - int triggerIndex = lua_tointeger(L, -1); - - TriggerClass* this_trigger = Triggers.Ptr(triggerIndex); - - if(this_trigger != NULL){ - for (int index = 0; index < Buildings.Count(); index++) { - - BuildingClass* this_building = Buildings.Ptr(index); - - if (this_building->Trigger == this_trigger && this_building->Strength > 0) { - int damage = this_building->Strength; - this_building->Take_Damage(damage, 0, WARHEAD_AP, 0, true); - } - - } - } - - return 1; - } - - /*********************************************************************************************** - * Script_GiveOneTimeSpecialWeapon - Gives specified house a one time special weapon * - * * - * SCRIPT INPUT: weaponType (int) - The special weapon type to give * - * houseType (int) - The player (house) index to give this to (-1 for all) * - * immediate(bool) - should the weapon be fully charged? * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GiveOneTimeSpecialWeapon(lua_State* L) { - - int weaponType = lua_tointeger(L, 1); - - int houseType = -1; - bool immediate = -1; - - // Optional houseType parameter - if (lua_gettop(L) >= 2) { - houseType = lua_tointeger(L, 2); - } - - // Optional immediate parameter - if (lua_gettop(L) >= 2) { - immediate = lua_toboolean(L, 3); - } - - for (int h_index = 0; h_index < Houses.Count(); h_index++) { - - HouseClass* house = Houses.Ptr(h_index); - - if (house->ID == houseType || houseType == -1) { - - house->SuperWeapon[weaponType].Enable(TACTION_1_SPECIAL, true); - - if (immediate) { - house->SuperWeapon[weaponType].Forced_Charge(true); - } - - if (PlayerPtr == house) { - Map.Add(RTTI_SPECIAL, weaponType); - Map.Column[1].Flag_To_Redraw(); - } - - if (houseType >= 0) { - break; - } - } - - } - - return 1; - } - - /*********************************************************************************************** - * Script_GiveSpecialWeapon - Gives specified house a repeating special weapon * - * * - * SCRIPT INPUT: weaponType (int) - The special weapon type to give * - * houseType (int) - The player (house) index to give this to (-1 for all) * - * immediate(bool) - should the weapon be fully charged? * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GiveSpecialWeapon(lua_State* L) { - - int weaponType = lua_tointeger(L, 1); - - int houseType = -1; - bool immediate = -1; - - // Optional houseType parameter - if (lua_gettop(L) >= 2) { - houseType = lua_tointeger(L, 2); - } - - // Optional immediate parameter - if (lua_gettop(L) ==3) { - immediate = lua_toboolean(L, 3); - } - - for (int h_index = 0; h_index < Houses.Count(); h_index++) { - - HouseClass* house = Houses.Ptr(h_index); - - if (house->ID == houseType || houseType == -1) { - - house->SuperWeapon[weaponType].Enable(TACTION_FULL_SPECIAL, true); - - if (immediate) { - house->SuperWeapon[weaponType].Forced_Charge(true); - } - - if (PlayerPtr == house) { - Map.Add(RTTI_SPECIAL, weaponType); - Map.Column[1].Flag_To_Redraw(); - } - - if (houseType >= 0) { - break; - } - } - - } - - return 1; - } - - /*********************************************************************************************** - * Script_DesignatePreferredTarget - Gives specified house a prefferable type of target * - * * - * SCRIPT INPUT: houseType (int) - The player (house) index to set targetting for (or -1) * - * targetType (int) - The target type index to set to * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_DesignatePreferredTarget(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - unsigned char targetType = lua_tointeger(L, 2); - - if(targetType >= 1 && targetType <= 11){ - - for (int h_index = 0; h_index < Houses.Count(); h_index++) { - - HouseClass* house = Houses.Ptr(h_index); - - if (house->ID == houseType || houseType == -1) { - - house->PreferredTarget = (QuarryType)targetType; - - // Discontinue giving out free cash if a specific house was specified - if (houseType >= 0) { - break; - } - - } - - } - - } - - return 1; - } - - /*********************************************************************************************** - * Script_LaunchFakeNukes - All nuke silos begin launching duds * - * * - * SCRIPT INPUT: none * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_LaunchFakeNukes(lua_State* L) { - + if (this_trigger != NULL) { for (int index = 0; index < Buildings.Count(); index++) { - BuildingClass* bldg = Buildings.Ptr(index); - if (*bldg == STRUCT_MSLO) { - bldg->Assign_Mission(MISSION_MISSILE); + + BuildingClass* this_building = Buildings.Ptr(index); + + if (this_building->Trigger == this_trigger && this_building->Strength > 0) { + int damage = this_building->Strength; + this_building->Take_Damage(damage, 0, WARHEAD_AP, 0, true); + } + + } + } + + return 1; +} + +/*********************************************************************************************** + * Script_GiveOneTimeSpecialWeapon - Gives specified house a one time special weapon * + * * + * SCRIPT INPUT: weaponType (int) - The special weapon type to give * + * houseType (int) - The player (house) index to give this to (-1 for all) * + * immediate(bool) - should the weapon be fully charged? * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_GiveOneTimeSpecialWeapon(lua_State* L) { + + int weaponType = lua_tointeger(L, 1); + + int houseType = -1; + bool immediate = -1; + + // Optional houseType parameter + if (lua_gettop(L) >= 2) { + houseType = lua_tointeger(L, 2); + } + + // Optional immediate parameter + if (lua_gettop(L) >= 2) { + immediate = lua_toboolean(L, 3); + } + + for (int h_index = 0; h_index < Houses.Count(); h_index++) { + + HouseClass* house = Houses.Ptr(h_index); + + if (house->ID == houseType || houseType == -1) { + + house->SuperWeapon[weaponType].Enable(TACTION_1_SPECIAL, true); + + if (immediate) { + house->SuperWeapon[weaponType].Forced_Charge(true); + } + + if (PlayerPtr == house) { + Map.Add(RTTI_SPECIAL, weaponType); + Map.Column[1].Flag_To_Redraw(); + } + + if (houseType >= 0) { + break; } } - return 1; } + return 1; +} + +/*********************************************************************************************** + * Script_GiveSpecialWeapon - Gives specified house a repeating special weapon * + * * + * SCRIPT INPUT: weaponType (int) - The special weapon type to give * + * houseType (int) - The player (house) index to give this to (-1 for all) * + * immediate(bool) - should the weapon be fully charged? * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_GiveSpecialWeapon(lua_State* L) { + + int weaponType = lua_tointeger(L, 1); + + int houseType = -1; + bool immediate = -1; + + // Optional houseType parameter + if (lua_gettop(L) >= 2) { + houseType = lua_tointeger(L, 2); + } + + // Optional immediate parameter + if (lua_gettop(L) == 3) { + immediate = lua_toboolean(L, 3); + } + + for (int h_index = 0; h_index < Houses.Count(); h_index++) { + + HouseClass* house = Houses.Ptr(h_index); + + if (house->ID == houseType || houseType == -1) { + + house->SuperWeapon[weaponType].Enable(TACTION_FULL_SPECIAL, true); + + if (immediate) { + house->SuperWeapon[weaponType].Forced_Charge(true); + } + + if (PlayerPtr == house) { + Map.Add(RTTI_SPECIAL, weaponType); + Map.Column[1].Flag_To_Redraw(); + } + + if (houseType >= 0) { + break; + } + } + + } + + return 1; +} + +/*********************************************************************************************** + * Script_DesignatePreferredTarget - Gives specified house a prefferable type of target * + * * + * SCRIPT INPUT: houseType (int) - The player (house) index to set targetting for (or -1) * + * targetType (int) - The target type index to set to * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_DesignatePreferredTarget(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + unsigned char targetType = lua_tointeger(L, 2); + + if (targetType >= 1 && targetType <= 11) { + + for (int h_index = 0; h_index < Houses.Count(); h_index++) { + + HouseClass* house = Houses.Ptr(h_index); + + if (house->ID == houseType || houseType == -1) { + + house->PreferredTarget = (QuarryType)targetType; + + // Discontinue giving out free cash if a specific house was specified + if (houseType >= 0) { + break; + } + + } + + } + + } + + return 1; +} + +/*********************************************************************************************** + * Script_LaunchFakeNukes - All nuke silos begin launching duds * + * * + * SCRIPT INPUT: none * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_LaunchFakeNukes(lua_State* L) { + + for (int index = 0; index < Buildings.Count(); index++) { + BuildingClass* bldg = Buildings.Ptr(index); + if (*bldg == STRUCT_MSLO) { + bldg->Assign_Mission(MISSION_MISSILE); + } + } + + return 1; +} + /********************************************************************************************** * Red Alert Vanilla Events * *=============================================================================================*/ - /*********************************************************************************************** - * Script_CreateCellCallback - Creates an ENTERED_BY trigger and attaches a callback * - * * - * SCRIPT INPUT: houseType (int) - The house (player) index to test for entry * - * in_x (int) - The cell/X location of the cell to test * - * in_y (int) - The cell/Y location of the cell to test * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_CellCallback(lua_State* L) { +/*********************************************************************************************** + * Script_CreateCellCallback - Creates an ENTERED_BY trigger and attaches a callback * + * * + * SCRIPT INPUT: houseType (int) - The house (player) index to test for entry * + * in_x (int) - The cell/X location of the cell to test * + * in_y (int) - The cell/Y location of the cell to test * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_CellCallback(lua_State* L) { - // TODO: option 6 arguments to allow x2,y2 (for a rect) + // TODO: option 6 arguments to allow x2,y2 (for a rect) - int houseType = lua_tointeger(L, 1); - int in_x = lua_tointeger(L, 2); - int in_y = lua_tointeger(L, 3); + int houseType = lua_tointeger(L, 1); + int in_x = lua_tointeger(L, 2); + int in_y = lua_tointeger(L, 3); - char* in_function = ""; + char* in_function = ""; - // Optional callback function - if (lua_gettop(L) >= 4) { - in_function = (char*)lua_tostring(L, 4); - } - - // A house must be specified - if (houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = (HousesType)houseType; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_PLAYER_ENTERED; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.House = (HousesType)houseType; - - // Create instance of trigger type - TriggerClass * this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - // Get the cell and set the trigger - this_trigger->Cell = XY_Cell(in_x, in_y); - Map[XY_Cell(in_x, in_y)].Trigger = this_trigger; - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; + // Optional callback function + if (lua_gettop(L) >= 4) { + in_function = (char*)lua_tostring(L, 4); } - /*********************************************************************************************** - * Script_CreateSpiedByCallback - Creates a SPIED_BY trigger and attaches a callback * - * * - * SCRIPT INPUT: objectID (int) - The building ID being spied * - * houseType (int) - The house (player) index doing the spying * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_SpiedByCallback(lua_State* L) { + // A house must be specified + if (houseType >= 0 && houseType < HouseTypes.Count()) { - int objectID = lua_tointeger(L, 1); - int houseType = lua_tointeger(L, 2); - - char* in_function = ""; + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = (HousesType)houseType; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - // Optional callback function - if (lua_gettop(L) >= 3) { - in_function = (char*)lua_tostring(L, 3); + this_trigger_type->Event1 = TEVENT_PLAYER_ENTERED; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.House = (HousesType)houseType; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); } - BuildingClass* this_building = Buildings.Ptr(objectID); + // Get the cell and set the trigger + this_trigger->Cell = XY_Cell(in_x, in_y); + Map[XY_Cell(in_x, in_y)].Trigger = this_trigger; - // A house must be specified - if (houseType >= 0 && houseType < HouseTypes.Count() && this_building != NULL) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = (HousesType)this_building->House->ID; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_SPIED; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.House = (HousesType)houseType; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - // Set the building - this_building->Trigger = this_trigger; - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); return 1; + } - /*********************************************************************************************** - * Script_CreateDiscoveryCallback - Creates a TEVENT_DISCOVERED trigger and attaches a callback* - * * - * Trigger is sprung when the given object is discovered * - * * - * SCRIPT INPUT: objectID (int) - The object's ID being discovered * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_ObjectDiscoveryCallback(lua_State* L) { + lua_pushnumber(L, -1); - int objectID = lua_tointeger(L, 1); + return 1; +} - char* in_function = ""; +/*********************************************************************************************** + * Script_CreateSpiedByCallback - Creates a SPIED_BY trigger and attaches a callback * + * * + * SCRIPT INPUT: objectID (int) - The building ID being spied * + * houseType (int) - The house (player) index doing the spying * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_SpiedByCallback(lua_State* L) { - // Optional callback function - if (lua_gettop(L) >= 2) { - in_function = (char*)lua_tostring(L, 2); + int objectID = lua_tointeger(L, 1); + int houseType = lua_tointeger(L, 2); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 3) { + in_function = (char*)lua_tostring(L, 3); + } + + BuildingClass* this_building = Buildings.Ptr(objectID); + + // A house must be specified + if (houseType >= 0 && houseType < HouseTypes.Count() && this_building != NULL) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = (HousesType)this_building->House->ID; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_SPIED; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.House = (HousesType)houseType; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); } - // A house must be specified - if (objectID >= 0 ) { + // Set the building + this_building->Trigger = this_trigger; - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = HousesType::HOUSE_NONE; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_DISCOVERED; - this_trigger_type->EventControl = MULTI_ONLY; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - Script_SetObjectTrigger(objectID, this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); return 1; + } - /*********************************************************************************************** - * Script_HouseDiscoveredCallback - Initiates when given house is discovered * - * * - * Trigger is sprung when an object belonging to the given house is discovered * - * * - * SCRIPT INPUT: houseType (int) - The house (player) index that has been discovered * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_HouseDiscoveredCallback(lua_State* L) { + lua_pushnumber(L, -1); - int houseType = lua_tointeger(L, 1); + return 1; +} - char* in_function = ""; +/*********************************************************************************************** + * Script_CreateDiscoveryCallback - Creates a TEVENT_DISCOVERED trigger and attaches a callback* + * * + * Trigger is sprung when the given object is discovered * + * * + * SCRIPT INPUT: objectID (int) - The object's ID being discovered * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_ObjectDiscoveryCallback(lua_State* L) { - // Optional callback function - if (lua_gettop(L) >= 2) { - in_function = (char*)lua_tostring(L, 2); - } + int objectID = lua_tointeger(L, 1); - // A house must be specified - if (houseType >= 0 && houseType < HouseTypes.Count()) { + char* in_function = ""; - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = HOUSE_NONE; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::VOLATILE; - - this_trigger_type->Event1 = TEVENT_HOUSE_DISCOVERED; - this_trigger_type->EventControl = MULTI_ONLY; - - this_trigger_type->Event1.Data.House = (HousesType)houseType; - - // Create instance of trigger type - - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - HouseTriggers[PlayerPtr->Class->House].Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; + // Optional callback function + if (lua_gettop(L) >= 2) { + in_function = (char*)lua_tostring(L, 2); } - /*********************************************************************************************** - * Script_ObjectAttackedCallback - Trigger that springs when object is attacked by anyone * - * * - * SCRIPT INPUT: objectID (int) - The object's ID being discovered * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_ObjectAttackedCallback(lua_State* L) { - - int objectID = lua_tointeger(L, 1); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 2) { - in_function = (char*)lua_tostring(L, 2); - } - - // An object must be specified - if (objectID >= 0) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = HousesType::HOUSE_NONE; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_ATTACKED; - this_trigger_type->EventControl = MULTI_ONLY; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - Script_SetObjectTrigger(objectID, this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - } - - /*********************************************************************************************** - * Script_ObjectDestroyedCallback - Trigger that springs when object is destroyed by anyone * - * * - * SCRIPT INPUT: objectID (int) - The object's ID being discovered * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_ObjectDestroyedCallback(lua_State* L) { - - int objectID = lua_tointeger(L, 1); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 2) { - in_function = (char*)lua_tostring(L, 2); - } - - // An object must be specified - if (objectID >= 0) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = HousesType::HOUSE_NONE; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_DESTROYED; - this_trigger_type->EventControl = MULTI_ONLY; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - Script_SetObjectTrigger(objectID, this_trigger); - - - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - } - - /*********************************************************************************************** - * Script_AnyEventCallback - * - * * - * SCRIPT INPUT: objectID (int) - The object's ID being discovered * - * houseType (int) - The house (player) index * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_AnyEventCallback(lua_State* L) { - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 1) { - in_function = (char*)lua_tostring(L, 1); - } + // A house must be specified + if (objectID >= 0) { // Create trigger type TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); @@ -1457,7 +1214,7 @@ this_trigger_type->IsActive = 1; this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - this_trigger_type->Event1 = TEVENT_ANY; + this_trigger_type->Event1 = TEVENT_DISCOVERED; this_trigger_type->EventControl = MULTI_ONLY; // Create instance of trigger type @@ -1468,7 +1225,7 @@ strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); } - LogicTriggers.Add(this_trigger); + Script_SetObjectTrigger(objectID, this_trigger); // Output the new trigger's ID lua_pushnumber(L, this_trigger->ID); @@ -1477,289 +1234,55 @@ } - /*********************************************************************************************** - * Script_AllUnitsDestroyedCallback - Called when all of a house's units are destroyed * - * * - * SCRIPT INPUT: houseType (int) - The house (player) index owner of said units * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_AllUnitsDestroyedCallback(lua_State* L) { + lua_pushnumber(L, -1); - int houseType = lua_tointeger(L, 1); - - char* in_function = ""; + return 1; +} - // Optional callback function - if (lua_gettop(L) >= 2) { - in_function = (char*)lua_tostring(L, 2); - } +/*********************************************************************************************** + * Script_HouseDiscoveredCallback - Initiates when given house is discovered * + * * + * Trigger is sprung when an object belonging to the given house is discovered * + * * + * SCRIPT INPUT: houseType (int) - The house (player) index that has been discovered * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_HouseDiscoveredCallback(lua_State* L) { - // A house must be specified - if (houseType >= 0 && houseType < HouseTypes.Count()) { + int houseType = lua_tointeger(L, 1); - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = HousesType::HOUSE_NONE; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + char* in_function = ""; - this_trigger_type->Event1 = TEVENT_UNITS_DESTROYED; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.House = (HousesType)houseType; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - HouseTriggers[(HousesType)houseType].Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; + // Optional callback function + if (lua_gettop(L) >= 2) { + in_function = (char*)lua_tostring(L, 2); } - /*********************************************************************************************** - * Script_AllBuildingsDestroyedCallback - Called when all of a house's buildings are destroyed* - * * - * SCRIPT INPUT: houseType (int) - The house (player) index owner of said buildings * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_AllBuildingsDestroyedCallback(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 2) { - in_function = (char*)lua_tostring(L, 2); - } - - // A house must be specified - if (houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = HousesType::HOUSE_NONE; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_BUILDINGS_DESTROYED; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.House = (HousesType)houseType; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - HouseTriggers[(HousesType)houseType].Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - } - - /*********************************************************************************************** - * Script_AllDestroyedCallback - Called when everything belonging to a house is destyroyed * - * * - * SCRIPT INPUT: houseType (int) - The house (player) index that got pwned * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_AllDestroyedCallback(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 2) { - in_function = (char*)lua_tostring(L, 2); - } - - // A house must be specified - if (houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = HousesType::HOUSE_NONE; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_ALL_DESTROYED; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.House = (HousesType)houseType; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - HouseTriggers[(HousesType)houseType].Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - } - - /*********************************************************************************************** - * Script_CreditsReachedCallback - Called when given house meets given amount of credits * - * * - * SCRIPT INPUT: houseType (int) - The house (player) index to test against * - * in_credits (int) - The amount of credits * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_CreditsReachedCallback(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - int in_credits = lua_tointeger(L, 2); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 3) { - in_function = (char*)lua_tostring(L, 3); - } - - // A house must be specified - if (houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = (HousesType)houseType; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_CREDITS; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.Value= in_credits; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - HouseTriggers[(HousesType)houseType].Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - } - - /*********************************************************************************************** - * Script_TimeReachedCallback - Called when the given amount of time has elapsed * - * * - * SCRIPT INPUT: in_time (int) - The time (in tenths of a second) that was reached * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_TimeReachedCallback(lua_State* L) { - - int in_time = lua_tointeger(L, 1); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 2) { - in_function = (char*)lua_tostring(L, 2); - } + // A house must be specified + if (houseType >= 0 && houseType < HouseTypes.Count()) { // Create trigger type TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); this_trigger_type->House = HOUSE_NONE; this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + this_trigger_type->IsPersistant = TriggerTypeClass::VOLATILE; - this_trigger_type->Event1 = TEVENT_TIME; + this_trigger_type->Event1 = TEVENT_HOUSE_DISCOVERED; this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.Value = in_time; + + this_trigger_type->Event1.Data.House = (HousesType)houseType; // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); if (in_function[0] != '\0') { @@ -1767,7 +1290,7 @@ strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); } - LogicTriggers.Add(this_trigger); + HouseTriggers[PlayerPtr->Class->House].Add(this_trigger); // Output the new trigger's ID lua_pushnumber(L, this_trigger->ID); @@ -1776,1034 +1299,39 @@ } - /*********************************************************************************************** - * Script_MissionTimerCallback - Called when the mission timer has expired * - * * - * SCRIPT INPUT: in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_MissionTimerCallback(lua_State* L) { + lua_pushnumber(L, -1); - char* in_function = ""; + return 1; +} - // Optional callback function - if (lua_gettop(L) >= 1) { - in_function = (char*)lua_tostring(L, 1); - } +/*********************************************************************************************** + * Script_ObjectAttackedCallback - Trigger that springs when object is attacked by anyone * + * * + * SCRIPT INPUT: objectID (int) - The object's ID being discovered * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_ObjectAttackedCallback(lua_State* L) { - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = HOUSE_NONE; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + int objectID = lua_tointeger(L, 1); - this_trigger_type->Event1 = TEVENT_MISSION_TIMER_EXPIRED; - this_trigger_type->EventControl = MULTI_ONLY; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - LogicTriggers.Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; + char* in_function = ""; + // Optional callback function + if (lua_gettop(L) >= 2) { + in_function = (char*)lua_tostring(L, 2); } - /*********************************************************************************************** - * Script_UnitsDestroyedCallback - Called when given number of a house's units are destroyed * - * * - * SCRIPT INPUT: houseType (int) - The house (player) index owner of said units * - * in_number (int) - The number of units that have must be destroyed * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_UnitsDestroyedCallback(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - int in_number = lua_tointeger(L, 2); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 3) { - in_function = (char*)lua_tostring(L, 3); - } - - // A house must be specified - if (houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = (HousesType)houseType; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_NUNITS_DESTROYED; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.Value = in_number; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - HouseTriggers[(HousesType)houseType].Add(this_trigger); - - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - } - - /************************************************************************************************ - * Script_BuildingsDestroyedCallback - Called when number of a house's buildings are destroyed * - * * - * SCRIPT INPUT: houseType (int) - The house (player) index owner of said buildings * - * in_number (int) - The number of buildings that have must be destroyed * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *==============================================================================================*/ - static int Script_BuildingsDestroyedCallback(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - int in_number = lua_tointeger(L, 2); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 3) { - in_function = (char*)lua_tostring(L, 3); - } - - // A house must be specified - if (houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = (HousesType)houseType; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_NBUILDINGS_DESTROYED; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.Value = in_number; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - HouseTriggers[(HousesType)houseType].Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - } - - /*********************************************************************************************** - * Script_NoFactoriesCallback - Called when no more factories exist for a house * - * * - * SCRIPT INPUT: houseType (int) - The house (player) index that got pwned * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_NoFactoriesCallback(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 2) { - in_function = (char*)lua_tostring(L, 2); - } - - // A house must be specified - if (houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = (HousesType)houseType; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_NOFACTORIES; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.Value = -1; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - HouseTriggers[(HousesType)houseType].Add(this_trigger); - - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - } - - /*********************************************************************************************** - * Script_CivilianEscapeCallback - Called when civilians get evacuated from map * - * * - * SCRIPT INPUT: houseType (int) - The house (player) owner of civilians escaped * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_CivilianEscapeCallback(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 2) { - in_function = (char*)lua_tostring(L, 2); - } - - if (houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = (HousesType)houseType; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_EVAC_CIVILIAN; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.Value = -1; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - LogicTriggers.Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - } - - lua_pushnumber(L, -1); - - return 1; - - } - - /*********************************************************************************************** - * Script_BuildingBuiltCallback - Called when a specified house builds a specified building * - * * - * SCRIPT INPUT: houseType (int) - The house (player) owner that built the building * - * objectType (int) - The index / building type to check for * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_BuildingBuiltCallback(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - int objectType = lua_tointeger(L, 2); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 3) { - in_function = (char*)lua_tostring(L, 3); - } - - if (objectType >= 0 && houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = (HousesType)houseType; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_BUILD; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.Value = objectType; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - HouseTriggers[houseType].Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - - } - - /*********************************************************************************************** - * Script_UnitBuiltCallback - Called when a specified house builds a specified unit * - * * - * Does not trigger for units that spawn with buildings (ie. ore truck) * - * * - * SCRIPT INPUT: houseType (int) - The house (player) owner that built the unit * - * objectType (int) - The index / unit type to check for * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_UnitBuiltCallback(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - int objectType = lua_tointeger(L, 2); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 3) { - in_function = (char*)lua_tostring(L, 3); - } - - if (objectType >= 0 && houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = (HousesType)houseType; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_BUILD_UNIT; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.Value = objectType; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - HouseTriggers[houseType].Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - - } - - /*********************************************************************************************** - * Script_InfantryBuiltCallback - Called when a specified house builds a specified infantry * - * * - * Does not trigger for infantry gained by selling a building * - * * - * SCRIPT INPUT: houseType (int) - The house (player) owner that built the infantry * - * objectType (int) - The index / infantry type to check for * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_InfantryBuiltCallback(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - int objectType = lua_tointeger(L, 2); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 3) { - in_function = (char*)lua_tostring(L, 3); - } - - if (objectType >= 0 && houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = (HousesType)houseType; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_BUILD_INFANTRY; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.Value = objectType; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - HouseTriggers[houseType].Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - - } - - /*********************************************************************************************** - * Script_AircraftBuiltCallback - Called when a specified house builds a specified aircraft * - * * - * Does not trigger for units that spawn with buildings * - * * - * SCRIPT INPUT: houseType (int) - The house (player) owner that built the unit * - * objectType (int) - The index / unit type to check for * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_AircraftBuiltCallback(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - int objectType = lua_tointeger(L, 2); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 3) { - in_function = (char*)lua_tostring(L, 3); - } - - if (objectType >= 0 && houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = (HousesType)houseType; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_BUILD_AIRCRAFT; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.Value = objectType; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - HouseTriggers[houseType].Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - - } - - /*********************************************************************************************** - * Script_TeamLeavesMapCallback - Called when the specified team leaves the map * - * * - * SCRIPT INPUT: in_team (int) - The team index that has left the map * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_TeamLeavesMapCallback(lua_State* L) { - - int in_team = lua_tointeger(L, 1); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 2) { - in_function = (char*)lua_tostring(L, 2); - } - TeamTypeClass* this_team = TeamTypes.Ptr(in_team); - - if (this_team != NULL) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = this_team->House; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_LEAVES_MAP; - this_trigger_type->EventControl = MULTI_ONLY; - - - this_trigger_type->Event1.Team = this_team; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - LogicTriggers.Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - // Output the new trigger's ID - lua_pushnumber(L, -1); - - return 1; - - } - - /*********************************************************************************************** - * Script_ZoneEntryCallback - Called when a specified house enters zone of given position * - * * - * Does not trigger for units that spawn with buildings * - * * - * SCRIPT INPUT: houseType (int) - The house (player) owner that built the unit * - * in_x (int) - The cell/X location of the cell to test * - * in_y (int) - The cell/Y location of the cell to test * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_ZoneEntryCallback(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - int in_x = lua_tointeger(L, 2); - int in_y = lua_tointeger(L, 3); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 4) { - in_function = (char*)lua_tostring(L, 4); - } - - if (houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = (HousesType)houseType; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_ENTERS_ZONE; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.House = (HousesType)houseType; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - // Get the cell and set the trigger - this_trigger->Cell = XY_Cell(in_x, in_y); - MapTriggers.Add(this_trigger); - - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - - } - - /*********************************************************************************************** - * Script_HorizontalCrossCallback - Called when a specified house's units cross the given X * - * * - * Does not trigger for units that spawn with buildings * - * * - * SCRIPT INPUT: houseType (int) - The house (player) owner that owns the unit * - * in_x (int) - The cell/X location that must be crossed * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_HorizontalCrossCallback(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - int in_x = lua_tointeger(L,2); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 3) { - in_function = (char*)lua_tostring(L, 3); - } - - if (houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = (HousesType)houseType; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_CROSS_VERTICAL; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.House = (HousesType)houseType; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - // Find a free spot and set the trigger - int addY = 0; - for (addY = 0; addY < Map.MapCellHeight; addY++) { - TriggerClass* trigger = Map[XY_Cell(in_x, Map.MapCellY + addY)].Trigger; - if (trigger == NULL) { - this_trigger->Cell = XY_Cell(in_x, Map.MapCellY + addY); - Map[XY_Cell(in_x, Map.MapCellY + addY)].Trigger = this_trigger; - break; - } - } - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - - } - - /*********************************************************************************************** - * Script_VerticalCrossCallback - Called when a specified house's units cross the given Y * - * * - * Does not trigger for units that spawn with buildings * - * * - * SCRIPT INPUT: houseType (int) - The house (player) owner that owns the unit * - * in_y (int) - The cell/Y location that must be crossed * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_VerticalCrossCallback(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - int in_y = lua_tointeger(L, 2); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 3) { - in_function = (char*)lua_tostring(L, 3); - } - - if (houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = (HousesType)houseType; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_CROSS_HORIZONTAL; // <- Their description doesn't make sense, not mine - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.House = (HousesType)houseType; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - // Find a free spot and set the trigger - int addX = 0; - for (addX = 0; addX < Map.MapCellWidth; addX++) { - TriggerClass* trigger = Map[XY_Cell(Map.MapCellX + addX, in_y)].Trigger; - if (trigger == NULL) { - this_trigger->Cell = XY_Cell(Map.MapCellX+ addX, in_y); - Map[XY_Cell(Map.MapCellX+ addX, in_y)].Trigger = this_trigger; - break; - } - } - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - - } - - /*********************************************************************************************** - * Script_GlobalSetCallback - activated when the global value is in the "set" poisition * - * * - * SCRIPT INPUT: in_global - The global value to set * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GlobalSetCallback(lua_State* L) { - - int in_global = lua_tointeger(L, 1); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 2) { - in_function = (char*)lua_tostring(L, 2); - } - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = HOUSE_NONE; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_GLOBAL_SET; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.Value = in_global; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - LogicTriggers.Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - } - - /*********************************************************************************************** - * Script_GlobalSetCallback - activated when the global value is in the "cleared" poisition * - * * - * SCRIPT INPUT: in_global - The global value to set to "cleared" * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GlobalClearedCallback(lua_State* L) { - - int in_global = lua_tointeger(L, 1); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 2) { - in_function = (char*)lua_tostring(L, 2); - } - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = HOUSE_NONE; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - - this_trigger_type->Event1 = TEVENT_GLOBAL_CLEAR; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.Value = in_global; - - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - LogicTriggers.Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - } - - /*********************************************************************************************** - * Script_LowPowerCallback - Initiates when given house becomes low on power * - * * - * SCRIPT INPUT: houseType (int) - The house (player) index that has been discovered * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_LowPowerCallback(lua_State* L) { - - int houseType = lua_tointeger(L, 1); - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 2) { - in_function = (char*)lua_tostring(L, 2); - } - - // A house must be specified - if (houseType >= 0 && houseType < HouseTypes.Count()) { - - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = HOUSE_NONE; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::VOLATILE; - - this_trigger_type->Event1 = TEVENT_LOW_POWER; - this_trigger_type->EventControl = MULTI_ONLY; - - this_trigger_type->Event1.Data.House = (HousesType)houseType; - - // Create instance of trigger type - - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - HouseTriggers[PlayerPtr->Class->House].Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); - - return 1; - } - - /*********************************************************************************************** - * Script_AllBridgesDestroyedCallback - Called when all map's bridges have been destroyed * - * * - * SCRIPT INPUT: in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_AllBridgesDestroyedCallback(lua_State* L) { - - char* in_function = ""; - - // Optional callback function - if (lua_gettop(L) >= 1) { - in_function = (char*)lua_tostring(L, 1); - } + // An object must be specified + if (objectID >= 0) { // Create trigger type TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); @@ -2811,7 +1339,7 @@ this_trigger_type->IsActive = 1; this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; - this_trigger_type->Event1 = TEVENT_ALL_BRIDGES_DESTROYED; + this_trigger_type->Event1 = TEVENT_ATTACKED; this_trigger_type->EventControl = MULTI_ONLY; // Create instance of trigger type @@ -2822,6 +1350,1037 @@ strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); } + Script_SetObjectTrigger(objectID, this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; +} + +/*********************************************************************************************** + * Script_ObjectDestroyedCallback - Trigger that springs when object is destroyed by anyone * + * * + * SCRIPT INPUT: objectID (int) - The object's ID being discovered * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_ObjectDestroyedCallback(lua_State* L) { + + int objectID = lua_tointeger(L, 1); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 2) { + in_function = (char*)lua_tostring(L, 2); + } + + // An object must be specified + if (objectID >= 0) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = HousesType::HOUSE_NONE; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_DESTROYED; + this_trigger_type->EventControl = MULTI_ONLY; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + Script_SetObjectTrigger(objectID, this_trigger); + + + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; +} + +/*********************************************************************************************** + * Script_AnyEventCallback - * + * * + * SCRIPT INPUT: objectID (int) - The object's ID being discovered * + * houseType (int) - The house (player) index * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_AnyEventCallback(lua_State* L) { + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 1) { + in_function = (char*)lua_tostring(L, 1); + } + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = HousesType::HOUSE_NONE; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_ANY; + this_trigger_type->EventControl = MULTI_ONLY; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + LogicTriggers.Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + +} + +/*********************************************************************************************** + * Script_AllUnitsDestroyedCallback - Called when all of a house's units are destroyed * + * * + * SCRIPT INPUT: houseType (int) - The house (player) index owner of said units * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_AllUnitsDestroyedCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 2) { + in_function = (char*)lua_tostring(L, 2); + } + + // A house must be specified + if (houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = HousesType::HOUSE_NONE; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_UNITS_DESTROYED; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.House = (HousesType)houseType; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + HouseTriggers[(HousesType)houseType].Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; +} + +/*********************************************************************************************** + * Script_AllBuildingsDestroyedCallback - Called when all of a house's buildings are destroyed* + * * + * SCRIPT INPUT: houseType (int) - The house (player) index owner of said buildings * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_AllBuildingsDestroyedCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 2) { + in_function = (char*)lua_tostring(L, 2); + } + + // A house must be specified + if (houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = HousesType::HOUSE_NONE; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_BUILDINGS_DESTROYED; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.House = (HousesType)houseType; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + HouseTriggers[(HousesType)houseType].Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; +} + +/*********************************************************************************************** + * Script_AllDestroyedCallback - Called when everything belonging to a house is destyroyed * + * * + * SCRIPT INPUT: houseType (int) - The house (player) index that got pwned * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_AllDestroyedCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 2) { + in_function = (char*)lua_tostring(L, 2); + } + + // A house must be specified + if (houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = HousesType::HOUSE_NONE; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_ALL_DESTROYED; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.House = (HousesType)houseType; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + HouseTriggers[(HousesType)houseType].Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; +} + +/*********************************************************************************************** + * Script_CreditsReachedCallback - Called when given house meets given amount of credits * + * * + * SCRIPT INPUT: houseType (int) - The house (player) index to test against * + * in_credits (int) - The amount of credits * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_CreditsReachedCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + int in_credits = lua_tointeger(L, 2); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 3) { + in_function = (char*)lua_tostring(L, 3); + } + + // A house must be specified + if (houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = (HousesType)houseType; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_CREDITS; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.Value = in_credits; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + HouseTriggers[(HousesType)houseType].Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; +} + +/*********************************************************************************************** + * Script_TimeReachedCallback - Called when the given amount of time has elapsed * + * * + * SCRIPT INPUT: in_time (int) - The time (in tenths of a second) that was reached * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_TimeReachedCallback(lua_State* L) { + + int in_time = lua_tointeger(L, 1); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 2) { + in_function = (char*)lua_tostring(L, 2); + } + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = HOUSE_NONE; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_TIME; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.Value = in_time; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + LogicTriggers.Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + +} + +/*********************************************************************************************** + * Script_MissionTimerCallback - Called when the mission timer has expired * + * * + * SCRIPT INPUT: in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_MissionTimerCallback(lua_State* L) { + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 1) { + in_function = (char*)lua_tostring(L, 1); + } + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = HOUSE_NONE; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_MISSION_TIMER_EXPIRED; + this_trigger_type->EventControl = MULTI_ONLY; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + LogicTriggers.Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + +} + +/*********************************************************************************************** + * Script_UnitsDestroyedCallback - Called when given number of a house's units are destroyed * + * * + * SCRIPT INPUT: houseType (int) - The house (player) index owner of said units * + * in_number (int) - The number of units that have must be destroyed * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_UnitsDestroyedCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + int in_number = lua_tointeger(L, 2); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 3) { + in_function = (char*)lua_tostring(L, 3); + } + + // A house must be specified + if (houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = (HousesType)houseType; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_NUNITS_DESTROYED; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.Value = in_number; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + HouseTriggers[(HousesType)houseType].Add(this_trigger); + + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; +} + +/************************************************************************************************ + * Script_BuildingsDestroyedCallback - Called when number of a house's buildings are destroyed * + * * + * SCRIPT INPUT: houseType (int) - The house (player) index owner of said buildings * + * in_number (int) - The number of buildings that have must be destroyed * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *==============================================================================================*/ +static int Script_BuildingsDestroyedCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + int in_number = lua_tointeger(L, 2); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 3) { + in_function = (char*)lua_tostring(L, 3); + } + + // A house must be specified + if (houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = (HousesType)houseType; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_NBUILDINGS_DESTROYED; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.Value = in_number; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + HouseTriggers[(HousesType)houseType].Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; +} + +/*********************************************************************************************** + * Script_NoFactoriesCallback - Called when no more factories exist for a house * + * * + * SCRIPT INPUT: houseType (int) - The house (player) index that got pwned * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_NoFactoriesCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 2) { + in_function = (char*)lua_tostring(L, 2); + } + + // A house must be specified + if (houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = (HousesType)houseType; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_NOFACTORIES; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.Value = -1; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + HouseTriggers[(HousesType)houseType].Add(this_trigger); + + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; +} + +/*********************************************************************************************** + * Script_CivilianEscapeCallback - Called when civilians get evacuated from map * + * * + * SCRIPT INPUT: houseType (int) - The house (player) owner of civilians escaped * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_CivilianEscapeCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 2) { + in_function = (char*)lua_tostring(L, 2); + } + + if (houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = (HousesType)houseType; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_EVAC_CIVILIAN; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.Value = -1; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + LogicTriggers.Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + } + + lua_pushnumber(L, -1); + + return 1; + +} + +/*********************************************************************************************** + * Script_BuildingBuiltCallback - Called when a specified house builds a specified building * + * * + * SCRIPT INPUT: houseType (int) - The house (player) owner that built the building * + * objectType (int) - The index / building type to check for * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_BuildingBuiltCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + int objectType = lua_tointeger(L, 2); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 3) { + in_function = (char*)lua_tostring(L, 3); + } + + if (objectType >= 0 && houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = (HousesType)houseType; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_BUILD; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.Value = objectType; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + HouseTriggers[houseType].Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; + +} + +/*********************************************************************************************** + * Script_UnitBuiltCallback - Called when a specified house builds a specified unit * + * * + * Does not trigger for units that spawn with buildings (ie. ore truck) * + * * + * SCRIPT INPUT: houseType (int) - The house (player) owner that built the unit * + * objectType (int) - The index / unit type to check for * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_UnitBuiltCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + int objectType = lua_tointeger(L, 2); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 3) { + in_function = (char*)lua_tostring(L, 3); + } + + if (objectType >= 0 && houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = (HousesType)houseType; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_BUILD_UNIT; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.Value = objectType; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + HouseTriggers[houseType].Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; + +} + +/*********************************************************************************************** + * Script_InfantryBuiltCallback - Called when a specified house builds a specified infantry * + * * + * Does not trigger for infantry gained by selling a building * + * * + * SCRIPT INPUT: houseType (int) - The house (player) owner that built the infantry * + * objectType (int) - The index / infantry type to check for * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_InfantryBuiltCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + int objectType = lua_tointeger(L, 2); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 3) { + in_function = (char*)lua_tostring(L, 3); + } + + if (objectType >= 0 && houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = (HousesType)houseType; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_BUILD_INFANTRY; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.Value = objectType; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + HouseTriggers[houseType].Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; + +} + +/*********************************************************************************************** + * Script_AircraftBuiltCallback - Called when a specified house builds a specified aircraft * + * * + * Does not trigger for units that spawn with buildings * + * * + * SCRIPT INPUT: houseType (int) - The house (player) owner that built the unit * + * objectType (int) - The index / unit type to check for * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_AircraftBuiltCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + int objectType = lua_tointeger(L, 2); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 3) { + in_function = (char*)lua_tostring(L, 3); + } + + if (objectType >= 0 && houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = (HousesType)houseType; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_BUILD_AIRCRAFT; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.Value = objectType; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + HouseTriggers[houseType].Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; + +} + +/*********************************************************************************************** + * Script_TeamLeavesMapCallback - Called when the specified team leaves the map * + * * + * SCRIPT INPUT: in_team (int) - The team index that has left the map * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_TeamLeavesMapCallback(lua_State* L) { + + int in_team = lua_tointeger(L, 1); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 2) { + in_function = (char*)lua_tostring(L, 2); + } + TeamTypeClass* this_team = TeamTypes.Ptr(in_team); + + if (this_team != NULL) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = this_team->House; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_LEAVES_MAP; + this_trigger_type->EventControl = MULTI_ONLY; + + + this_trigger_type->Event1.Team = this_team; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + LogicTriggers.Add(this_trigger); // Output the new trigger's ID @@ -2831,315 +2390,784 @@ } - /*********************************************************************************************** - * Script_BuildingExistsCallback - Called if a given building exists for a given house * - * * - * SCRIPT INPUT: buildingType (int) - The building type to check for * - * houseType (int) - The house (player) index owner of said building * - * in_function (string) - The callback function to execute upon trigger * - * * - * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_BuildingExistsCallback(lua_State* L) { + // Output the new trigger's ID + lua_pushnumber(L, -1); - int buildingType = lua_tointeger(L, 1); - int houseType = lua_tointeger(L,2); + return 1; - char* in_function = ""; +} - // Optional callback function - if (lua_gettop(L) >= 3) { - in_function = (char*)lua_tostring(L, 3); +/*********************************************************************************************** + * Script_ZoneEntryCallback - Called when a specified house enters zone of given position * + * * + * Does not trigger for units that spawn with buildings * + * * + * SCRIPT INPUT: houseType (int) - The house (player) owner that built the unit * + * in_x (int) - The cell/X location of the cell to test * + * in_y (int) - The cell/Y location of the cell to test * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_ZoneEntryCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + int in_x = lua_tointeger(L, 2); + int in_y = lua_tointeger(L, 3); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 4) { + in_function = (char*)lua_tostring(L, 4); + } + + if (houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = (HousesType)houseType; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_ENTERS_ZONE; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.House = (HousesType)houseType; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); } - // A house must be specified - if (buildingType>=0 && houseType >= 0 && houseType < HouseTypes.Count()) { + // Get the cell and set the trigger + this_trigger->Cell = XY_Cell(in_x, in_y); + MapTriggers.Add(this_trigger); - // Create trigger type - TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); - this_trigger_type->House = (HousesType)houseType; - this_trigger_type->IsActive = 1; - this_trigger_type->IsPersistant = TriggerTypeClass::VOLATILE; - this_trigger_type->Event1 = TEVENT_BUILDING_EXISTS; - this_trigger_type->EventControl = MULTI_ONLY; - this_trigger_type->Event1.Data.Value = buildingType; - // Create instance of trigger type - TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); - - if (in_function[0] != '\0') { - // Copy the callback function into the trigger - strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); - } - - HouseTriggers[(HousesType)houseType].Add(this_trigger); - - // Output the new trigger's ID - lua_pushnumber(L, this_trigger->ID); - - return 1; - - } - - lua_pushnumber(L, -1); + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); return 1; + } + lua_pushnumber(L, -1); + + return 1; + +} + +/*********************************************************************************************** + * Script_HorizontalCrossCallback - Called when a specified house's units cross the given X * + * * + * Does not trigger for units that spawn with buildings * + * * + * SCRIPT INPUT: houseType (int) - The house (player) owner that owns the unit * + * in_x (int) - The cell/X location that must be crossed * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_HorizontalCrossCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + int in_x = lua_tointeger(L, 2); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 3) { + in_function = (char*)lua_tostring(L, 3); + } + + if (houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = (HousesType)houseType; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_CROSS_VERTICAL; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.House = (HousesType)houseType; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + // Find a free spot and set the trigger + int addY = 0; + for (addY = 0; addY < Map.MapCellHeight; addY++) { + TriggerClass* trigger = Map[XY_Cell(in_x, Map.MapCellY + addY)].Trigger; + if (trigger == NULL) { + this_trigger->Cell = XY_Cell(in_x, Map.MapCellY + addY); + Map[XY_Cell(in_x, Map.MapCellY + addY)].Trigger = this_trigger; + break; + } + } + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; + +} + +/*********************************************************************************************** + * Script_VerticalCrossCallback - Called when a specified house's units cross the given Y * + * * + * Does not trigger for units that spawn with buildings * + * * + * SCRIPT INPUT: houseType (int) - The house (player) owner that owns the unit * + * in_y (int) - The cell/Y location that must be crossed * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_VerticalCrossCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + int in_y = lua_tointeger(L, 2); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 3) { + in_function = (char*)lua_tostring(L, 3); + } + + if (houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = (HousesType)houseType; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_CROSS_HORIZONTAL; // <- Their description doesn't make sense, not mine + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.House = (HousesType)houseType; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + // Find a free spot and set the trigger + int addX = 0; + for (addX = 0; addX < Map.MapCellWidth; addX++) { + TriggerClass* trigger = Map[XY_Cell(Map.MapCellX + addX, in_y)].Trigger; + if (trigger == NULL) { + this_trigger->Cell = XY_Cell(Map.MapCellX + addX, in_y); + Map[XY_Cell(Map.MapCellX + addX, in_y)].Trigger = this_trigger; + break; + } + } + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; + +} + +/*********************************************************************************************** + * Script_GlobalSetCallback - activated when the global value is in the "set" poisition * + * * + * SCRIPT INPUT: in_global - The global value to set * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_GlobalSetCallback(lua_State* L) { + + int in_global = lua_tointeger(L, 1); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 2) { + in_function = (char*)lua_tostring(L, 2); + } + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = HOUSE_NONE; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_GLOBAL_SET; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.Value = in_global; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + LogicTriggers.Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; +} + +/*********************************************************************************************** + * Script_GlobalSetCallback - activated when the global value is in the "cleared" poisition * + * * + * SCRIPT INPUT: in_global - The global value to set to "cleared" * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_GlobalClearedCallback(lua_State* L) { + + int in_global = lua_tointeger(L, 1); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 2) { + in_function = (char*)lua_tostring(L, 2); + } + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = HOUSE_NONE; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_GLOBAL_CLEAR; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.Value = in_global; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + LogicTriggers.Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; +} + +/*********************************************************************************************** + * Script_LowPowerCallback - Initiates when given house becomes low on power * + * * + * SCRIPT INPUT: houseType (int) - The house (player) index that has been discovered * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_LowPowerCallback(lua_State* L) { + + int houseType = lua_tointeger(L, 1); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 2) { + in_function = (char*)lua_tostring(L, 2); + } + + // A house must be specified + if (houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = HOUSE_NONE; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::VOLATILE; + + this_trigger_type->Event1 = TEVENT_LOW_POWER; + this_trigger_type->EventControl = MULTI_ONLY; + + this_trigger_type->Event1.Data.House = (HousesType)houseType; + + // Create instance of trigger type + + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + HouseTriggers[PlayerPtr->Class->House].Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; +} + +/*********************************************************************************************** + * Script_AllBridgesDestroyedCallback - Called when all map's bridges have been destroyed * + * * + * SCRIPT INPUT: in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_AllBridgesDestroyedCallback(lua_State* L) { + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 1) { + in_function = (char*)lua_tostring(L, 1); + } + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = HousesType::HOUSE_NONE; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::PERSISTANT; + + this_trigger_type->Event1 = TEVENT_ALL_BRIDGES_DESTROYED; + this_trigger_type->EventControl = MULTI_ONLY; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + LogicTriggers.Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + +} + +/*********************************************************************************************** + * Script_BuildingExistsCallback - Called if a given building exists for a given house * + * * + * SCRIPT INPUT: buildingType (int) - The building type to check for * + * houseType (int) - The house (player) index owner of said building * + * in_function (string) - The callback function to execute upon trigger * + * * + * SCRIPT OUTPUT: triggerID - The ID of the trigger created for use with Trigger Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_BuildingExistsCallback(lua_State* L) { + + int buildingType = lua_tointeger(L, 1); + int houseType = lua_tointeger(L, 2); + + char* in_function = ""; + + // Optional callback function + if (lua_gettop(L) >= 3) { + in_function = (char*)lua_tostring(L, 3); + } + + // A house must be specified + if (buildingType >= 0 && houseType >= 0 && houseType < HouseTypes.Count()) { + + // Create trigger type + TriggerTypeClass* this_trigger_type = new TriggerTypeClass(); + this_trigger_type->House = (HousesType)houseType; + this_trigger_type->IsActive = 1; + this_trigger_type->IsPersistant = TriggerTypeClass::VOLATILE; + this_trigger_type->Event1 = TEVENT_BUILDING_EXISTS; + this_trigger_type->EventControl = MULTI_ONLY; + this_trigger_type->Event1.Data.Value = buildingType; + + // Create instance of trigger type + TriggerClass* this_trigger = Find_Or_Make(this_trigger_type); + + if (in_function[0] != '\0') { + // Copy the callback function into the trigger + strncpy(this_trigger->MapScriptCallback, in_function, sizeof(this_trigger->MapScriptCallback) - 1); + } + + HouseTriggers[(HousesType)houseType].Add(this_trigger); + + // Output the new trigger's ID + lua_pushnumber(L, this_trigger->ID); + + return 1; + + } + + lua_pushnumber(L, -1); + + return 1; +} + /********************************************************************************************** * Trigger Utility Functions * *=============================================================================================*/ - /*********************************************************************************************** - * Script_Script_TriggerAddCell - Adds a cell to any cell based callback * - * * - * The map editor will always be the fastest way to do this, but here in case it's needed * - * * - * SCRIPT INPUT: triggerIndex (int) - The trigger ID of which to add a cell * - * in_x (int) - The Cell/X location of the new cell * - * in_y (int) - The Cell/Y location of the new cell * - * in_x2 (int) (opt. gr. 2) - The second Cell/X location (for bounding box) * - * in_y2 (int) (opt. gr. 2) - The second Cell/Y location (for bounding box) * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_TriggerAddCell(lua_State* L) { +/*********************************************************************************************** + * Script_Script_TriggerAddCell - Adds a cell to any cell based callback * + * * + * The map editor will always be the fastest way to do this, but here in case it's needed * + * * + * SCRIPT INPUT: triggerIndex (int) - The trigger ID of which to add a cell * + * in_x (int) - The Cell/X location of the new cell * + * in_y (int) - The Cell/Y location of the new cell * + * in_x2 (int) (opt. gr. 2) - The second Cell/X location (for bounding box) * + * in_y2 (int) (opt. gr. 2) - The second Cell/Y location (for bounding box) * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_TriggerAddCell(lua_State* L) { - int triggerIndex = lua_tointeger(L, 1); + int triggerIndex = lua_tointeger(L, 1); - int in_x = lua_tointeger(L, 2); - int in_y = lua_tointeger(L, 3); + int in_x = lua_tointeger(L, 2); + int in_y = lua_tointeger(L, 3); - int in_x2=in_x; - int in_y2=in_y; + int in_x2 = in_x; + int in_y2 = in_y; - // Optional secondary group bounding box parameter - if (lua_gettop(L) == 5) { - in_x2 = lua_tointeger(L, 4); - in_y2 = lua_tointeger(L, 5); - } + // Optional secondary group bounding box parameter + if (lua_gettop(L) == 5) { + in_x2 = lua_tointeger(L, 4); + in_y2 = lua_tointeger(L, 5); + } - TriggerClass* this_trigger = Triggers.Ptr(triggerIndex); + TriggerClass* this_trigger = Triggers.Ptr(triggerIndex); - if(this_trigger != NULL){ - for (int _x = in_x; _x <= in_x2; _x++) { - for (int _y = in_y; _y <= in_y2; _y++) { - Map[XY_Cell(_x, _y)].Trigger = this_trigger; - } + if (this_trigger != NULL) { + for (int _x = in_x; _x <= in_x2; _x++) { + for (int _y = in_y; _y <= in_y2; _y++) { + Map[XY_Cell(_x, _y)].Trigger = this_trigger; } } - - + } + + + return 1; +} + +/*********************************************************************************************** + * Script_SetTriggerCallback - Adds a lua callback to an existing trigger * + * * + * SCRIPT INPUT: triggerIndex (int) - The trigger of which to get * + * * + * callbackName (string) - The function name to be called when the * + * actions have been met * + * * + * actionIndex (int) (opt.) - 0: always callback on any of the given paths * + * of the trigger * + * 1: only callback on first action * + * 2: only callback on second action * + * * + * SCRIPT OUTPUT: result (number) - The amount of matching buildings for that player * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_SetTriggerCallback(lua_State* L) { + + int triggerIndex = lua_tointeger(L, 1); + + const char* callbackName = lua_tostring(L, 2); + char actionIndex = 0; + + // Optional actionIndex parameter + if (lua_gettop(L) == 3) { + actionIndex = lua_tointeger(L, 2); + } + + TriggerClass* trigger = Triggers.Ptr(triggerIndex); + + if (trigger != NULL) { + + strncpy(trigger->MapScriptCallback, callbackName, sizeof(trigger->MapScriptCallback) - 1); + trigger->MapScriptActionIndex = actionIndex; + + } + + return 1; +} + +/*********************************************************************************************** + * Script_GetCellObject - Gets an object (if any) on a cell and returns the ID * + * * + * SCRIPT INPUT: in_x (int) - The cell/X location of the cell to pick from * + * in_y (int) - The cell/Y location of the cell to pick from * + * * + * SCRIPT OUTPUT: result (number) - The ID of the building on the cell, or -1 if none * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_GetCellObject(lua_State* L) { + + int in_x = lua_tointeger(L, 1); + int in_y = lua_tointeger(L, 2); + + long result = -1; + + ObjectClass* this_object = Map[XY_Cell(in_x, in_y)].Cell_Object(); + + if (this_object == NULL) { + + lua_pushnumber(L, -1); return 1; } - /*********************************************************************************************** - * Script_SetTriggerCallback - Adds a lua callback to an existing trigger * - * * - * SCRIPT INPUT: triggerIndex (int) - The trigger of which to get * - * * - * callbackName (string) - The function name to be called when the * - * actions have been met * - * * - * actionIndex (int) (opt.) - 0: always callback on any of the given paths * - * of the trigger * - * 1: only callback on first action * - * 2: only callback on second action * - * * - * SCRIPT OUTPUT: result (number) - The amount of matching buildings for that player * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_SetTriggerCallback(lua_State* L) { + MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); - int triggerIndex = lua_tointeger(L, 1); + CacheObject->ID = this_object->ID; + CacheObject->RTTI = this_object->RTTI; + CacheObject->classIndex = -1; - const char* callbackName = lua_tostring(L, 2); - char actionIndex = 0; - - // Optional actionIndex parameter - if (lua_gettop(L) == 3) { - actionIndex = lua_tointeger(L, 2); - } - - TriggerClass* trigger = Triggers.Ptr(triggerIndex); - - if (trigger != NULL) { - - strncpy(trigger->MapScriptCallback, callbackName, sizeof(trigger->MapScriptCallback) - 1); - trigger->MapScriptActionIndex = actionIndex; - - } - - return 1; + switch (this_object->RTTI) { + case RTTI_BUILDING: { + CacheObject->classIndex = Script_BuildingIndexFromID(this_object->ID); + }break; + case RTTI_UNIT: { + CacheObject->classIndex = Script_UnitIndexFromID(this_object->ID); + }break; + case RTTI_AIRCRAFT: { + CacheObject->classIndex = Script_AircraftIndexFromID(this_object->ID); + }break; + case RTTI_INFANTRY: { + CacheObject->classIndex = Script_InfantryIndexFromID(this_object->ID); + }break; + case RTTI_VESSEL: { + CacheObject->classIndex = Script_VesselIndexFromID(this_object->ID); + }break; } - /*********************************************************************************************** - * Script_GetCellObject - Gets an object (if any) on a cell and returns the ID * - * * - * SCRIPT INPUT: in_x (int) - The cell/X location of the cell to pick from * - * in_y (int) - The cell/Y location of the cell to pick from * - * * - * SCRIPT OUTPUT: result (number) - The ID of the building on the cell, or -1 if none * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GetCellObject(lua_State* L) { - - int in_x = lua_tointeger(L, 1); - int in_y = lua_tointeger(L, 2); - - long result = -1; - - ObjectClass* this_object = Map[XY_Cell(in_x, in_y)].Cell_Object(); - - if (this_object == NULL) { - - lua_pushnumber(L, -1); - return 1; - } - - MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); - - CacheObject->ID = this_object->ID; - CacheObject->RTTI = this_object->RTTI; - CacheObject->classIndex = -1; - - switch (this_object->RTTI) { - case RTTI_BUILDING: { - CacheObject->classIndex = Script_BuildingIndexFromID(this_object->ID); - }break; - case RTTI_UNIT: { - CacheObject->classIndex = Script_UnitIndexFromID(this_object->ID); - }break; - case RTTI_AIRCRAFT: { - CacheObject->classIndex = Script_AircraftIndexFromID(this_object->ID); - }break; - case RTTI_INFANTRY: { - CacheObject->classIndex = Script_InfantryIndexFromID(this_object->ID); - }break; - case RTTI_VESSEL: { - CacheObject->classIndex = Script_VesselIndexFromID(this_object->ID); - }break; - } - - if (CacheObject->classIndex == -1 || CacheObject->ID < 0) { - delete CacheObject; - lua_pushnumber(L, -1); - } - else { - Scen.mapScript->ObjectCache.push_back(CacheObject); - lua_pushnumber(L, CacheObject->UID); // Return UID for faster lookup - } - - return 1; + if (CacheObject->classIndex == -1 || CacheObject->ID < 0) { + delete CacheObject; + lua_pushnumber(L, -1); + } + else { + Scen.mapScript->ObjectCache.push_back(CacheObject); + lua_pushnumber(L, CacheObject->UID); // Return UID for faster lookup } - /*********************************************************************************************** - * Script_Merge_Triggers - Adds the event from trigger 2 to trigger 1 and discards trigger 2 * - * * - * SCRIPT INPUT: triggerIndex (int) - The trigger ID of which will be the result * - * mergeTriggerIndex (int)- The trigger ID of which is being merged * - * * - * SCRIPT OUTPUT: result (number) - The amount of matching buildings for that player * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_MergeTriggers(lua_State* L) { + return 1; +} - int triggerIndex = lua_tointeger(L, 1); - int mergeTriggerIndex = lua_tointeger(L, 2); +/*********************************************************************************************** + * Script_Merge_Triggers - Adds the event from trigger 2 to trigger 1 and discards trigger 2 * + * * + * SCRIPT INPUT: triggerIndex (int) - The trigger ID of which will be the result * + * mergeTriggerIndex (int)- The trigger ID of which is being merged * + * * + * SCRIPT OUTPUT: result (number) - The amount of matching buildings for that player * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_MergeTriggers(lua_State* L) { - TriggerClass* resulting_trigger = Triggers.Ptr(triggerIndex); - TriggerTypeClass* resulting_trigger_type = resulting_trigger->Class; - TriggerClass* merge_trigger = Triggers.Ptr(mergeTriggerIndex); + int triggerIndex = lua_tointeger(L, 1); + int mergeTriggerIndex = lua_tointeger(L, 2); - if (resulting_trigger != NULL && merge_trigger != NULL) { + TriggerClass* resulting_trigger = Triggers.Ptr(triggerIndex); + TriggerTypeClass* resulting_trigger_type = resulting_trigger->Class; + TriggerClass* merge_trigger = Triggers.Ptr(mergeTriggerIndex); - // Set event 2 to event 1 of the merge trigger - resulting_trigger_type->Event2.Event = (TEventType)merge_trigger->Class->Event1.Event; - resulting_trigger_type->Event2.Data.Value = (long)merge_trigger->Class->Event1.Data.Value; - resulting_trigger_type->Event2.Team = (TeamTypeClass*)merge_trigger->Class->Event1.Team; + if (resulting_trigger != NULL && merge_trigger != NULL) { - // Make this an "AND" coniditional trigger (event 1 AND event 2) - resulting_trigger->Class->EventControl = MULTI_AND; - resulting_trigger->Class->ActionControl = MULTI_ONLY; + // Set event 2 to event 1 of the merge trigger + resulting_trigger_type->Event2.Event = (TEventType)merge_trigger->Class->Event1.Event; + resulting_trigger_type->Event2.Data.Value = (long)merge_trigger->Class->Event1.Data.Value; + resulting_trigger_type->Event2.Team = (TeamTypeClass*)merge_trigger->Class->Event1.Team; - // TODO: only do these individual cleanups for actions that they represent (for efficiency) + // Make this an "AND" coniditional trigger (event 1 AND event 2) + resulting_trigger->Class->EventControl = MULTI_AND; + resulting_trigger->Class->ActionControl = MULTI_ONLY; - // Now switch over any LogicTrigger references (we're getting rid of the second trigger) - for (int t_index = 0; t_index < LogicTriggers.Count(); t_index++) { + // TODO: only do these individual cleanups for actions that they represent (for efficiency) - TriggerClass* _trigger = LogicTriggers[t_index]; + // Now switch over any LogicTrigger references (we're getting rid of the second trigger) + for (int t_index = 0; t_index < LogicTriggers.Count(); t_index++) { + TriggerClass* _trigger = LogicTriggers[t_index]; + + if (_trigger == merge_trigger) { + + LogicTriggers.Delete(t_index); + + bool find_existing_result; + for (int t2_index = 0; t2_index < LogicTriggers.Count(); t2_index++) { + if (LogicTriggers[t2_index] == resulting_trigger) { + find_existing_result = true; + break; + } + } + if (!find_existing_result) { + LogicTriggers.Add(resulting_trigger); + } + + break; + } + + } + + // Now switch over any MapTrigger references (we're getting rid of the second trigger) + for (int t_index = 0; t_index < MapTriggers.Count(); t_index++) { + TriggerClass* _trigger = MapTriggers[t_index]; + + if (_trigger != NULL) { if (_trigger == merge_trigger) { - LogicTriggers.Delete(t_index); + MapTriggers.Delete(t_index); bool find_existing_result; - for (int t2_index = 0; t2_index < LogicTriggers.Count(); t2_index++) { - if (LogicTriggers[t2_index] == resulting_trigger) { + for (int t2_index = 0; t2_index < MapTriggers.Count(); t2_index++) { + if (MapTriggers[t2_index] == resulting_trigger) { find_existing_result = true; break; } } if (!find_existing_result) { - LogicTriggers.Add(resulting_trigger); + MapTriggers.Add(resulting_trigger); } break; } - } - // Now switch over any MapTrigger references (we're getting rid of the second trigger) - for (int t_index = 0; t_index < MapTriggers.Count(); t_index++) { - TriggerClass* _trigger = MapTriggers[t_index]; + } + + // Now switch over any HouseTrigger references (we're getting rid of the second trigger) + for (int h_index = 0; h_index < Houses.Count(); h_index++) { + for (int t_index = 0; t_index < HouseTriggers[h_index].Count(); t_index++) { + + TriggerClass* _trigger = HouseTriggers[h_index][t_index]; if (_trigger != NULL) { if (_trigger == merge_trigger) { - MapTriggers.Delete(t_index); + HouseTriggers[h_index].Delete(t_index); bool find_existing_result; - for (int t2_index = 0; t2_index < MapTriggers.Count(); t2_index++) { - if (MapTriggers[t2_index] == resulting_trigger) { + for (int t2_index = 0; t2_index < HouseTriggers[h_index].Count(); t2_index++) { + if (HouseTriggers[h_index][t2_index] == resulting_trigger) { find_existing_result = true; break; } } if (!find_existing_result) { - MapTriggers.Add(resulting_trigger); + HouseTriggers[h_index].Add(resulting_trigger); } break; @@ -3147,2564 +3175,2543 @@ } } - - // Now switch over any HouseTrigger references (we're getting rid of the second trigger) - for (int h_index = 0; h_index < Houses.Count(); h_index++) { - for (int t_index = 0; t_index < HouseTriggers[h_index].Count(); t_index++) { - - TriggerClass* _trigger = HouseTriggers[h_index][t_index]; - - if(_trigger != NULL){ - if (_trigger == merge_trigger) { - - HouseTriggers[h_index].Delete(t_index); - - bool find_existing_result; - for (int t2_index = 0; t2_index < HouseTriggers[h_index].Count(); t2_index++) { - if (HouseTriggers[h_index][t2_index] == resulting_trigger) { - find_existing_result = true; - break; - } - } - if (!find_existing_result) { - HouseTriggers[h_index].Add(resulting_trigger); - } - - break; - } - } - - } - } - - // Go through the map and replace any celltriggers - for (int _x = Map.MapCellX; _x <= Map.MapCellX + Map.MapCellWidth; _x++) { - for (int _y = Map.MapCellY; _y <= Map.MapCellY + Map.MapCellHeight; _y++) { - if (Map[XY_Cell(_x, _y)].Trigger == merge_trigger) { - Map[XY_Cell(_x, _y)].Trigger = resulting_trigger; - } - } - } - - // Now that we've merged the contents, and it's no longer being referred to, we can safely delete the merge trigger - Detach_This_From_All(merge_trigger->As_Target()); - delete merge_trigger; } - return 1; - } - - /*********************************************************************************************** - * Script_GetTriggerByName - Gets the trigger with a given name * - * * - * SCRIPT INPUT: triggerName (string); The input trigger name * - * * - * SCRIPT OUTPUT: triggerID (int) - The index of the trigger with this name * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GetTriggerByName(lua_State* L) { - - const char* triggerName= lua_tostring(L, 1); - - // Find the trigger and set up callback - for (int t_index = 0; t_index < Triggers.Count(); t_index++) { - TriggerClass* trigger = Triggers.Ptr(t_index); - - if (trigger != NULL) { - - if (strcmp(trigger->Name(), triggerName) == 0) { - - TriggerTypeClass* this_type = trigger->Class; - lua_pushnumber(L, t_index); - - return 1; - - break; + // Go through the map and replace any celltriggers + for (int _x = Map.MapCellX; _x <= Map.MapCellX + Map.MapCellWidth; _x++) { + for (int _y = Map.MapCellY; _y <= Map.MapCellY + Map.MapCellHeight; _y++) { + if (Map[XY_Cell(_x, _y)].Trigger == merge_trigger) { + Map[XY_Cell(_x, _y)].Trigger = resulting_trigger; } - } - } - lua_pushnumber(L, -1); - - return -1; + // Now that we've merged the contents, and it's no longer being referred to, we can safely delete the merge trigger + Detach_This_From_All(merge_trigger->As_Target()); + delete merge_trigger; } - /*********************************************************************************************** - * Script_TriggerSetPersistence - Sets whether a trigger runs once or indefinitely * - * * - * SCRIPT INPUT: triggerIndex (int) - The trigger ID of which this will apply * - * isPersistent (int) - The persistence value * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_TriggerSetPersistence(lua_State* L) { + return 1; +} - int triggerIndex = lua_tointeger(L, 1); - unsigned char isPersistent = lua_tointeger(L, 2); +/*********************************************************************************************** + * Script_GetTriggerByName - Gets the trigger with a given name * + * * + * SCRIPT INPUT: triggerName (string); The input trigger name * + * * + * SCRIPT OUTPUT: triggerID (int) - The index of the trigger with this name * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_GetTriggerByName(lua_State* L) { - TriggerClass* trigger = Triggers.Ptr(triggerIndex); + const char* triggerName = lua_tostring(L, 1); + + // Find the trigger and set up callback + for (int t_index = 0; t_index < Triggers.Count(); t_index++) { + TriggerClass* trigger = Triggers.Ptr(t_index); if (trigger != NULL) { - TriggerTypeClass* trigger_type = trigger->Class; + if (strcmp(trigger->Name(), triggerName) == 0) { - trigger_type->IsPersistant = (TriggerTypeClass::PersistantType)isPersistent; + TriggerTypeClass* this_type = trigger->Class; + lua_pushnumber(L, t_index); + return 1; + + break; + } } - return -1; } + lua_pushnumber(L, -1); + + return -1; +} + +/*********************************************************************************************** + * Script_TriggerSetPersistence - Sets whether a trigger runs once or indefinitely * + * * + * SCRIPT INPUT: triggerIndex (int) - The trigger ID of which this will apply * + * isPersistent (int) - The persistence value * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_TriggerSetPersistence(lua_State* L) { + + int triggerIndex = lua_tointeger(L, 1); + unsigned char isPersistent = lua_tointeger(L, 2); + + TriggerClass* trigger = Triggers.Ptr(triggerIndex); + + if (trigger != NULL) { + + TriggerTypeClass* trigger_type = trigger->Class; + + trigger_type->IsPersistant = (TriggerTypeClass::PersistantType)isPersistent; + + + } + + return -1; +} + /********************************************************************************************** * Modification Utility Functions * *=============================================================================================*/ - - /********************************************************************************************** - * Script_SetObjectAttribute - Sets attributes for specific objects or object types * - * * - * SCRIPT INPUT: objectID (int) - The ID of the object * - * attribute_type (int) - The attribute to change * - * attribute_value (int) - The value to set the attribute to * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_SetObjectAttribute(lua_State* L) { - int objectID = lua_tointeger(L, 1); - int attribute_type = lua_tointeger(L, 2); +/********************************************************************************************** +* Script_SetObjectAttribute - Sets attributes for specific objects or object types * +* * +* SCRIPT INPUT: objectID (int) - The ID of the object * +* attribute_type (int) - The attribute to change * +* attribute_value (int) - The value to set the attribute to * +* * +* SCRIPT OUTPUT: void * +* * +* INPUT: lua_State - The current Lua state * +* * +* OUTPUT: int; Did the function run successfully? Return 1 * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_SetObjectAttribute(lua_State* L) { - ObjectClass* this_object = Script_GetCacheObject(objectID); + int objectID = lua_tointeger(L, 1); + int attribute_type = lua_tointeger(L, 2); - // Get the appropriate technotype - if (this_object != NULL) { + ObjectClass* this_object = Script_GetCacheObject(objectID); - // Global attributes / Multi object attributes - switch ((MapScriptObjectAttributeType)attribute_type) { - case ATTRIBUTE_TYPE: { + // Get the appropriate technotype + if (this_object != NULL) { - }break; - case ATTRIBUTE_STRENGTH: { + // Global attributes / Multi object attributes + switch ((MapScriptObjectAttributeType)attribute_type) { + case ATTRIBUTE_TYPE: { - int attribute_value = lua_tointeger(L, 3); - this_object->Strength = attribute_value; + }break; + case ATTRIBUTE_STRENGTH: { - }break; + int attribute_value = lua_tointeger(L, 3); + this_object->Strength = attribute_value; - case ATTRIBUTE_IS_REPAIRING: { + }break; - int attribute_value = lua_tointeger(L, 3); + case ATTRIBUTE_IS_REPAIRING: { - switch (this_object->RTTI) { - case RTTI_BUILDING: { + int attribute_value = lua_tointeger(L, 3); - BuildingClass* this_building = (BuildingClass*)this_object; - this_building->IsRepairing = attribute_value; + switch (this_object->RTTI) { + case RTTI_BUILDING: { - }break; - case RTTI_VESSEL: { + BuildingClass* this_building = (BuildingClass*)this_object; + this_building->IsRepairing = attribute_value; - VesselClass* this_vessel = (VesselClass*)this_object; - this_vessel->IsSelfRepairing = attribute_value; + }break; + case RTTI_VESSEL: { - }break; - } - }break; - - // Object Class specific - default: { - - TechnoTypeClass* this_type_class; - - switch (this_object->RTTI) { - case RTTI_BUILDING: - - this_type_class = BuildingTypes.Ptr(this_object->Class_Of().ID); - - break; - case RTTI_UNIT: - - this_type_class = UnitTypes.Ptr(this_object->Class_Of().ID); - - break; - case RTTI_INFANTRY: - - this_type_class = InfantryTypes.Ptr(this_object->Class_Of().ID); - - break; - case RTTI_VESSEL: - - this_type_class = VesselTypes.Ptr(this_object->Class_Of().ID); - - break; - case RTTI_AIRCRAFT: - - this_type_class = AircraftTypes.Ptr(this_object->Class_Of().ID); - - break; - } - - - if (this_type_class != NULL) { - Script_SetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); - } - - }break; + VesselClass* this_vessel = (VesselClass*)this_object; + this_vessel->IsSelfRepairing = attribute_value; + }break; } - - } - - - return -1; - } - - /********************************************************************************************** - * Script_SetBuildingTypeAttribute - Sets attributes for a building types * - * * - * SCRIPT INPUT: buildingTypeID (int) - The ID of the building type class * - * attribute_type (int) - The attribute to change * - * attribute_value (int) - The value to set the attribute to * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_SetBuildingTypeAttribute(lua_State* L) { - - int buildingTypeID = lua_tointeger(L, 1); - int attribute_type = lua_tointeger(L, 2); - - TechnoTypeClass* this_type_class = BuildingTypes.Ptr(buildingTypeID); - - if (this_type_class != NULL) { - Script_SetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); - } - - return -1; - } - - /********************************************************************************************** - * Script_SetVehicleTypeAttribute - Sets attributes for vehicle types * - * * - * SCRIPT INPUT: vehicleTypeID (int) - The ID of the vehicle type class * - * attribute_type (int) - The attribute to change * - * attribute_value (int) - The value to set the attribute to * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_SetVehicleTypeAttribute(lua_State* L) { - - int vehicleTypeID = lua_tointeger(L, 1); - int attribute_type = lua_tointeger(L, 2); - - TechnoTypeClass* this_type_class = UnitTypes.Ptr(vehicleTypeID); - - if (this_type_class != NULL) { - Script_SetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); - } - - return -1; - } - - /********************************************************************************************** - * Script_SetInfantryTypeAttribute - Sets attributes for infantry types * - * * - * SCRIPT INPUT: infantryTypeID (int) - The ID of the infantry type class * - * attribute_type (int) - The attribute to change * - * attribute_value (int) - The value to set the attribute to * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_SetInfantryTypeAttribute(lua_State* L) { - - int infantryTypeID = lua_tointeger(L, 1); - int attribute_type = lua_tointeger(L, 2); - - TechnoTypeClass* this_type_class = InfantryTypes.Ptr(infantryTypeID); - - if (this_type_class != NULL) { - Script_SetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); - } - - return -1; - } - - /********************************************************************************************** - * Script_SetVesselTypeAttribute - Sets attributes for vessel types * - * * - * SCRIPT INPUT: vesselTypeID (int) - The ID of the vessel type class * - * attribute_type (int) - The attribute to change * - * attribute_value (int) - The value to set the attribute to * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_SetVesselTypeAttribute(lua_State* L) { - - int vesselTypeID = lua_tointeger(L, 1); - int attribute_type = lua_tointeger(L, 2); - - TechnoTypeClass* this_type_class = VesselTypes.Ptr(vesselTypeID); - - if (this_type_class != NULL) { - Script_SetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); - } - - return -1; - } - - /********************************************************************************************** - * Script_SetAircraftTypeAttribute - Sets attributes for aircraft types * - * * - * SCRIPT INPUT: aircraftTypeID (int) - The ID of the aircraft type class * - * attribute_type (int) - The attribute to change * - * attribute_value (int) - The value to set the attribute to * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_SetAircraftTypeAttribute(lua_State* L) { - - int aircraftTypeID = lua_tointeger(L, 1); - int attribute_type = lua_tointeger(L, 2); - - TechnoTypeClass* this_type_class = AircraftTypes.Ptr(aircraftTypeID); - - if (this_type_class != NULL) { - Script_SetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); - } - - return -1; - } - - /********************************************************************************************** - * Script_SetObjectTypeAttribute - Sets attributes for specific object types globally * - * * - * Used internally by MapScript to retrieve input and set attributes for TechnoTypeClass * - * * - * SCRIPT INPUT: this_type_class (TechnoTypeClass*) - The techno type * - * attribute_type (MapScriptObjectAttributeType) - The attribute to change * - * * - * SCRIPT OUTPUT: void * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_SetObjectTypeAttribute(lua_State* L, TechnoTypeClass* this_type_class, MapScriptObjectAttributeType attribute_type) { - - switch (attribute_type) { - case ATTRIBUTE_MAX_STRENGTH: { - - int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->MaxStrength); - - // Set the attribute - this_type_class->MaxStrength = attribute_value; - }break; - case ATTRIBUTE_COST: { - - int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->Cost); - - // Set the attribute - this_type_class->Cost = attribute_value; - - }break; - case ATTRIBUTE_SIGHT_RANGE: { - - int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->SightRange); - - // Set the attribute - this_type_class->SightRange = attribute_value; - - }break; - case ATTRIBUTE_TECH_LEVEL: { - - int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->Level); - - // Set the attribute - this_type_class->Level = attribute_value; - - }break; - case ATTRIBUTE_ARMOR: { - - int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->Armor); - - // Set the attribute - this_type_class->Armor = (ArmorType)attribute_value; - - }break; - case ATTRIBUTE_PRIMARY_WEAPON: { - - int attribute_value = lua_tointeger(L, 3); - - if (this_type_class->PrimaryWeapon != NULL) { - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->PrimaryWeapon->ID); - } - else { - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, -1); - } - - // Set the attribute - if (attribute_value < 0) { - this_type_class->PrimaryWeapon = NULL; - } - else { - WeaponTypeClass* this_weapon = Weapons.Ptr(attribute_value); - if (this_weapon != NULL) { - this_type_class->PrimaryWeapon = this_weapon; - } - else { - this_type_class->PrimaryWeapon = NULL; - } - } - - }break; - case ATTRIBUTE_SECONDARY_WEAPON: { - - int attribute_value = lua_tointeger(L, 3); - - if (this_type_class->PrimaryWeapon != NULL) { - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->SecondaryWeapon->ID); - } - else { - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, -1); - } - - // Set the attribute - if (attribute_value < 0) { - this_type_class->SecondaryWeapon = NULL; - } - else { - WeaponTypeClass* this_weapon = Weapons.Ptr(attribute_value); - if (this_weapon != NULL) { - this_type_class->SecondaryWeapon = this_weapon; - } - else { - this_type_class->SecondaryWeapon = NULL; - } - } - - }break; - case ATTRIBUTE_SPEED: { - - int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->Speed); - - // Set the attribute - this_type_class->Speed = (SpeedType)attribute_value; - - }break; - case ATTRIBUTE_MAX_SPEED: { - - int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->MaxSpeed); - - // Set the attribute - this_type_class->MaxSpeed = (MPHType)attribute_value; - - }break; - case ATTRIBUTE_MAX_AMMO: { - - int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->MaxAmmo); - - // Set the attribute - this_type_class->MaxAmmo = attribute_value; - - }break; - case ATTRIBUTE_ROTATION_SPEED: { - - int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->ROT); - - // Set the attribute - this_type_class->ROT = attribute_value; - - }break; - case ATTRIBUTE_CRUSHABLE: { - - unsigned int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsCrushable); - - // Set the attribute - this_type_class->IsCrushable = attribute_value; - - }break; - case ATTRIBUTE_STEALTHY: { - - unsigned int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsStealthy); - - // Set the attribute - this_type_class->IsStealthy = attribute_value; - - }break; - case ATTRIBUTE_SELECTABLE: { - - unsigned int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsSelectable); - - // Set the attribute - this_type_class->IsSelectable = attribute_value; - - }break; - case ATTRIBUTE_LEGAL_TARGET: { - - unsigned int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsLegalTarget); - - // Set the attribute - this_type_class->IsLegalTarget = attribute_value; - - }break; - case ATTRIBUTE_REPAIRABLE: { - - unsigned int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsRepairable); - - // Set the attribute - this_type_class->IsRepairable = attribute_value; - - }break; - case ATTRIBUTE_SELF_HEALING: { - - unsigned int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsSelfHealing); - - // Set the attribute - this_type_class->IsSelfHealing = attribute_value; - - }break; - case ATTRIBUTE_EXPLODES: { - - unsigned int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsExploding); - - // Set the attribute - this_type_class->IsExploding = attribute_value; - - }break; - case ATTRIBUTE_HAS_CREW: { - - unsigned int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsCrew); - - // Set the attribute - this_type_class->IsCrew = attribute_value; - - }break; - case ATTRIBUTE_MAX_PASSENGERS: { - - int attribute_value = lua_tointeger(L, 3); - - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->MaxPassengers); - - // Set the attribute - this_type_class->MaxPassengers = attribute_value; - - }break; + // Object Class specific default: { - // Object class specific attributes - // Welcome to the web of switches] + TechnoTypeClass* this_type_class; - // Type of object - switch (this_type_class->RTTI) { + switch (this_object->RTTI) { + case RTTI_BUILDING: - // Building Specific - case RTTI_BUILDINGTYPE: { + this_type_class = BuildingTypes.Ptr(this_object->Class_Of().ID); - // What type of attribute? - switch (attribute_type) { - case ATTRIBUTE_CAPACITY: { + break; + case RTTI_UNIT: - int attribute_value = lua_tointeger(L, 3); + this_type_class = UnitTypes.Ptr(this_object->Class_Of().ID); - BuildingTypeClass* this_building_class = (BuildingTypeClass*)this_type_class; + break; + case RTTI_INFANTRY: - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_building_class->Capacity); + this_type_class = InfantryTypes.Ptr(this_object->Class_Of().ID); - // Set the attribute - this_building_class->Capacity = attribute_value; + break; + case RTTI_VESSEL: + + this_type_class = VesselTypes.Ptr(this_object->Class_Of().ID); + + break; + case RTTI_AIRCRAFT: + + this_type_class = AircraftTypes.Ptr(this_object->Class_Of().ID); - }break; - case ATTRIBUTE_POWER: { + break; + } - int attribute_value = lua_tointeger(L, 3); - // Both power and drain are different variables - // And so we do some trickery here to fill - // the right values based on postivie/negative input + if (this_type_class != NULL) { + Script_SetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); + } - BuildingTypeClass* this_building_class = (BuildingTypeClass*)this_type_class; + }break; - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_building_class->Power - this_building_class->Drain); + } - // Set the attribute - if (attribute_value > 0) { - this_building_class->Power = attribute_value; - this_building_class->Drain = 0; - } - else { - this_building_class->Power = 0; - this_building_class->Drain = attribute_value * -1; // Flip negative power input - } + } + + + return -1; +} + +/********************************************************************************************** +* Script_SetBuildingTypeAttribute - Sets attributes for a building types * +* * +* SCRIPT INPUT: buildingTypeID (int) - The ID of the building type class * +* attribute_type (int) - The attribute to change * +* attribute_value (int) - The value to set the attribute to * +* * +* SCRIPT OUTPUT: void * +* * +* INPUT: lua_State - The current Lua state * +* * +* OUTPUT: int; Did the function run successfully? Return 1 * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_SetBuildingTypeAttribute(lua_State* L) { + + int buildingTypeID = lua_tointeger(L, 1); + int attribute_type = lua_tointeger(L, 2); + + TechnoTypeClass* this_type_class = BuildingTypes.Ptr(buildingTypeID); + + if (this_type_class != NULL) { + Script_SetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); + } + + return -1; +} + +/********************************************************************************************** +* Script_SetVehicleTypeAttribute - Sets attributes for vehicle types * +* * +* SCRIPT INPUT: vehicleTypeID (int) - The ID of the vehicle type class * +* attribute_type (int) - The attribute to change * +* attribute_value (int) - The value to set the attribute to * +* * +* SCRIPT OUTPUT: void * +* * +* INPUT: lua_State - The current Lua state * +* * +* OUTPUT: int; Did the function run successfully? Return 1 * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_SetVehicleTypeAttribute(lua_State* L) { + + int vehicleTypeID = lua_tointeger(L, 1); + int attribute_type = lua_tointeger(L, 2); + + TechnoTypeClass* this_type_class = UnitTypes.Ptr(vehicleTypeID); + + if (this_type_class != NULL) { + Script_SetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); + } + + return -1; +} + +/********************************************************************************************** +* Script_SetInfantryTypeAttribute - Sets attributes for infantry types * +* * +* SCRIPT INPUT: infantryTypeID (int) - The ID of the infantry type class * +* attribute_type (int) - The attribute to change * +* attribute_value (int) - The value to set the attribute to * +* * +* SCRIPT OUTPUT: void * +* * +* INPUT: lua_State - The current Lua state * +* * +* OUTPUT: int; Did the function run successfully? Return 1 * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_SetInfantryTypeAttribute(lua_State* L) { + + int infantryTypeID = lua_tointeger(L, 1); + int attribute_type = lua_tointeger(L, 2); + + TechnoTypeClass* this_type_class = InfantryTypes.Ptr(infantryTypeID); + + if (this_type_class != NULL) { + Script_SetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); + } + + return -1; +} + +/********************************************************************************************** +* Script_SetVesselTypeAttribute - Sets attributes for vessel types * +* * +* SCRIPT INPUT: vesselTypeID (int) - The ID of the vessel type class * +* attribute_type (int) - The attribute to change * +* attribute_value (int) - The value to set the attribute to * +* * +* SCRIPT OUTPUT: void * +* * +* INPUT: lua_State - The current Lua state * +* * +* OUTPUT: int; Did the function run successfully? Return 1 * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_SetVesselTypeAttribute(lua_State* L) { + + int vesselTypeID = lua_tointeger(L, 1); + int attribute_type = lua_tointeger(L, 2); + + TechnoTypeClass* this_type_class = VesselTypes.Ptr(vesselTypeID); + + if (this_type_class != NULL) { + Script_SetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); + } + + return -1; +} + +/********************************************************************************************** +* Script_SetAircraftTypeAttribute - Sets attributes for aircraft types * +* * +* SCRIPT INPUT: aircraftTypeID (int) - The ID of the aircraft type class * +* attribute_type (int) - The attribute to change * +* attribute_value (int) - The value to set the attribute to * +* * +* SCRIPT OUTPUT: void * +* * +* INPUT: lua_State - The current Lua state * +* * +* OUTPUT: int; Did the function run successfully? Return 1 * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_SetAircraftTypeAttribute(lua_State* L) { + + int aircraftTypeID = lua_tointeger(L, 1); + int attribute_type = lua_tointeger(L, 2); + + TechnoTypeClass* this_type_class = AircraftTypes.Ptr(aircraftTypeID); + + if (this_type_class != NULL) { + Script_SetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); + } + + return -1; +} + +/********************************************************************************************** +* Script_SetObjectTypeAttribute - Sets attributes for specific object types globally * +* * +* Used internally by MapScript to retrieve input and set attributes for TechnoTypeClass * +* * +* SCRIPT INPUT: this_type_class (TechnoTypeClass*) - The techno type * +* attribute_type (MapScriptObjectAttributeType) - The attribute to change * +* * +* SCRIPT OUTPUT: void * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_SetObjectTypeAttribute(lua_State* L, TechnoTypeClass* this_type_class, MapScriptObjectAttributeType attribute_type) { + + switch (attribute_type) { + case ATTRIBUTE_MAX_STRENGTH: { + + int attribute_value = lua_tointeger(L, 3); + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->MaxStrength); + + // Set the attribute + this_type_class->MaxStrength = attribute_value; + + }break; + + case ATTRIBUTE_COST: { + + int attribute_value = lua_tointeger(L, 3); + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->Cost); + + // Set the attribute + this_type_class->Cost = attribute_value; + + }break; + case ATTRIBUTE_SIGHT_RANGE: { + + int attribute_value = lua_tointeger(L, 3); + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->SightRange); + + // Set the attribute + this_type_class->SightRange = attribute_value; + + }break; + case ATTRIBUTE_TECH_LEVEL: { + + int attribute_value = lua_tointeger(L, 3); - }break; - case ATTRIBUTE_SELLABLE: { + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->Level); - int attribute_value = lua_tointeger(L, 3); + // Set the attribute + this_type_class->Level = attribute_value; - BuildingTypeClass* this_building_class = (BuildingTypeClass*)this_type_class; + }break; + case ATTRIBUTE_ARMOR: { - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_building_class->IsUnsellable * -1); + int attribute_value = lua_tointeger(L, 3); - // Set the attribute - // Personal opinion; sellable makes more sense than unsellable - // This replacement could be seen as IsUnNonSellable, or... IsSellable - if (attribute_value == 1) { - this_building_class->IsUnsellable = 0; - } - else { - this_building_class->IsUnsellable = 1; - } + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->Armor); - }break; - } + // Set the attribute + this_type_class->Armor = (ArmorType)attribute_value; - }break; + }break; + case ATTRIBUTE_PRIMARY_WEAPON: { + int attribute_value = lua_tointeger(L, 3); - // Unit Specific - case RTTI_UNITTYPE: { + if (this_type_class->PrimaryWeapon != NULL) { + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->PrimaryWeapon->ID); + } + else { + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, -1); + } - // What type of attribute? - switch (attribute_type) { - case ATTRIBUTE_CRATE_GOODIE: { + // Set the attribute + if (attribute_value < 0) { + this_type_class->PrimaryWeapon = NULL; + } + else { + WeaponTypeClass* this_weapon = Weapons.Ptr(attribute_value); + if (this_weapon != NULL) { + this_type_class->PrimaryWeapon = this_weapon; + } + else { + this_type_class->PrimaryWeapon = NULL; + } + } - int attribute_value = lua_tointeger(L, 3); + }break; + case ATTRIBUTE_SECONDARY_WEAPON: { - UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; + int attribute_value = lua_tointeger(L, 3); - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_unit_class->IsCrateGoodie); + if (this_type_class->PrimaryWeapon != NULL) { + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->SecondaryWeapon->ID); + } + else { + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, -1); + } - // Set the attribute - this_unit_class->IsCrateGoodie = attribute_value; + // Set the attribute + if (attribute_value < 0) { + this_type_class->SecondaryWeapon = NULL; + } + else { + WeaponTypeClass* this_weapon = Weapons.Ptr(attribute_value); + if (this_weapon != NULL) { + this_type_class->SecondaryWeapon = this_weapon; + } + else { + this_type_class->SecondaryWeapon = NULL; + } + } - }break; - case ATTRIBUTE_CRUSHER: { + }break; + case ATTRIBUTE_SPEED: { - int attribute_value = lua_tointeger(L, 3); + int attribute_value = lua_tointeger(L, 3); - UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->Speed); - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_unit_class->IsCrusher); + // Set the attribute + this_type_class->Speed = (SpeedType)attribute_value; - // Set the attribute - this_unit_class->IsCrusher = attribute_value; + }break; + case ATTRIBUTE_MAX_SPEED: { - }break; - case ATTRIBUTE_HARVEST: { + int attribute_value = lua_tointeger(L, 3); - int attribute_value = lua_tointeger(L, 3); + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->MaxSpeed); - UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; + // Set the attribute + this_type_class->MaxSpeed = (MPHType)attribute_value; - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_unit_class->IsToHarvest); + }break; + case ATTRIBUTE_MAX_AMMO: { - // Set the attribute - this_unit_class->IsToHarvest = attribute_value; + int attribute_value = lua_tointeger(L, 3); - }break; - case ATTRIBUTE_RADAR_EQUIPPED: { + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->MaxAmmo); - int attribute_value = lua_tointeger(L, 3); + // Set the attribute + this_type_class->MaxAmmo = attribute_value; - UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; + }break; + case ATTRIBUTE_ROTATION_SPEED: { - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_unit_class->IsRadarEquipped); + int attribute_value = lua_tointeger(L, 3); - // Set the attribute - this_unit_class->IsRadarEquipped = attribute_value; + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->ROT); - }break; - case ATTRIBUTE_JAMMER: { + // Set the attribute + this_type_class->ROT = attribute_value; - int attribute_value = lua_tointeger(L, 3); + }break; + case ATTRIBUTE_CRUSHABLE: { - UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; + unsigned int attribute_value = lua_tointeger(L, 3); - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_unit_class->IsJammer); + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsCrushable); - // Set the attribute - this_unit_class->IsJammer = attribute_value; + // Set the attribute + this_type_class->IsCrushable = attribute_value; - }break; - case ATTRIBUTE_GAPPER: { + }break; + case ATTRIBUTE_STEALTHY: { - int attribute_value = lua_tointeger(L, 3); + unsigned int attribute_value = lua_tointeger(L, 3); - UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsStealthy); - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_unit_class->IsGapper); + // Set the attribute + this_type_class->IsStealthy = attribute_value; - // Set the attribute - this_unit_class->IsGapper = attribute_value; + }break; + case ATTRIBUTE_SELECTABLE: { - }break; - } + unsigned int attribute_value = lua_tointeger(L, 3); - }break; + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsSelectable); + // Set the attribute + this_type_class->IsSelectable = attribute_value; - // Infantry Specific - case RTTI_INFANTRYTYPE: { + }break; + case ATTRIBUTE_LEGAL_TARGET: { - // What type of attribute? - switch (attribute_type) { - case ATTRIBUTE_FEMALE: { + unsigned int attribute_value = lua_tointeger(L, 3); - int attribute_value = lua_tointeger(L, 3); + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsLegalTarget); - InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + // Set the attribute + this_type_class->IsLegalTarget = attribute_value; - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_infantry_class->IsFemale); + }break; + case ATTRIBUTE_REPAIRABLE: { - // Set the attribute - this_infantry_class->IsFemale = attribute_value; + unsigned int attribute_value = lua_tointeger(L, 3); - }break; - case ATTRIBUTE_CAPTURE: { + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsRepairable); - int attribute_value = lua_tointeger(L, 3); + // Set the attribute + this_type_class->IsRepairable = attribute_value; - InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + }break; + case ATTRIBUTE_SELF_HEALING: { - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_infantry_class->IsCapture); + unsigned int attribute_value = lua_tointeger(L, 3); - // Set the attribute - this_infantry_class->IsCapture = attribute_value; + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsSelfHealing); - }break; - case ATTRIBUTE_FRAIDY_CAT: { + // Set the attribute + this_type_class->IsSelfHealing = attribute_value; - int attribute_value = lua_tointeger(L, 3); + }break; + case ATTRIBUTE_EXPLODES: { - InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + unsigned int attribute_value = lua_tointeger(L, 3); - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_infantry_class->IsFraidyCat); + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsExploding); - // Set the attribute - this_infantry_class->IsFraidyCat = attribute_value; + // Set the attribute + this_type_class->IsExploding = attribute_value; - }break; - case ATTRIBUTE_CIVILIAN: { + }break; + case ATTRIBUTE_HAS_CREW: { - int attribute_value = lua_tointeger(L, 3); + unsigned int attribute_value = lua_tointeger(L, 3); - InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->IsCrew); - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_infantry_class->IsCivilian); + // Set the attribute + this_type_class->IsCrew = attribute_value; - // Set the attribute - this_infantry_class->IsCivilian = attribute_value; + }break; + case ATTRIBUTE_MAX_PASSENGERS: { - }break; - case ATTRIBUTE_BOMBER: { + int attribute_value = lua_tointeger(L, 3); - int attribute_value = lua_tointeger(L, 3); + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_type_class->MaxPassengers); - InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + // Set the attribute + this_type_class->MaxPassengers = attribute_value; - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_infantry_class->IsBomber); + }break; + default: { - // Set the attribute - this_infantry_class->IsBomber = attribute_value; + // Object class specific attributes + // Welcome to the web of switches] - }break; - case ATTRIBUTE_DOG: { + // Type of object + switch (this_type_class->RTTI) { - int attribute_value = lua_tointeger(L, 3); + // Building Specific + case RTTI_BUILDINGTYPE: { - InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + // What type of attribute? + switch (attribute_type) { + case ATTRIBUTE_CAPACITY: { - // Cache default value if first time changing this attribute - Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_infantry_class->IsDog); + int attribute_value = lua_tointeger(L, 3); - // Set the attribute - this_infantry_class->IsDog = attribute_value; + BuildingTypeClass* this_building_class = (BuildingTypeClass*)this_type_class; - }break; + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_building_class->Capacity); - } + // Set the attribute + this_building_class->Capacity = attribute_value; - }break; + }break; + case ATTRIBUTE_POWER: { - } // End of object specific switch + int attribute_value = lua_tointeger(L, 3); + + // Both power and drain are different variables + // And so we do some trickery here to fill + // the right values based on postivie/negative input + + BuildingTypeClass* this_building_class = (BuildingTypeClass*)this_type_class; + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_building_class->Power - this_building_class->Drain); + + // Set the attribute + if (attribute_value > 0) { + this_building_class->Power = attribute_value; + this_building_class->Drain = 0; + } + else { + this_building_class->Power = 0; + this_building_class->Drain = attribute_value * -1; // Flip negative power input + } + + }break; + case ATTRIBUTE_SELLABLE: { + + int attribute_value = lua_tointeger(L, 3); + + BuildingTypeClass* this_building_class = (BuildingTypeClass*)this_type_class; + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_building_class->IsUnsellable * -1); + + // Set the attribute + // Personal opinion; sellable makes more sense than unsellable + // This replacement could be seen as IsUnNonSellable, or... IsSellable + if (attribute_value == 1) { + this_building_class->IsUnsellable = 0; + } + else { + this_building_class->IsUnsellable = 1; + } + + }break; + } + + }break; + + + // Unit Specific + case RTTI_UNITTYPE: { + + // What type of attribute? + switch (attribute_type) { + case ATTRIBUTE_CRATE_GOODIE: { + + int attribute_value = lua_tointeger(L, 3); + + UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_unit_class->IsCrateGoodie); + + // Set the attribute + this_unit_class->IsCrateGoodie = attribute_value; + + }break; + case ATTRIBUTE_CRUSHER: { + + int attribute_value = lua_tointeger(L, 3); + + UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_unit_class->IsCrusher); + + // Set the attribute + this_unit_class->IsCrusher = attribute_value; + + }break; + case ATTRIBUTE_HARVEST: { + + int attribute_value = lua_tointeger(L, 3); + + UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_unit_class->IsToHarvest); + + // Set the attribute + this_unit_class->IsToHarvest = attribute_value; + + }break; + case ATTRIBUTE_RADAR_EQUIPPED: { + + int attribute_value = lua_tointeger(L, 3); + + UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_unit_class->IsRadarEquipped); + + // Set the attribute + this_unit_class->IsRadarEquipped = attribute_value; + + }break; + case ATTRIBUTE_JAMMER: { + + int attribute_value = lua_tointeger(L, 3); + + UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_unit_class->IsJammer); + + // Set the attribute + this_unit_class->IsJammer = attribute_value; + + }break; + case ATTRIBUTE_GAPPER: { + + int attribute_value = lua_tointeger(L, 3); + + UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_unit_class->IsGapper); + + // Set the attribute + this_unit_class->IsGapper = attribute_value; + + }break; + } + + }break; + + + // Infantry Specific + case RTTI_INFANTRYTYPE: { + + // What type of attribute? + switch (attribute_type) { + case ATTRIBUTE_FEMALE: { + + int attribute_value = lua_tointeger(L, 3); + + InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_infantry_class->IsFemale); + + // Set the attribute + this_infantry_class->IsFemale = attribute_value; + + }break; + case ATTRIBUTE_CAPTURE: { + + int attribute_value = lua_tointeger(L, 3); + + InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_infantry_class->IsCapture); + + // Set the attribute + this_infantry_class->IsCapture = attribute_value; + + }break; + case ATTRIBUTE_FRAIDY_CAT: { + + int attribute_value = lua_tointeger(L, 3); + + InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_infantry_class->IsFraidyCat); + + // Set the attribute + this_infantry_class->IsFraidyCat = attribute_value; + + }break; + case ATTRIBUTE_CIVILIAN: { + + int attribute_value = lua_tointeger(L, 3); + + InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_infantry_class->IsCivilian); + + // Set the attribute + this_infantry_class->IsCivilian = attribute_value; + + }break; + case ATTRIBUTE_BOMBER: { + + int attribute_value = lua_tointeger(L, 3); + + InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_infantry_class->IsBomber); + + // Set the attribute + this_infantry_class->IsBomber = attribute_value; + + }break; + case ATTRIBUTE_DOG: { + + int attribute_value = lua_tointeger(L, 3); + + InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + + // Cache default value if first time changing this attribute + Script_CacheDefaultObjectTypeAttribute(this_type_class->RTTI, this_type_class->ID, attribute_type, this_infantry_class->IsDog); + + // Set the attribute + this_infantry_class->IsDog = attribute_value; }break; - } // End of attribute switch + } + + }break; + + } // End of object specific switch + + }break; + + } // End of attribute switch + + return -1; +} + +/********************************************************************************************** +* Script_GetObjectAttribute - Gets attributes for specific objects or object types * +* * +* SCRIPT INPUT: objectID (int) - The ID of the object * +* attribute_type (int) - The attribute to change * +* * +* SCRIPT OUTPUT: void * +* * +* INPUT: lua_State - The current Lua state * +* * +* OUTPUT: int; Did the function run successfully? Return 1 * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_GetObjectAttribute(lua_State* L) { + + int objectID = lua_tointeger(L, 1); + int attribute_type = lua_tointeger(L, 2); + + ObjectClass* this_object = Script_GetCacheObject(objectID); + + // Get the appropriate technotype + if (this_object != NULL) { + + // Global attributes / Multi object attributes + switch ((MapScriptObjectAttributeType)attribute_type) { + case ATTRIBUTE_TYPE: { + + // Send the attribute + lua_pushinteger(L, this_object->RTTI); + return 1; + + }break; + case ATTRIBUTE_STRENGTH: { + + // Send the attribute + lua_pushinteger(L, this_object->Strength); + return 1; + + }break; + + case ATTRIBUTE_IS_REPAIRING: { + + switch (this_object->RTTI) { + case RTTI_BUILDING: { + + BuildingClass* this_building = (BuildingClass*)this_object; + + // Send the attribute + lua_pushinteger(L, this_building->IsRepairing); + return 1; + + }break; + case RTTI_VESSEL: { + + VesselClass* this_vessel = (VesselClass*)this_object; + + // Send the attribute + lua_pushinteger(L, this_vessel->IsSelfRepairing); + return 1; + + }break; + } + }break; + + // Object Class specific + default: { + + TechnoTypeClass* this_type_class = NULL; + + switch (this_object->RTTI) { + case RTTI_BUILDING: + + this_type_class = BuildingTypes.Ptr(this_object->Class_Of().ID); + + break; + case RTTI_UNIT: + + this_type_class = UnitTypes.Ptr(this_object->Class_Of().ID); + + break; + case RTTI_INFANTRY: + + this_type_class = InfantryTypes.Ptr(this_object->Class_Of().ID); + + break; + case RTTI_VESSEL: + + this_type_class = VesselTypes.Ptr(this_object->Class_Of().ID); + + break; + case RTTI_AIRCRAFT: + + this_type_class = AircraftTypes.Ptr(this_object->Class_Of().ID); + + break; + } + + // Type attribute retrieval + if (this_type_class != NULL) { + return Script_SetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); + } + + }break; + + } - return -1; } - /********************************************************************************************** - * Script_GetObjectAttribute - Gets attributes for specific objects or object types * - * * - * SCRIPT INPUT: objectID (int) - The ID of the object * - * attribute_type (int) - The attribute to change * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GetObjectAttribute(lua_State* L) { - int objectID = lua_tointeger(L, 1); - int attribute_type = lua_tointeger(L, 2); + return -1; +} - ObjectClass* this_object = Script_GetCacheObject(objectID); +/********************************************************************************************** +* Script_GetBuildingTypeAttribute - Gets attributes for a building types * +* * +* SCRIPT INPUT: buildingTypeID (int) - The ID of the building type class * +* attribute_type (int) - The attribute to change * +* * +* SCRIPT OUTPUT: void * +* * +* INPUT: lua_State - The current Lua state * +* * +* OUTPUT: int; Did the function run successfully? Return 1 * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_GetBuildingTypeAttribute(lua_State* L) { - // Get the appropriate technotype - if (this_object != NULL) { + int buildingTypeID = lua_tointeger(L, 1); + int attribute_type = lua_tointeger(L, 2); - // Global attributes / Multi object attributes - switch ((MapScriptObjectAttributeType)attribute_type) { - case ATTRIBUTE_TYPE: { + TechnoTypeClass* this_type_class = BuildingTypes.Ptr(buildingTypeID); + if (this_type_class != NULL) { + return Script_GetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); + } + + return -1; +} + +/********************************************************************************************** +* Script_GetVehicleTypeAttribute - Gets attributes for vehicle types * +* * +* SCRIPT INPUT: vehicleTypeID (int) - The ID of the vehicle type class * +* attribute_type (int) - The attribute to change * +* * +* SCRIPT OUTPUT: void * +* * +* INPUT: lua_State - The current Lua state * +* * +* OUTPUT: int; Did the function run successfully? Return 1 * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_GetVehicleTypeAttribute(lua_State* L) { + + int vehicleTypeID = lua_tointeger(L, 1); + int attribute_type = lua_tointeger(L, 2); + + TechnoTypeClass* this_type_class = UnitTypes.Ptr(vehicleTypeID); + + if (this_type_class != NULL) { + return Script_GetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); + } + + return -1; +} + +/********************************************************************************************** +* Script_GetInfantryTypeAttribute - Gets attributes for infantry types * +* * +* SCRIPT INPUT: infantryTypeID (int) - The ID of the infantry type class * +* attribute_type (int) - The attribute to change * +* * +* SCRIPT OUTPUT: void * +* * +* INPUT: lua_State - The current Lua state * +* * +* OUTPUT: int; Did the function run successfully? Return 1 * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_GetInfantryTypeAttribute(lua_State* L) { + + int infantryTypeID = lua_tointeger(L, 1); + int attribute_type = lua_tointeger(L, 2); + + TechnoTypeClass* this_type_class = InfantryTypes.Ptr(infantryTypeID); + + if (this_type_class != NULL) { + return Script_GetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); + } + + return -1; +} + +/********************************************************************************************** +* Script_GetVesselTypeAttribute - Gets attributes for vessel types * +* * +* SCRIPT INPUT: vesselTypeID (int) - The ID of the vessel type class * +* attribute_type (int) - The attribute to change * +* * +* SCRIPT OUTPUT: void * +* * +* INPUT: lua_State - The current Lua state * +* * +* OUTPUT: int; Did the function run successfully? Return 1 * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_GetVesselTypeAttribute(lua_State* L) { + + int vesselTypeID = lua_tointeger(L, 1); + int attribute_type = lua_tointeger(L, 2); + + TechnoTypeClass* this_type_class = VesselTypes.Ptr(vesselTypeID); + + if (this_type_class != NULL) { + return Script_GetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); + } + + return -1; +} + +/********************************************************************************************** +* Script_GetAircraftTypeAttribute - Gets attributes for aircraft types * +* * +* SCRIPT INPUT: aircraftTypeID (int) - The ID of the aircraft type class * +* attribute_type (int) - The attribute to change * +* * +* SCRIPT OUTPUT: void * +* * +* INPUT: lua_State - The current Lua state * +* * +* OUTPUT: int; Did the function run successfully? Return 1 * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_GetAircraftTypeAttribute(lua_State* L) { + + int aircraftTypeID = lua_tointeger(L, 1); + int attribute_type = lua_tointeger(L, 2); + + TechnoTypeClass* this_type_class = AircraftTypes.Ptr(aircraftTypeID); + + if (this_type_class != NULL) { + return Script_GetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); + } + + return -1; +} + +/********************************************************************************************** +* Script_GetObjectTypeAttribute - Gets attributes for specific object types globally * +* * +* Used internally by MapScript to send input and get attributes for TechnoTypeClass * +* * +* SCRIPT INPUT: this_type_class (TechnoTypeClass*) - The techno type * +* attribute_type (MapScriptObjectAttributeType) - The attribute to change * +* * +* SCRIPT OUTPUT: void * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_GetObjectTypeAttribute(lua_State* L, TechnoTypeClass* this_type_class, MapScriptObjectAttributeType attribute_type) { + + switch (attribute_type) { + case ATTRIBUTE_MAX_STRENGTH: { + + // Send the attribute + lua_pushinteger(L, this_type_class->MaxStrength); + return 1; + + }break; + + case ATTRIBUTE_COST: { + + // Send the attribute + lua_pushinteger(L, this_type_class->Cost); + return 1; + + }break; + case ATTRIBUTE_SIGHT_RANGE: { + + // Send the attribute + lua_pushinteger(L, this_type_class->SightRange); + return 1; + + }break; + case ATTRIBUTE_TECH_LEVEL: { + + // Send the attribute + lua_pushinteger(L, this_type_class->Level); + return 1; + + }break; + case ATTRIBUTE_ARMOR: { + + // Send the attribute + lua_pushinteger(L, this_type_class->Armor); + return 1; + + }break; + case ATTRIBUTE_PRIMARY_WEAPON: { + + if (this_type_class->PrimaryWeapon != NULL) { + // Send the attribute + lua_pushinteger(L, this_type_class->PrimaryWeapon->ID); + return 1; + } + else { + // Send the attribute + lua_pushinteger(L, -1); + return 1; + } + + }break; + case ATTRIBUTE_SECONDARY_WEAPON: { + + if (this_type_class->SecondaryWeapon != NULL) { + // Send the attribute + lua_pushinteger(L, this_type_class->SecondaryWeapon->ID); + return 1; + } + else { + // Send the attribute + lua_pushinteger(L, -1); + return 1; + } + + }break; + case ATTRIBUTE_SPEED: { + + // Send the attribute + lua_pushinteger(L, this_type_class->Speed); + return 1; + + }break; + case ATTRIBUTE_MAX_SPEED: { + + // Send the attribute + lua_pushinteger(L, this_type_class->MaxSpeed); + return 1; + + }break; + case ATTRIBUTE_MAX_AMMO: { + + // Send the attribute + lua_pushinteger(L, this_type_class->MaxAmmo); + return 1; + + }break; + case ATTRIBUTE_ROTATION_SPEED: { + + // Send the attribute + lua_pushboolean(L, this_type_class->ROT); + return 1; + + }break; + case ATTRIBUTE_CRUSHABLE: { + + // Send the attribute + lua_pushboolean(L, this_type_class->IsCrushable); + return 1; + + }break; + case ATTRIBUTE_STEALTHY: { + + // Send the attribute + lua_pushboolean(L, this_type_class->IsStealthy); + return 1; + + }break; + case ATTRIBUTE_SELECTABLE: { + + // Send the attribute + lua_pushboolean(L, this_type_class->IsSelectable); + return 1; + + }break; + case ATTRIBUTE_LEGAL_TARGET: { + + // Send the attribute + lua_pushboolean(L, this_type_class->IsLegalTarget); + return 1; + + }break; + case ATTRIBUTE_REPAIRABLE: { + + // Send the attribute + lua_pushboolean(L, this_type_class->IsRepairable); + return 1; + + }break; + case ATTRIBUTE_SELF_HEALING: { + + // Send the attribute + lua_pushboolean(L, this_type_class->IsSelfHealing); + return 1; + + }break; + case ATTRIBUTE_EXPLODES: { + + // Send the attribute + lua_pushboolean(L, this_type_class->IsExploding); + return 1; + + }break; + case ATTRIBUTE_HAS_CREW: { + + // Send the attribute + lua_pushboolean(L, this_type_class->IsCrew); + return 1; + + }break; + case ATTRIBUTE_MAX_PASSENGERS: { + + // Send the attribute + lua_pushinteger(L, this_type_class->MaxPassengers); + return 1; + + }break; + default: { + + // Object class specific attributes + // Welcome to the web of switches] + + // Type of object + switch (this_type_class->RTTI) { + + // Building Specific + case RTTI_BUILDINGTYPE: { + + // What type of attribute? + switch (attribute_type) { + case ATTRIBUTE_CAPACITY: { + + BuildingTypeClass* this_building_class = (BuildingTypeClass*)this_type_class; + + // Send the attribute + lua_pushinteger(L, this_building_class->Capacity); + return 1; + + }break; + case ATTRIBUTE_POWER: { + + // Both power and drain are different variables + // And so we do some trickery here to fill + // the right values based on postivie/negative input + + BuildingTypeClass* this_building_class = (BuildingTypeClass*)this_type_class; + + int this_value = this_building_class->Power - this_building_class->Drain; + + // Send the attribute + lua_pushinteger(L, this_value); + return 1; + + }break; + case ATTRIBUTE_SELLABLE: { + + BuildingTypeClass* this_building_class = (BuildingTypeClass*)this_type_class; + + // Set the attribute + // Personal opinion; sellable makes more sense than unsellable + // This replacement could be seen as IsUnNonSellable, or... IsSellable + if (this_building_class->IsUnsellable == 1) { // Send the attribute - lua_pushinteger(L, this_object->RTTI); + lua_pushinteger(L, 0); return 1; - - }break; - case ATTRIBUTE_STRENGTH: { - + } + else { // Send the attribute - lua_pushinteger(L, this_object->Strength); + lua_pushinteger(L, 1); return 1; + } - }break; + }break; + } - case ATTRIBUTE_IS_REPAIRING: { + }break; - switch (this_object->RTTI) { - case RTTI_BUILDING: { - BuildingClass* this_building = (BuildingClass*)this_object; + // Unit Specific + case RTTI_UNITTYPE: { - // Send the attribute - lua_pushinteger(L, this_building->IsRepairing); - return 1; + // What type of attribute? + switch (attribute_type) { + case ATTRIBUTE_CRATE_GOODIE: { - }break; - case RTTI_VESSEL: { + UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; - VesselClass* this_vessel = (VesselClass*)this_object; - - // Send the attribute - lua_pushinteger(L, this_vessel->IsSelfRepairing); - return 1; + // Send the attribute + lua_pushboolean(L, this_unit_class->IsCrateGoodie); + return 1; - }break; - } - }break; + }break; + case ATTRIBUTE_CRUSHER: { - // Object Class specific - default: { + UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; - TechnoTypeClass* this_type_class = NULL; + // Send the attribute + lua_pushboolean(L, this_unit_class->IsCrusher); + return 1; - switch (this_object->RTTI) { - case RTTI_BUILDING: + }break; + case ATTRIBUTE_HARVEST: { - this_type_class = BuildingTypes.Ptr(this_object->Class_Of().ID); + UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; - break; - case RTTI_UNIT: + // Send the attribute + lua_pushboolean(L, this_unit_class->IsToHarvest); + return 1; - this_type_class = UnitTypes.Ptr(this_object->Class_Of().ID); + }break; + case ATTRIBUTE_RADAR_EQUIPPED: { - break; - case RTTI_INFANTRY: + UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; - this_type_class = InfantryTypes.Ptr(this_object->Class_Of().ID); + // Send the attribute + lua_pushboolean(L, this_unit_class->IsRadarEquipped); + return 1; - break; - case RTTI_VESSEL: + }break; + case ATTRIBUTE_JAMMER: { - this_type_class = VesselTypes.Ptr(this_object->Class_Of().ID); + UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; - break; - case RTTI_AIRCRAFT: + // Send the attribute + lua_pushboolean(L, this_unit_class->IsJammer); + return 1; - this_type_class = AircraftTypes.Ptr(this_object->Class_Of().ID); + }break; + case ATTRIBUTE_GAPPER: { - break; - } + UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; - // Type attribute retrieval - if (this_type_class != NULL) { - return Script_SetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); - } + // Send the attribute + lua_pushboolean(L, this_unit_class->IsGapper); + return 1; - }break; + }break; + } + + }break; + + + // Infantry Specific + case RTTI_INFANTRYTYPE: { + + // What type of attribute? + switch (attribute_type) { + case ATTRIBUTE_FEMALE: { + + InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + + // Send the attribute + lua_pushboolean(L, this_infantry_class->IsFemale); + return 1; + + }break; + case ATTRIBUTE_CAPTURE: { + + InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + + // Send the attribute + lua_pushboolean(L, this_infantry_class->IsCapture); + return 1; + + }break; + case ATTRIBUTE_FRAIDY_CAT: { + + InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + + // Send the attribute + lua_pushboolean(L, this_infantry_class->IsFraidyCat); + return 1; + + }break; + case ATTRIBUTE_CIVILIAN: { + + InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + + // Send the attribute + lua_pushboolean(L, this_infantry_class->IsCivilian); + return 1; + + }break; + case ATTRIBUTE_BOMBER: { + + InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + + // Send the attribute + lua_pushboolean(L, this_infantry_class->IsBomber); + return 1; + + }break; + case ATTRIBUTE_DOG: { + + InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; + + // Send the attribute + lua_pushboolean(L, this_infantry_class->IsDog); + return 1; + + }break; } - } + }break; + + } // End of object specific switch + + }break; + + } // End of attribute switch - return -1; - } + // Didn't find result + return -1; - /********************************************************************************************** - * Script_GetBuildingTypeAttribute - Gets attributes for a building types * - * * - * SCRIPT INPUT: buildingTypeID (int) - The ID of the building type class * - * attribute_type (int) - The attribute to change * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GetBuildingTypeAttribute(lua_State* L) { +} - int buildingTypeID = lua_tointeger(L, 1); - int attribute_type = lua_tointeger(L, 2); +/********************************************************************************************** +* Script_SetHouseAttribute - Sets attributes for specific houses * +* * +* SCRIPT INPUT: houseID (int) - The ID of the house * +* attribute_type (int) - The attribute to change * +* attribute_value (int) - The value to set the attribute to * +* * +* SCRIPT OUTPUT: void * +* * +* INPUT: lua_State - The current Lua state * +* * +* OUTPUT: int; Did the function run successfully? Return 1 * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_SetHouseAttribute(lua_State* L) { - TechnoTypeClass* this_type_class = BuildingTypes.Ptr(buildingTypeID); + int houseID = lua_tointeger(L, 1); + int attribute_type = lua_tointeger(L, 2); - if (this_type_class != NULL) { - return Script_GetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); - } + HouseClass* this_house = Houses.Ptr(houseID); - return -1; - } - - /********************************************************************************************** - * Script_GetVehicleTypeAttribute - Gets attributes for vehicle types * - * * - * SCRIPT INPUT: vehicleTypeID (int) - The ID of the vehicle type class * - * attribute_type (int) - The attribute to change * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GetVehicleTypeAttribute(lua_State* L) { - - int vehicleTypeID = lua_tointeger(L, 1); - int attribute_type = lua_tointeger(L, 2); - - TechnoTypeClass* this_type_class = UnitTypes.Ptr(vehicleTypeID); - - if (this_type_class != NULL) { - return Script_GetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); - } - - return -1; - } - - /********************************************************************************************** - * Script_GetInfantryTypeAttribute - Gets attributes for infantry types * - * * - * SCRIPT INPUT: infantryTypeID (int) - The ID of the infantry type class * - * attribute_type (int) - The attribute to change * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GetInfantryTypeAttribute(lua_State* L) { - - int infantryTypeID = lua_tointeger(L, 1); - int attribute_type = lua_tointeger(L, 2); - - TechnoTypeClass* this_type_class = InfantryTypes.Ptr(infantryTypeID); - - if (this_type_class != NULL) { - return Script_GetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); - } - - return -1; - } - - /********************************************************************************************** - * Script_GetVesselTypeAttribute - Gets attributes for vessel types * - * * - * SCRIPT INPUT: vesselTypeID (int) - The ID of the vessel type class * - * attribute_type (int) - The attribute to change * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GetVesselTypeAttribute(lua_State* L) { - - int vesselTypeID = lua_tointeger(L, 1); - int attribute_type = lua_tointeger(L, 2); - - TechnoTypeClass* this_type_class = VesselTypes.Ptr(vesselTypeID); - - if (this_type_class != NULL) { - return Script_GetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); - } - - return -1; - } - - /********************************************************************************************** - * Script_GetAircraftTypeAttribute - Gets attributes for aircraft types * - * * - * SCRIPT INPUT: aircraftTypeID (int) - The ID of the aircraft type class * - * attribute_type (int) - The attribute to change * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GetAircraftTypeAttribute(lua_State* L) { - - int aircraftTypeID = lua_tointeger(L, 1); - int attribute_type = lua_tointeger(L, 2); - - TechnoTypeClass* this_type_class = AircraftTypes.Ptr(aircraftTypeID); - - if (this_type_class != NULL) { - return Script_GetObjectTypeAttribute(L, this_type_class, (MapScriptObjectAttributeType)attribute_type); - } - - return -1; - } - - /********************************************************************************************** - * Script_GetObjectTypeAttribute - Gets attributes for specific object types globally * - * * - * Used internally by MapScript to send input and get attributes for TechnoTypeClass * - * * - * SCRIPT INPUT: this_type_class (TechnoTypeClass*) - The techno type * - * attribute_type (MapScriptObjectAttributeType) - The attribute to change * - * * - * SCRIPT OUTPUT: void * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GetObjectTypeAttribute(lua_State* L, TechnoTypeClass* this_type_class, MapScriptObjectAttributeType attribute_type) { + // Get the appropriate technotype + if (this_house != NULL) { switch (attribute_type) { - case ATTRIBUTE_MAX_STRENGTH: { + case HOUSE_ATTRIBUTE_IQ: { - // Send the attribute - lua_pushinteger(L, this_type_class->MaxStrength); - return 1; + int attribute_value = lua_tointeger(L, 3); - }break; + this_house->Control.IQ = attribute_value; + this_house->IQ = attribute_value; - case ATTRIBUTE_COST: { + }break; + case HOUSE_ATTRIBUTE_TECH_LEVEL: { - // Send the attribute - lua_pushinteger(L, this_type_class->Cost); - return 1; + int attribute_value = lua_tointeger(L, 3); - }break; - case ATTRIBUTE_SIGHT_RANGE: { + this_house->Control.TechLevel = attribute_value; - // Send the attribute - lua_pushinteger(L, this_type_class->SightRange); - return 1; + }break; + case HOUSE_ATTRIBUTE_IS_HUMAN: { - }break; - case ATTRIBUTE_TECH_LEVEL: { + int attribute_value = lua_tointeger(L, 3); - // Send the attribute - lua_pushinteger(L, this_type_class->Level); - return 1; - - }break; - case ATTRIBUTE_ARMOR: { - - // Send the attribute - lua_pushinteger(L, this_type_class->Armor); - return 1; - - }break; - case ATTRIBUTE_PRIMARY_WEAPON: { - - if (this_type_class->PrimaryWeapon != NULL) { - // Send the attribute - lua_pushinteger(L, this_type_class->PrimaryWeapon->ID); - return 1; - } - else { - // Send the attribute - lua_pushinteger(L, -1); - return 1; - } - - }break; - case ATTRIBUTE_SECONDARY_WEAPON: { - - if (this_type_class->SecondaryWeapon != NULL) { - // Send the attribute - lua_pushinteger(L, this_type_class->SecondaryWeapon->ID); - return 1; - } - else { - // Send the attribute - lua_pushinteger(L, -1); - return 1; - } - - }break; - case ATTRIBUTE_SPEED: { - - // Send the attribute - lua_pushinteger(L, this_type_class->Speed); - return 1; - - }break; - case ATTRIBUTE_MAX_SPEED: { - - // Send the attribute - lua_pushinteger(L, this_type_class->MaxSpeed); - return 1; - - }break; - case ATTRIBUTE_MAX_AMMO: { - - // Send the attribute - lua_pushinteger(L, this_type_class->MaxAmmo); - return 1; - - }break; - case ATTRIBUTE_ROTATION_SPEED: { - - // Send the attribute - lua_pushboolean(L, this_type_class->ROT); - return 1; - - }break; - case ATTRIBUTE_CRUSHABLE: { - - // Send the attribute - lua_pushboolean(L, this_type_class->IsCrushable); - return 1; - - }break; - case ATTRIBUTE_STEALTHY: { - - // Send the attribute - lua_pushboolean(L, this_type_class->IsStealthy); - return 1; - - }break; - case ATTRIBUTE_SELECTABLE: { - - // Send the attribute - lua_pushboolean(L, this_type_class->IsSelectable); - return 1; - - }break; - case ATTRIBUTE_LEGAL_TARGET: { - - // Send the attribute - lua_pushboolean(L, this_type_class->IsLegalTarget); - return 1; - - }break; - case ATTRIBUTE_REPAIRABLE: { - - // Send the attribute - lua_pushboolean(L, this_type_class->IsRepairable); - return 1; - - }break; - case ATTRIBUTE_SELF_HEALING: { - - // Send the attribute - lua_pushboolean(L, this_type_class->IsSelfHealing); - return 1; - - }break; - case ATTRIBUTE_EXPLODES: { - - // Send the attribute - lua_pushboolean(L, this_type_class->IsExploding); - return 1; - - }break; - case ATTRIBUTE_HAS_CREW: { - - // Send the attribute - lua_pushboolean(L, this_type_class->IsCrew); - return 1; - - }break; - case ATTRIBUTE_MAX_PASSENGERS: { - - // Send the attribute - lua_pushinteger(L, this_type_class->MaxPassengers); - return 1; - - }break; - default: { - - // Object class specific attributes - // Welcome to the web of switches] - - // Type of object - switch (this_type_class->RTTI) { - - // Building Specific - case RTTI_BUILDINGTYPE: { - - // What type of attribute? - switch (attribute_type) { - case ATTRIBUTE_CAPACITY: { - - BuildingTypeClass* this_building_class = (BuildingTypeClass*)this_type_class; - - // Send the attribute - lua_pushinteger(L, this_building_class->Capacity); - return 1; - - }break; - case ATTRIBUTE_POWER: { - - // Both power and drain are different variables - // And so we do some trickery here to fill - // the right values based on postivie/negative input - - BuildingTypeClass* this_building_class = (BuildingTypeClass*)this_type_class; - - int this_value = this_building_class->Power - this_building_class->Drain; - - // Send the attribute - lua_pushinteger(L, this_value); - return 1; - - }break; - case ATTRIBUTE_SELLABLE: { - - BuildingTypeClass* this_building_class = (BuildingTypeClass*)this_type_class; - - // Set the attribute - // Personal opinion; sellable makes more sense than unsellable - // This replacement could be seen as IsUnNonSellable, or... IsSellable - if (this_building_class->IsUnsellable == 1) { - // Send the attribute - lua_pushinteger(L, 0); - return 1; - } else { - // Send the attribute - lua_pushinteger(L, 1); - return 1; - } - - }break; - } - - }break; - - - // Unit Specific - case RTTI_UNITTYPE: { - - // What type of attribute? - switch (attribute_type) { - case ATTRIBUTE_CRATE_GOODIE: { - - UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; - - // Send the attribute - lua_pushboolean(L, this_unit_class->IsCrateGoodie); - return 1; - - }break; - case ATTRIBUTE_CRUSHER: { - - UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; - - // Send the attribute - lua_pushboolean(L, this_unit_class->IsCrusher); - return 1; - - }break; - case ATTRIBUTE_HARVEST: { - - UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; - - // Send the attribute - lua_pushboolean(L, this_unit_class->IsToHarvest); - return 1; - - }break; - case ATTRIBUTE_RADAR_EQUIPPED: { - - UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; - - // Send the attribute - lua_pushboolean(L, this_unit_class->IsRadarEquipped); - return 1; - - }break; - case ATTRIBUTE_JAMMER: { - - UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; - - // Send the attribute - lua_pushboolean(L, this_unit_class->IsJammer); - return 1; - - }break; - case ATTRIBUTE_GAPPER: { - - UnitTypeClass* this_unit_class = (UnitTypeClass*)this_type_class; - - // Send the attribute - lua_pushboolean(L, this_unit_class->IsGapper); - return 1; - - }break; - } - - }break; - - - // Infantry Specific - case RTTI_INFANTRYTYPE: { - - // What type of attribute? - switch (attribute_type) { - case ATTRIBUTE_FEMALE: { - - InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; - - // Send the attribute - lua_pushboolean(L, this_infantry_class->IsFemale); - return 1; - - }break; - case ATTRIBUTE_CAPTURE: { - - InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; - - // Send the attribute - lua_pushboolean(L, this_infantry_class->IsCapture); - return 1; - - }break; - case ATTRIBUTE_FRAIDY_CAT: { - - InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; - - // Send the attribute - lua_pushboolean(L, this_infantry_class->IsFraidyCat); - return 1; - - }break; - case ATTRIBUTE_CIVILIAN: { - - InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; - - // Send the attribute - lua_pushboolean(L, this_infantry_class->IsCivilian); - return 1; - - }break; - case ATTRIBUTE_BOMBER: { - - InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; - - // Send the attribute - lua_pushboolean(L, this_infantry_class->IsBomber); - return 1; - - }break; - case ATTRIBUTE_DOG: { - - InfantryTypeClass* this_infantry_class = (InfantryTypeClass*)this_type_class; - - // Send the attribute - lua_pushboolean(L, this_infantry_class->IsDog); - return 1; - - }break; - - } - - }break; - - } // End of object specific switch - - }break; - - } // End of attribute switch - - - // Didn't find result - return -1; - - } - - /********************************************************************************************** - * Script_SetHouseAttribute - Sets attributes for specific houses * - * * - * SCRIPT INPUT: houseID (int) - The ID of the house * - * attribute_type (int) - The attribute to change * - * attribute_value (int) - The value to set the attribute to * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_SetHouseAttribute(lua_State* L) { - - int houseID = lua_tointeger(L, 1); - int attribute_type = lua_tointeger(L, 2); - - HouseClass* this_house = Houses.Ptr(houseID); - - // Get the appropriate technotype - if (this_house != NULL) { - - switch (attribute_type) { - case HOUSE_ATTRIBUTE_IQ: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->Control.IQ = attribute_value; - this_house->IQ = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_TECH_LEVEL: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->Control.TechLevel = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_IS_HUMAN: { - - int attribute_value = lua_tointeger(L, 3); - - if (attribute_value == 1) { - this_house->IsHuman = 1; - this_house->WasHuman = 1; - }else { - this_house->IsHuman = 0; - } - - - }break; - case HOUSE_ATTRIBUTE_FIREPOWER_BIAS: { - - float attribute_value = lua_tonumber(L, 3); - - this_house->FirepowerBias = (fixed)attribute_value * Rule.Diff[this_house->Difficulty].FirepowerBias; - - }break; - case HOUSE_ATTRIBUTE_GROUNDSPEED_BIAS: { - - float attribute_value = lua_tonumber(L, 3); - - this_house->GroundspeedBias = (fixed)attribute_value * Rule.Diff[this_house->Difficulty].GroundspeedBias; - - }break; - case HOUSE_ATTRIBUTE_ARMOR_BIAS: { - - float attribute_value = lua_tonumber(L, 3); - - this_house->ArmorBias = (fixed)attribute_value * Rule.Diff[this_house->Difficulty].ArmorBias; - - }break; - case HOUSE_ATTRIBUTE_ROF_BIAS: { - - float attribute_value = lua_tonumber(L, 3); - - this_house->ROFBias = (fixed)attribute_value * Rule.Diff[this_house->Difficulty].ROFBias; - - }break; - case HOUSE_ATTRIBUTE_COST_BIAS: { - - float attribute_value = lua_tonumber(L, 3); - - this_house->CostBias = (fixed)attribute_value * Rule.Diff[this_house->Difficulty].CostBias; - - }break; - case HOUSE_ATTRIBUTE_REPAIR_DELAY: { - - float attribute_value = lua_tonumber(L, 3); - - this_house->RepairDelay = (fixed)attribute_value; - - }break; - case HOUSE_ATTRIBUTE_BUILD_DELAY: { - - float attribute_value = lua_tonumber(L, 3); - - this_house->BuildDelay = (fixed)attribute_value; - - }break; - case HOUSE_ATTRIBUTE_STARTED: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->IsStarted = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_ALERTED: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->IsAlerted = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_BASE_BUILDING: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->IsBaseBuilding = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_DISCOVERED: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->IsDiscovered = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_CAPACITY: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->Capacity = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_TIBERIUM: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->Tiberium = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_CREDITS: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->Credits = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_ALERT_TIMER: { - - float attribute_value = lua_tonumber(L, 3); - - this_house->AlertTime = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_REPAIR_TIMER: { - - float attribute_value = lua_tonumber(L, 3); - - this_house->RepairTimer = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_POINTS : { - - int attribute_value = lua_tointeger(L, 3); - - this_house->PointTotal = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_DESTROYED_BUILDINGS: { - - // Non writable - - }break; - case HOUSE_ATTRIBUTE_DESTROYED_INFANTRY: { - - // Non writable - - }break; - case HOUSE_ATTRIBUTE_DESTROYED_VEHICLES: { - - // Non writable - - }break; - case HOUSE_ATTRIBUTE_DESTROYED_AIRCRAFT: { - - // Non writable - - }break; - case HOUSE_ATTRIBUTE_DESTROYED_VESSELS: { - - // Non writable - - }break; - case HOUSE_ATTRIBUTE_CAPTURED_BUILDINGS: { - - // Non writable - - }break; - case HOUSE_ATTRIBUTE_CRATES: { - - // Non writable - - }break; - - case HOUSE_ATTRIBUTE_BUILDING_FACTORIES: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->BuildingFactories = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_UNIT_FACTORIES: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->UnitFactories = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_INFANTRY_FACTORIES: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->InfantryFactories = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_AIRCRAFT_FACTORIES: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->AircraftFactories = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_VESSEL_FACTORIES: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->VesselFactories = attribute_value; - - }break; - - case HOUSE_ATTRIBUTE_POWER: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->Power = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_DRAIN: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->Drain = attribute_value; - - }break; - case HOUSE_ATTRIBUTE_LAST_ATTACKER: { - - int attribute_value = lua_tointeger(L, 3); - - this_house->WhoLastHurtMe = (HousesType)attribute_value; - - }break; + if (attribute_value == 1) { + this_house->IsHuman = 1; + this_house->WasHuman = 1; + } + else { + this_house->IsHuman = 0; } + + }break; + case HOUSE_ATTRIBUTE_FIREPOWER_BIAS: { + + float attribute_value = lua_tonumber(L, 3); + + this_house->FirepowerBias = (fixed)attribute_value * Rule.Diff[this_house->Difficulty].FirepowerBias; + + }break; + case HOUSE_ATTRIBUTE_GROUNDSPEED_BIAS: { + + float attribute_value = lua_tonumber(L, 3); + + this_house->GroundspeedBias = (fixed)attribute_value * Rule.Diff[this_house->Difficulty].GroundspeedBias; + + }break; + case HOUSE_ATTRIBUTE_ARMOR_BIAS: { + + float attribute_value = lua_tonumber(L, 3); + + this_house->ArmorBias = (fixed)attribute_value * Rule.Diff[this_house->Difficulty].ArmorBias; + + }break; + case HOUSE_ATTRIBUTE_ROF_BIAS: { + + float attribute_value = lua_tonumber(L, 3); + + this_house->ROFBias = (fixed)attribute_value * Rule.Diff[this_house->Difficulty].ROFBias; + + }break; + case HOUSE_ATTRIBUTE_COST_BIAS: { + + float attribute_value = lua_tonumber(L, 3); + + this_house->CostBias = (fixed)attribute_value * Rule.Diff[this_house->Difficulty].CostBias; + + }break; + case HOUSE_ATTRIBUTE_REPAIR_DELAY: { + + float attribute_value = lua_tonumber(L, 3); + + this_house->RepairDelay = (fixed)attribute_value; + + }break; + case HOUSE_ATTRIBUTE_BUILD_DELAY: { + + float attribute_value = lua_tonumber(L, 3); + + this_house->BuildDelay = (fixed)attribute_value; + + }break; + case HOUSE_ATTRIBUTE_STARTED: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->IsStarted = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_ALERTED: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->IsAlerted = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_BASE_BUILDING: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->IsBaseBuilding = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_DISCOVERED: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->IsDiscovered = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_CAPACITY: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->Capacity = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_TIBERIUM: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->Tiberium = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_CREDITS: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->Credits = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_ALERT_TIMER: { + + float attribute_value = lua_tonumber(L, 3); + + this_house->AlertTime = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_REPAIR_TIMER: { + + float attribute_value = lua_tonumber(L, 3); + + this_house->RepairTimer = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_POINTS: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->PointTotal = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_DESTROYED_BUILDINGS: { + + // Non writable + + }break; + case HOUSE_ATTRIBUTE_DESTROYED_INFANTRY: { + + // Non writable + + }break; + case HOUSE_ATTRIBUTE_DESTROYED_VEHICLES: { + + // Non writable + + }break; + case HOUSE_ATTRIBUTE_DESTROYED_AIRCRAFT: { + + // Non writable + + }break; + case HOUSE_ATTRIBUTE_DESTROYED_VESSELS: { + + // Non writable + + }break; + case HOUSE_ATTRIBUTE_CAPTURED_BUILDINGS: { + + // Non writable + + }break; + case HOUSE_ATTRIBUTE_CRATES: { + + // Non writable + + }break; + + case HOUSE_ATTRIBUTE_BUILDING_FACTORIES: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->BuildingFactories = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_UNIT_FACTORIES: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->UnitFactories = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_INFANTRY_FACTORIES: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->InfantryFactories = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_AIRCRAFT_FACTORIES: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->AircraftFactories = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_VESSEL_FACTORIES: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->VesselFactories = attribute_value; + + }break; + + case HOUSE_ATTRIBUTE_POWER: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->Power = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_DRAIN: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->Drain = attribute_value; + + }break; + case HOUSE_ATTRIBUTE_LAST_ATTACKER: { + + int attribute_value = lua_tointeger(L, 3); + + this_house->WhoLastHurtMe = (HousesType)attribute_value; + + }break; } - - return -1; } - /********************************************************************************************** - * Script_GetHouseAttribute - Sets attributes for specific houses * - * * - * SCRIPT INPUT: houseID (int) - The ID of the house * - * attribute_type (int) - The attribute to change * - * * - * SCRIPT OUTPUT: (mixed) - The value of the attribute * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GetHouseAttribute(lua_State* L) { - int houseID = lua_tointeger(L, 1); - int attribute_type = lua_tointeger(L, 2); + return -1; +} - HouseClass* this_house = Houses.Ptr(houseID); +/********************************************************************************************** +* Script_GetHouseAttribute - Sets attributes for specific houses * +* * +* SCRIPT INPUT: houseID (int) - The ID of the house * +* attribute_type (int) - The attribute to change * +* * +* SCRIPT OUTPUT: (mixed) - The value of the attribute * +* * +* INPUT: lua_State - The current Lua state * +* * +* OUTPUT: int; Did the function run successfully? Return 1 * +* * +* WARNINGS: ? * +* * +*=============================================================================================*/ +static int Script_GetHouseAttribute(lua_State* L) { - // Get the appropriate technotype - if (this_house != NULL) { + int houseID = lua_tointeger(L, 1); + int attribute_type = lua_tointeger(L, 2); - switch (attribute_type) { - case HOUSE_ATTRIBUTE_IQ: { + HouseClass* this_house = Houses.Ptr(houseID); - lua_pushnumber(L, this_house->IQ); - return 1; + // Get the appropriate technotype + if (this_house != NULL) { - }break; - case HOUSE_ATTRIBUTE_TECH_LEVEL: { + switch (attribute_type) { + case HOUSE_ATTRIBUTE_IQ: { - lua_pushnumber(L, this_house->Control.TechLevel); - return 1; + lua_pushnumber(L, this_house->IQ); + return 1; - }break; - case HOUSE_ATTRIBUTE_IS_HUMAN: { + }break; + case HOUSE_ATTRIBUTE_TECH_LEVEL: { - lua_pushboolean(L, this_house->IsHuman); - return 1; + lua_pushnumber(L, this_house->Control.TechLevel); + return 1; - }break; - case HOUSE_ATTRIBUTE_FIREPOWER_BIAS: { + }break; + case HOUSE_ATTRIBUTE_IS_HUMAN: { - lua_pushnumber(L, (float)this_house->FirepowerBias.To_Float()); - return 1; + lua_pushboolean(L, this_house->IsHuman); + return 1; - }break; - case HOUSE_ATTRIBUTE_GROUNDSPEED_BIAS: { - - lua_pushnumber(L, (float)this_house->GroundspeedBias.To_Float()); - return 1; + }break; + case HOUSE_ATTRIBUTE_FIREPOWER_BIAS: { - }break; - case HOUSE_ATTRIBUTE_ARMOR_BIAS: { + lua_pushnumber(L, (float)this_house->FirepowerBias.To_Float()); + return 1; - lua_pushnumber(L, (float)this_house->ArmorBias.To_Float()); - return 1; + }break; + case HOUSE_ATTRIBUTE_GROUNDSPEED_BIAS: { - }break; - case HOUSE_ATTRIBUTE_ROF_BIAS: { + lua_pushnumber(L, (float)this_house->GroundspeedBias.To_Float()); + return 1; - lua_pushnumber(L, this_house->ROFBias.To_Float()); - return 1; + }break; + case HOUSE_ATTRIBUTE_ARMOR_BIAS: { - }break; - case HOUSE_ATTRIBUTE_COST_BIAS: { + lua_pushnumber(L, (float)this_house->ArmorBias.To_Float()); + return 1; - lua_pushnumber(L, (float)this_house->CostBias.To_Float()); - return 1; + }break; + case HOUSE_ATTRIBUTE_ROF_BIAS: { - }break; - case HOUSE_ATTRIBUTE_REPAIR_DELAY: { + lua_pushnumber(L, this_house->ROFBias.To_Float()); + return 1; - lua_pushnumber(L, (float)this_house->RepairDelay.To_Float()); - return 1; + }break; + case HOUSE_ATTRIBUTE_COST_BIAS: { - }break; - case HOUSE_ATTRIBUTE_BUILD_DELAY: { + lua_pushnumber(L, (float)this_house->CostBias.To_Float()); + return 1; - lua_pushnumber(L, (float)this_house->BuildDelay.To_Float()); - return 1; + }break; + case HOUSE_ATTRIBUTE_REPAIR_DELAY: { - }break; - case HOUSE_ATTRIBUTE_STARTED: { + lua_pushnumber(L, (float)this_house->RepairDelay.To_Float()); + return 1; - lua_pushboolean(L, this_house->IsStarted); - return 1; + }break; + case HOUSE_ATTRIBUTE_BUILD_DELAY: { - }break; - case HOUSE_ATTRIBUTE_ALERTED: { + lua_pushnumber(L, (float)this_house->BuildDelay.To_Float()); + return 1; - lua_pushboolean(L, this_house->IsAlerted); - return 1; + }break; + case HOUSE_ATTRIBUTE_STARTED: { - }break; - case HOUSE_ATTRIBUTE_BASE_BUILDING: { + lua_pushboolean(L, this_house->IsStarted); + return 1; - lua_pushboolean(L, this_house->IsBaseBuilding); - return 1; + }break; + case HOUSE_ATTRIBUTE_ALERTED: { - }break; - case HOUSE_ATTRIBUTE_DISCOVERED: { + lua_pushboolean(L, this_house->IsAlerted); + return 1; - lua_pushboolean(L, this_house->IsDiscovered); - return 1; + }break; + case HOUSE_ATTRIBUTE_BASE_BUILDING: { - }break; - case HOUSE_ATTRIBUTE_CAPACITY: { + lua_pushboolean(L, this_house->IsBaseBuilding); + return 1; - lua_pushinteger(L, this_house->Capacity); - return 1; + }break; + case HOUSE_ATTRIBUTE_DISCOVERED: { - }break; - case HOUSE_ATTRIBUTE_TIBERIUM: { + lua_pushboolean(L, this_house->IsDiscovered); + return 1; - lua_pushinteger(L, this_house->Tiberium); - return 1; + }break; + case HOUSE_ATTRIBUTE_CAPACITY: { - }break; - case HOUSE_ATTRIBUTE_CREDITS: { + lua_pushinteger(L, this_house->Capacity); + return 1; - lua_pushinteger(L, this_house->Credits); - return 1; + }break; + case HOUSE_ATTRIBUTE_TIBERIUM: { - }break; - case HOUSE_ATTRIBUTE_ALERT_TIMER: { + lua_pushinteger(L, this_house->Tiberium); + return 1; - lua_pushnumber(L, this_house->AlertTime); - return 1; + }break; + case HOUSE_ATTRIBUTE_CREDITS: { - }break; - case HOUSE_ATTRIBUTE_REPAIR_TIMER: { + lua_pushinteger(L, this_house->Credits); + return 1; - lua_pushnumber(L, this_house->RepairTimer); - return 1; + }break; + case HOUSE_ATTRIBUTE_ALERT_TIMER: { - }break; - case HOUSE_ATTRIBUTE_POINTS: { + lua_pushnumber(L, this_house->AlertTime); + return 1; - lua_pushinteger(L, this_house->PointTotal); - return 1; + }break; + case HOUSE_ATTRIBUTE_REPAIR_TIMER: { - }break; - case HOUSE_ATTRIBUTE_DESTROYED_BUILDINGS: { + lua_pushnumber(L, this_house->RepairTimer); + return 1; - lua_pushinteger(L, (int)this_house->DestroyedBuildings->Get_All_Totals()); - return 1; + }break; + case HOUSE_ATTRIBUTE_POINTS: { - }break; - case HOUSE_ATTRIBUTE_DESTROYED_INFANTRY: { + lua_pushinteger(L, this_house->PointTotal); + return 1; - lua_pushinteger(L, (int)this_house->DestroyedInfantry->Get_All_Totals()); - return 1; + }break; + case HOUSE_ATTRIBUTE_DESTROYED_BUILDINGS: { - }break; - case HOUSE_ATTRIBUTE_DESTROYED_VEHICLES: { + lua_pushinteger(L, (int)this_house->DestroyedBuildings->Get_All_Totals()); + return 1; - lua_pushinteger(L, (int)this_house->DestroyedUnits->Get_All_Totals()); - return 1; + }break; + case HOUSE_ATTRIBUTE_DESTROYED_INFANTRY: { - }break; - case HOUSE_ATTRIBUTE_DESTROYED_AIRCRAFT: { + lua_pushinteger(L, (int)this_house->DestroyedInfantry->Get_All_Totals()); + return 1; - lua_pushinteger(L, (int)this_house->DestroyedAircraft->Get_All_Totals()); - return 1; + }break; + case HOUSE_ATTRIBUTE_DESTROYED_VEHICLES: { - }break; - case HOUSE_ATTRIBUTE_DESTROYED_VESSELS: { + lua_pushinteger(L, (int)this_house->DestroyedUnits->Get_All_Totals()); + return 1; - lua_pushinteger(L, (int)this_house->DestroyedVessels->Get_All_Totals()); - return 1; + }break; + case HOUSE_ATTRIBUTE_DESTROYED_AIRCRAFT: { - }break; - case HOUSE_ATTRIBUTE_CAPTURED_BUILDINGS: { + lua_pushinteger(L, (int)this_house->DestroyedAircraft->Get_All_Totals()); + return 1; - lua_pushinteger(L, (int)this_house->CapturedBuildings->Get_All_Totals()); - return 1; + }break; + case HOUSE_ATTRIBUTE_DESTROYED_VESSELS: { - }break; - case HOUSE_ATTRIBUTE_CRATES: { + lua_pushinteger(L, (int)this_house->DestroyedVessels->Get_All_Totals()); + return 1; - lua_pushinteger(L, (int)this_house->TotalCrates->Get_All_Totals()); - return 1; + }break; + case HOUSE_ATTRIBUTE_CAPTURED_BUILDINGS: { - }break; - case HOUSE_ATTRIBUTE_AIRCRAFT_FACTORIES: { + lua_pushinteger(L, (int)this_house->CapturedBuildings->Get_All_Totals()); + return 1; - lua_pushinteger(L, this_house->AircraftFactories); - return 1; + }break; + case HOUSE_ATTRIBUTE_CRATES: { - }break; - case HOUSE_ATTRIBUTE_INFANTRY_FACTORIES: { + lua_pushinteger(L, (int)this_house->TotalCrates->Get_All_Totals()); + return 1; - lua_pushinteger(L, this_house->InfantryFactories); - return 1; + }break; + case HOUSE_ATTRIBUTE_AIRCRAFT_FACTORIES: { - }break; - case HOUSE_ATTRIBUTE_UNIT_FACTORIES: { + lua_pushinteger(L, this_house->AircraftFactories); + return 1; - lua_pushinteger(L, this_house->UnitFactories); - return 1; + }break; + case HOUSE_ATTRIBUTE_INFANTRY_FACTORIES: { - }break; - case HOUSE_ATTRIBUTE_VESSEL_FACTORIES: { + lua_pushinteger(L, this_house->InfantryFactories); + return 1; - lua_pushinteger(L, this_house->VesselFactories); - return 1; + }break; + case HOUSE_ATTRIBUTE_UNIT_FACTORIES: { - }break; - case HOUSE_ATTRIBUTE_BUILDING_FACTORIES: { + lua_pushinteger(L, this_house->UnitFactories); + return 1; - lua_pushinteger(L, this_house->BuildingFactories); - return 1; + }break; + case HOUSE_ATTRIBUTE_VESSEL_FACTORIES: { - }break; - case HOUSE_ATTRIBUTE_POWER: { + lua_pushinteger(L, this_house->VesselFactories); + return 1; - lua_pushnumber(L, this_house->Power); - return 1; + }break; + case HOUSE_ATTRIBUTE_BUILDING_FACTORIES: { - }break; - case HOUSE_ATTRIBUTE_DRAIN: { + lua_pushinteger(L, this_house->BuildingFactories); + return 1; - lua_pushnumber(L, this_house->Drain); - return 1; + }break; + case HOUSE_ATTRIBUTE_POWER: { - }break; - case HOUSE_ATTRIBUTE_LAST_ATTACKER: { + lua_pushnumber(L, this_house->Power); + return 1; - lua_pushnumber(L, this_house->WhoLastHurtMe); - return 1; + }break; + case HOUSE_ATTRIBUTE_DRAIN: { - }break; + lua_pushnumber(L, this_house->Drain); + return 1; + + }break; + case HOUSE_ATTRIBUTE_LAST_ATTACKER: { + + lua_pushnumber(L, this_house->WhoLastHurtMe); + return 1; + + }break; + } + + } + + lua_pushnumber(L, -1); + + return -1; +} + +/*********************************************************************************************** + * Script_BuildUnit - Builds a given unit in a given factory * + * * + * SCRIPT INPUT: factoryObject (int) - The factory object id * + * * + * unitType (int) - The unit type index for the unit to make (unit in a * + * general sense, not a vehicle) * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_BuildUnit(lua_State* L) { + + int factoryObject = lua_tointeger(L, 1); + int unitType = lua_tointeger(L, 2); + + BuildingClass* this_factory = (BuildingClass*)Script_GetCacheObject(factoryObject); + + // Get the appropriate technotype + if (this_factory != NULL && this_factory->IsActive) { + + int result = true; + + switch (this_factory->Class->ID) { + case STRUCT_WEAP: { + + UnitTypeClass* unit_to_place = UnitTypes.Ptr(unitType); + UnitClass* new_unit = (UnitClass*)unit_to_place->Create_One_Of(this_factory->House); + + if (this_factory->Exit_Object(new_unit)) { + + int _objectIndex = -1; + MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); + CacheObject->ID = -1; + + _objectIndex = Script_UnitIndexFromID(new_unit->ID); + + CacheObject->ID = new_unit->ID; + CacheObject->RTTI = new_unit->RTTI; + CacheObject->classIndex = _objectIndex; + Scen.mapScript->ObjectCache.push_back(CacheObject); + + lua_pushnumber(L, CacheObject->UID); + return 1; + + } + else { + delete new_unit; } - } + lua_pushnumber(L, -1); + return 1; - lua_pushnumber(L, -1); + }break; + case STRUCT_TENT: + case STRUCT_BARRACKS: { - return -1; - } + InfantryTypeClass* unit_to_place = InfantryTypes.Ptr(unitType); + InfantryClass* new_unit = (InfantryClass*)unit_to_place->Create_One_Of(this_factory->House); - /*********************************************************************************************** - * Script_BuildUnit - Builds a given unit in a given factory * - * * - * SCRIPT INPUT: factoryObject (int) - The factory object id * - * * - * unitType (int) - The unit type index for the unit to make (unit in a * - * general sense, not a vehicle) * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_BuildUnit(lua_State* L) { + if (this_factory->Exit_Object(new_unit)) { - int factoryObject = lua_tointeger(L, 1); - int unitType = lua_tointeger(L, 2); + int _objectIndex = -1; + MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); + CacheObject->ID = -1; - BuildingClass* this_factory = (BuildingClass *)Script_GetCacheObject(factoryObject); - - // Get the appropriate technotype - if (this_factory != NULL && this_factory->IsActive) { + _objectIndex = Script_InfantryIndexFromID(new_unit->ID); - int result = true; + CacheObject->ID = new_unit->ID; + CacheObject->RTTI = new_unit->RTTI; + CacheObject->classIndex = _objectIndex; + Scen.mapScript->ObjectCache.push_back(CacheObject); - switch (this_factory->Class->ID) { - case STRUCT_WEAP: { + lua_pushnumber(L, CacheObject->UID); + return 1; - UnitTypeClass* unit_to_place = UnitTypes.Ptr(unitType); - UnitClass *new_unit = (UnitClass*)unit_to_place->Create_One_Of(this_factory->House); - - if (this_factory->Exit_Object(new_unit)) { - - int _objectIndex = -1; - MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); - CacheObject->ID = -1; - - _objectIndex = Script_UnitIndexFromID(new_unit->ID); - - CacheObject->ID = new_unit->ID; - CacheObject->RTTI = new_unit->RTTI; - CacheObject->classIndex = _objectIndex; - Scen.mapScript->ObjectCache.push_back(CacheObject); - - lua_pushnumber(L, CacheObject->UID); - return 1; - - }else { - delete new_unit; - } - - lua_pushnumber(L, -1); - return 1; - - }break; - case STRUCT_TENT: - case STRUCT_BARRACKS: { - - InfantryTypeClass* unit_to_place = InfantryTypes.Ptr(unitType); - InfantryClass* new_unit = (InfantryClass*)unit_to_place->Create_One_Of(this_factory->House); - - if (this_factory->Exit_Object(new_unit)) { - - int _objectIndex = -1; - MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); - CacheObject->ID = -1; - - _objectIndex = Script_InfantryIndexFromID(new_unit->ID); - - CacheObject->ID = new_unit->ID; - CacheObject->RTTI = new_unit->RTTI; - CacheObject->classIndex = _objectIndex; - Scen.mapScript->ObjectCache.push_back(CacheObject); - - lua_pushnumber(L, CacheObject->UID); - return 1; - - }else { - delete new_unit; - } - - lua_pushnumber(L, -1); - return 1; - - }break; - case STRUCT_KENNEL: { - - InfantryTypeClass* unit_to_place = InfantryTypes.Ptr(unitType); - InfantryClass* new_unit = (InfantryClass*)unit_to_place->Create_One_Of(this_factory->House); - - if (this_factory->Exit_Object(new_unit)) { - - int _objectIndex = -1; - MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); - CacheObject->ID = -1; - - _objectIndex = Script_InfantryIndexFromID(new_unit->ID); - - CacheObject->ID = new_unit->ID; - CacheObject->RTTI = new_unit->RTTI; - CacheObject->classIndex = _objectIndex; - Scen.mapScript->ObjectCache.push_back(CacheObject); - - lua_pushnumber(L, CacheObject->UID); - return 1; - - }else { - delete new_unit; - } - - lua_pushnumber(L, -1); - return 1; - - }break; - case STRUCT_HELIPAD: - case STRUCT_AIRSTRIP: { - - AircraftTypeClass* unit_to_place = AircraftTypes.Ptr(unitType); - AircraftClass* new_unit = (AircraftClass*)unit_to_place->Create_One_Of(this_factory->House); - - if (this_factory->Exit_Object(new_unit)) { - - int _objectIndex = -1; - MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); - CacheObject->ID = -1; - - _objectIndex = Script_AircraftIndexFromID(new_unit->ID); - - CacheObject->ID = new_unit->ID; - CacheObject->RTTI = new_unit->RTTI; - CacheObject->classIndex = _objectIndex; - Scen.mapScript->ObjectCache.push_back(CacheObject); - - lua_pushnumber(L, CacheObject->UID); - return 1; - - }else { - delete new_unit; - } - - lua_pushnumber(L, -1); - return 1; - - }break; - case STRUCT_SUB_PEN: - case STRUCT_SHIP_YARD: { - - VesselTypeClass* unit_to_place = VesselTypes.Ptr(unitType); - VesselClass* new_unit = (VesselClass*)unit_to_place->Create_One_Of(this_factory->House); - - if (this_factory->Exit_Object(new_unit)) { - - int _objectIndex = -1; - MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); - CacheObject->ID = -1; - - _objectIndex = Script_VesselIndexFromID(new_unit->ID); - - CacheObject->ID = new_unit->ID; - CacheObject->RTTI = new_unit->RTTI; - CacheObject->classIndex = _objectIndex; - Scen.mapScript->ObjectCache.push_back(CacheObject); - - lua_pushnumber(L, CacheObject->UID); - return 1; - - }else { - delete new_unit; - } - - lua_pushnumber(L, -1); - return 1; - - }break; + } + else { + delete new_unit; } + lua_pushnumber(L, -1); + return 1; + + }break; + case STRUCT_KENNEL: { + + InfantryTypeClass* unit_to_place = InfantryTypes.Ptr(unitType); + InfantryClass* new_unit = (InfantryClass*)unit_to_place->Create_One_Of(this_factory->House); + + if (this_factory->Exit_Object(new_unit)) { + + int _objectIndex = -1; + MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); + CacheObject->ID = -1; + + _objectIndex = Script_InfantryIndexFromID(new_unit->ID); + + CacheObject->ID = new_unit->ID; + CacheObject->RTTI = new_unit->RTTI; + CacheObject->classIndex = _objectIndex; + Scen.mapScript->ObjectCache.push_back(CacheObject); + + lua_pushnumber(L, CacheObject->UID); + return 1; + + } + else { + delete new_unit; + } + + lua_pushnumber(L, -1); + return 1; + + }break; + case STRUCT_HELIPAD: + case STRUCT_AIRSTRIP: { + + AircraftTypeClass* unit_to_place = AircraftTypes.Ptr(unitType); + AircraftClass* new_unit = (AircraftClass*)unit_to_place->Create_One_Of(this_factory->House); + + if (this_factory->Exit_Object(new_unit)) { + + int _objectIndex = -1; + MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); + CacheObject->ID = -1; + + _objectIndex = Script_AircraftIndexFromID(new_unit->ID); + + CacheObject->ID = new_unit->ID; + CacheObject->RTTI = new_unit->RTTI; + CacheObject->classIndex = _objectIndex; + Scen.mapScript->ObjectCache.push_back(CacheObject); + + lua_pushnumber(L, CacheObject->UID); + return 1; + + } + else { + delete new_unit; + } + + lua_pushnumber(L, -1); + return 1; + + }break; + case STRUCT_SUB_PEN: + case STRUCT_SHIP_YARD: { + + VesselTypeClass* unit_to_place = VesselTypes.Ptr(unitType); + VesselClass* new_unit = (VesselClass*)unit_to_place->Create_One_Of(this_factory->House); + + if (this_factory->Exit_Object(new_unit)) { + + int _objectIndex = -1; + MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); + CacheObject->ID = -1; + + _objectIndex = Script_VesselIndexFromID(new_unit->ID); + + CacheObject->ID = new_unit->ID; + CacheObject->RTTI = new_unit->RTTI; + CacheObject->classIndex = _objectIndex; + Scen.mapScript->ObjectCache.push_back(CacheObject); + + lua_pushnumber(L, CacheObject->UID); + return 1; + + } + else { + delete new_unit; + } + + lua_pushnumber(L, -1); + return 1; + + }break; } - - lua_pushnumber(L, -1); - return 1; } - /*********************************************************************************************** - * Script_CreateVehicle - Creates a given unit out of thin air * - * * - * SCRIPT INPUT: objectIndex(int) - The unit type to create * - * * - * houseType (int) - The player (house) index to create the unit for * - * * - * in_x (int) - X location to create object * - * * - * in_y (int) - Y location to create object * - * * - * SCRIPT OUTPUT: (int) the cached object ID for use with Mapscript Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_CreateVehicle(lua_State* L) { - int objectIndex = lua_tointeger(L,1); - int houseType = lua_tointeger(L,2); - int in_x = lua_tointeger(L,3); - int in_y = lua_tointeger(L,4); + lua_pushnumber(L, -1); + return 1; +} - HouseClass *this_house = Houses.Ptr(houseType); +/*********************************************************************************************** + * Script_CreateVehicle - Creates a given unit out of thin air * + * * + * SCRIPT INPUT: objectIndex(int) - The unit type to create * + * * + * houseType (int) - The player (house) index to create the unit for * + * * + * in_x (int) - X location to create object * + * * + * in_y (int) - Y location to create object * + * * + * SCRIPT OUTPUT: (int) the cached object ID for use with Mapscript Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_CreateVehicle(lua_State* L) { - UnitTypeClass *unit_to_place = UnitTypes.Ptr(objectIndex); + int objectIndex = lua_tointeger(L, 1); + int houseType = lua_tointeger(L, 2); + int in_x = lua_tointeger(L, 3); + int in_y = lua_tointeger(L, 4); - if (this_house != NULL && unit_to_place != NULL) { - UnitClass* new_unit = (UnitClass*)unit_to_place->Create_One_Of(this_house); - if (new_unit != NULL) { - - bool new_unit_placed = false; + HouseClass* this_house = Houses.Ptr(houseType); - if (new_unit->Unlimbo(Cell_Coord(XY_Cell(in_x, in_y)))) { + UnitTypeClass* unit_to_place = UnitTypes.Ptr(objectIndex); + if (this_house != NULL && unit_to_place != NULL) { + UnitClass* new_unit = (UnitClass*)unit_to_place->Create_One_Of(this_house); + if (new_unit != NULL) { + + bool new_unit_placed = false; + + if (new_unit->Unlimbo(Cell_Coord(XY_Cell(in_x, in_y)))) { + + new_unit_placed = true; + } + + /* + ** Try to place the object into a nearby cell if something is preventing + ** placement at the given location. + */ + if (!new_unit_placed) { + CELL cell = Map.Nearby_Location(Cell_Coord(XY_Cell(in_x, in_y)), new_unit->Class->Speed); + if (new_unit->Unlimbo(::Cell_Coord(cell))) { new_unit_placed = true; } - - /* - ** Try to place the object into a nearby cell if something is preventing - ** placement at the given location. - */ - if(!new_unit_placed){ - CELL cell = Map.Nearby_Location(Cell_Coord(XY_Cell(in_x, in_y)), new_unit->Class->Speed); - if (new_unit->Unlimbo(::Cell_Coord(cell))) { - new_unit_placed = true; - } - } + } - if (new_unit_placed) { - int _objectIndex = -1; - MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); - CacheObject->ID = -1; + if (new_unit_placed) { + int _objectIndex = -1; + MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); + CacheObject->ID = -1; - _objectIndex = Script_UnitIndexFromID(new_unit->ID); + _objectIndex = Script_UnitIndexFromID(new_unit->ID); - CacheObject->ID = new_unit->ID; - CacheObject->RTTI = new_unit->RTTI; - CacheObject->classIndex = _objectIndex; - Scen.mapScript->ObjectCache.push_back(CacheObject); + CacheObject->ID = new_unit->ID; + CacheObject->RTTI = new_unit->RTTI; + CacheObject->classIndex = _objectIndex; + Scen.mapScript->ObjectCache.push_back(CacheObject); - lua_pushnumber(L, CacheObject->UID); - return 1; - } + lua_pushnumber(L, CacheObject->UID); + return 1; } } - - lua_pushnumber(L, -1); - return 1; } + lua_pushnumber(L, -1); + return 1; +} - /*********************************************************************************************** - * Script_CreateInfantry - Creates a given Infantry out of thin air * - * * - * SCRIPT INPUT: objectIndex(int) - The Infantry type to create * - * * - * houseType (int) - The player (house) index to create the Infantry for * - * * - * in_x (int) - X location to create object * - * * - * in_y (int) - Y location to create object * - * * - * SCRIPT OUTPUT: (int) the cached object ID for use with Mapscript Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_CreateInfantry(lua_State* L) { - int objectIndex = lua_tointeger(L, 1); - int houseType = lua_tointeger(L, 2); - int in_x = lua_tointeger(L, 3); - int in_y = lua_tointeger(L, 4); +/*********************************************************************************************** + * Script_CreateInfantry - Creates a given Infantry out of thin air * + * * + * SCRIPT INPUT: objectIndex(int) - The Infantry type to create * + * * + * houseType (int) - The player (house) index to create the Infantry for * + * * + * in_x (int) - X location to create object * + * * + * in_y (int) - Y location to create object * + * * + * SCRIPT OUTPUT: (int) the cached object ID for use with Mapscript Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_CreateInfantry(lua_State* L) { - HouseClass* this_house = Houses.Ptr(houseType); + int objectIndex = lua_tointeger(L, 1); + int houseType = lua_tointeger(L, 2); + int in_x = lua_tointeger(L, 3); + int in_y = lua_tointeger(L, 4); - InfantryTypeClass* unit_to_place = InfantryTypes.Ptr(objectIndex); + HouseClass* this_house = Houses.Ptr(houseType); - if (this_house != NULL && unit_to_place != NULL) { - InfantryClass* new_unit = (InfantryClass*)unit_to_place->Create_One_Of(this_house); - if (new_unit != NULL) { + InfantryTypeClass* unit_to_place = InfantryTypes.Ptr(objectIndex); - bool new_unit_placed = false; + if (this_house != NULL && unit_to_place != NULL) { + InfantryClass* new_unit = (InfantryClass*)unit_to_place->Create_One_Of(this_house); + if (new_unit != NULL) { - if (new_unit->Unlimbo(Cell_Coord(XY_Cell(in_x, in_y)),DIR_S)) { + bool new_unit_placed = false; + if (new_unit->Unlimbo(Cell_Coord(XY_Cell(in_x, in_y)), DIR_S)) { + + new_unit_placed = true; + } + + /* + ** Try to place the object into a nearby cell if something is preventing + ** placement at the given location. + */ + if (!new_unit_placed) { + CELL cell = Map.Nearby_Location(Cell_Coord(XY_Cell(in_x, in_y)), new_unit->Class->Speed); + if (new_unit->Unlimbo(::Cell_Coord(cell), DIR_S)) { new_unit_placed = true; } - - /* - ** Try to place the object into a nearby cell if something is preventing - ** placement at the given location. - */ - if (!new_unit_placed) { - CELL cell = Map.Nearby_Location(Cell_Coord(XY_Cell(in_x, in_y)), new_unit->Class->Speed); - if (new_unit->Unlimbo(::Cell_Coord(cell),DIR_S)) { - new_unit_placed = true; - } - } + } - if (new_unit_placed) { - int _objectIndex = -1; - MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); - CacheObject->ID = -1; + if (new_unit_placed) { + int _objectIndex = -1; + MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); + CacheObject->ID = -1; - _objectIndex = Script_InfantryIndexFromID(new_unit->ID); + _objectIndex = Script_InfantryIndexFromID(new_unit->ID); - CacheObject->ID = new_unit->ID; - CacheObject->RTTI = new_unit->RTTI; - CacheObject->classIndex = _objectIndex; - Scen.mapScript->ObjectCache.push_back(CacheObject); + CacheObject->ID = new_unit->ID; + CacheObject->RTTI = new_unit->RTTI; + CacheObject->classIndex = _objectIndex; + Scen.mapScript->ObjectCache.push_back(CacheObject); - lua_pushnumber(L, CacheObject->UID); - return 1; - } + lua_pushnumber(L, CacheObject->UID); + return 1; } } - - lua_pushnumber(L, -1); - return 1; } - /*********************************************************************************************** - * Script_CreateAircraft - Creates a given Aircraft out of thin air * - * * - * SCRIPT INPUT: objectIndex(int) - The Aircraft type to create * - * * - * houseType (int) - The player (house) index to create the Aircraft for * - * * - * in_x (int) - X location to create object * - * * - * in_y (int) - Y location to create object * - * * - * SCRIPT OUTPUT: (int) the cached object ID for use with Mapscript Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_CreateAircraft(lua_State* L) { + lua_pushnumber(L, -1); + return 1; +} - int objectIndex = lua_tointeger(L, 1); - int houseType = lua_tointeger(L, 2); - int in_x = lua_tointeger(L, 3); - int in_y = lua_tointeger(L, 4); +/*********************************************************************************************** + * Script_CreateAircraft - Creates a given Aircraft out of thin air * + * * + * SCRIPT INPUT: objectIndex(int) - The Aircraft type to create * + * * + * houseType (int) - The player (house) index to create the Aircraft for * + * * + * in_x (int) - X location to create object * + * * + * in_y (int) - Y location to create object * + * * + * SCRIPT OUTPUT: (int) the cached object ID for use with Mapscript Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_CreateAircraft(lua_State* L) { - HouseClass* this_house = Houses.Ptr(houseType); + int objectIndex = lua_tointeger(L, 1); + int houseType = lua_tointeger(L, 2); + int in_x = lua_tointeger(L, 3); + int in_y = lua_tointeger(L, 4); - AircraftTypeClass* unit_to_place = AircraftTypes.Ptr(objectIndex); + HouseClass* this_house = Houses.Ptr(houseType); - if (this_house != NULL && unit_to_place != NULL) { - AircraftClass* new_unit = (AircraftClass*)unit_to_place->Create_One_Of(this_house); - if (new_unit != NULL) { + AircraftTypeClass* unit_to_place = AircraftTypes.Ptr(objectIndex); - bool new_unit_placed = false; + if (this_house != NULL && unit_to_place != NULL) { + AircraftClass* new_unit = (AircraftClass*)unit_to_place->Create_One_Of(this_house); + if (new_unit != NULL) { - if (new_unit->Unlimbo(Cell_Coord(XY_Cell(in_x, in_y)))) { + bool new_unit_placed = false; + if (new_unit->Unlimbo(Cell_Coord(XY_Cell(in_x, in_y)))) { + + new_unit_placed = true; + } + + /* + ** Try to place the object into a nearby cell if something is preventing + ** placement at the given location. + */ + if (!new_unit_placed) { + CELL cell = Map.Nearby_Location(Cell_Coord(XY_Cell(in_x, in_y)), new_unit->Class->Speed); + if (new_unit->Unlimbo(::Cell_Coord(cell))) { new_unit_placed = true; } - - /* - ** Try to place the object into a nearby cell if something is preventing - ** placement at the given location. - */ - if (!new_unit_placed) { - CELL cell = Map.Nearby_Location(Cell_Coord(XY_Cell(in_x, in_y)), new_unit->Class->Speed); - if (new_unit->Unlimbo(::Cell_Coord(cell))) { - new_unit_placed = true; - } - } + } - if (new_unit_placed) { - int _objectIndex = -1; - MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); - CacheObject->ID = -1; + if (new_unit_placed) { + int _objectIndex = -1; + MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); + CacheObject->ID = -1; - _objectIndex = Script_AircraftIndexFromID(new_unit->ID); + _objectIndex = Script_AircraftIndexFromID(new_unit->ID); - CacheObject->ID = new_unit->ID; - CacheObject->RTTI = new_unit->RTTI; - CacheObject->classIndex = _objectIndex; - Scen.mapScript->ObjectCache.push_back(CacheObject); + CacheObject->ID = new_unit->ID; + CacheObject->RTTI = new_unit->RTTI; + CacheObject->classIndex = _objectIndex; + Scen.mapScript->ObjectCache.push_back(CacheObject); - lua_pushnumber(L, CacheObject->UID); - return 1; - } + lua_pushnumber(L, CacheObject->UID); + return 1; } } - - lua_pushnumber(L, -1); - return 1; } - /*********************************************************************************************** - * Script_CreateVessel - Creates a given Vessel out of thin air * - * * - * SCRIPT INPUT: objectIndex(int) - The Vessel type to create * - * * - * houseType (int) - The player (house) index to create the Vessel for * - * * - * in_x (int) - X location to create object * - * * - * in_y (int) - Y location to create object * - * * - * SCRIPT OUTPUT: (int) the cached object ID for use with Mapscript Functions * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_CreateVessel(lua_State* L) { + lua_pushnumber(L, -1); + return 1; +} - int objectIndex = lua_tointeger(L, 1); - int houseType = lua_tointeger(L, 2); - int in_x = lua_tointeger(L, 3); - int in_y = lua_tointeger(L, 4); +/*********************************************************************************************** + * Script_CreateVessel - Creates a given Vessel out of thin air * + * * + * SCRIPT INPUT: objectIndex(int) - The Vessel type to create * + * * + * houseType (int) - The player (house) index to create the Vessel for * + * * + * in_x (int) - X location to create object * + * * + * in_y (int) - Y location to create object * + * * + * SCRIPT OUTPUT: (int) the cached object ID for use with Mapscript Functions * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_CreateVessel(lua_State* L) { - HouseClass* this_house = Houses.Ptr(houseType); + int objectIndex = lua_tointeger(L, 1); + int houseType = lua_tointeger(L, 2); + int in_x = lua_tointeger(L, 3); + int in_y = lua_tointeger(L, 4); - VesselTypeClass* unit_to_place = VesselTypes.Ptr(objectIndex); + HouseClass* this_house = Houses.Ptr(houseType); - if (this_house != NULL && unit_to_place != NULL) { - VesselClass* new_unit = (VesselClass*)unit_to_place->Create_One_Of(this_house); - if (new_unit != NULL) { + VesselTypeClass* unit_to_place = VesselTypes.Ptr(objectIndex); - bool new_unit_placed = false; + if (this_house != NULL && unit_to_place != NULL) { + VesselClass* new_unit = (VesselClass*)unit_to_place->Create_One_Of(this_house); + if (new_unit != NULL) { - if (new_unit->Unlimbo(Cell_Coord(XY_Cell(in_x, in_y)))) { + bool new_unit_placed = false; + if (new_unit->Unlimbo(Cell_Coord(XY_Cell(in_x, in_y)))) { + + new_unit_placed = true; + } + + /* + ** Try to place the object into a nearby cell if something is preventing + ** placement at the given location. + */ + if (!new_unit_placed) { + CELL cell = Map.Nearby_Location(Cell_Coord(XY_Cell(in_x, in_y)), new_unit->Class->Speed); + if (new_unit->Unlimbo(::Cell_Coord(cell))) { new_unit_placed = true; } - - /* - ** Try to place the object into a nearby cell if something is preventing - ** placement at the given location. - */ - if (!new_unit_placed) { - CELL cell = Map.Nearby_Location(Cell_Coord(XY_Cell(in_x, in_y)), new_unit->Class->Speed); - if (new_unit->Unlimbo(::Cell_Coord(cell))) { - new_unit_placed = true; - } - } + } - if (new_unit_placed) { - int _objectIndex = -1; - MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); - CacheObject->ID = -1; + if (new_unit_placed) { + int _objectIndex = -1; + MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); + CacheObject->ID = -1; - _objectIndex = Script_VesselIndexFromID(new_unit->ID); + _objectIndex = Script_VesselIndexFromID(new_unit->ID); - CacheObject->ID = new_unit->ID; - CacheObject->RTTI = new_unit->RTTI; - CacheObject->classIndex = _objectIndex; - Scen.mapScript->ObjectCache.push_back(CacheObject); + CacheObject->ID = new_unit->ID; + CacheObject->RTTI = new_unit->RTTI; + CacheObject->classIndex = _objectIndex; + Scen.mapScript->ObjectCache.push_back(CacheObject); - lua_pushnumber(L, CacheObject->UID); - return 1; - } + lua_pushnumber(L, CacheObject->UID); + return 1; } } - - lua_pushnumber(L, -1); - return 1; } - + + lua_pushnumber(L, -1); + return 1; +} + /********************************************************************************************** * Object Orders Functions * @@ -5713,7 +5720,7 @@ /*********************************************************************************************** * Script_OrderMove - Assigns a movement order to an object * * * - * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * + * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * * * * in_x (int) - X location to move object to * * * @@ -5728,1025 +5735,1025 @@ * WARNINGS: ? * * * *=============================================================================================*/ - static int Script_OrderMove(lua_State* L) { +static int Script_OrderMove(lua_State* L) { - int objectID = lua_tointeger(L, 1); - int in_x = lua_tointeger(L, 2); - int in_y = lua_tointeger(L, 3); + int objectID = lua_tointeger(L, 1); + int in_x = lua_tointeger(L, 2); + int in_y = lua_tointeger(L, 3); - ObjectClass* this_object = Script_GetCacheObject(objectID); + ObjectClass* this_object = Script_GetCacheObject(objectID); - if (this_object != NULL) { + if (this_object != NULL) { - Queue_Mission(TargetClass(this_object), MISSION_ATTACK, 0, As_Target(XY_Cell(in_x, in_y))); + Queue_Mission(TargetClass(this_object), MISSION_ATTACK, 0, As_Target(XY_Cell(in_x, in_y))); - lua_pushnumber(L, 1); - return 1; - - } - - lua_pushnumber(L, -1); + lua_pushnumber(L, 1); return 1; } - /*********************************************************************************************** - * Script_OrderAttackCell - Assigns an attack order to an object for a specific cell * - * * - * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * - * * - * in_x (int) - X location to attack * - * * - * in_y (int) - Y location to attack * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_OrderAttackCell(lua_State* L) { + lua_pushnumber(L, -1); + return 1; - int objectID = lua_tointeger(L, 1); +} - int in_x = lua_tointeger(L, 2); - int in_y = lua_tointeger(L, 3); +/*********************************************************************************************** + * Script_OrderAttackCell - Assigns an attack order to an object for a specific cell * + * * + * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * + * * + * in_x (int) - X location to attack * + * * + * in_y (int) - Y location to attack * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_OrderAttackCell(lua_State* L) { - ObjectClass* this_object = Script_GetCacheObject(objectID); + int objectID = lua_tointeger(L, 1); - if (this_object != NULL) { + int in_x = lua_tointeger(L, 2); + int in_y = lua_tointeger(L, 3); - TARGET this_target = 0; - if (in_x >= 0 && in_y >= 0) { - this_target = As_Target(XY_Cell(in_x, in_y)); - } + ObjectClass* this_object = Script_GetCacheObject(objectID); - Queue_Mission(TargetClass(this_object), MISSION_ATTACK, this_target, this_target); - - lua_pushnumber(L, 1); - return 1; + if (this_object != NULL) { + TARGET this_target = 0; + if (in_x >= 0 && in_y >= 0) { + this_target = As_Target(XY_Cell(in_x, in_y)); } - lua_pushnumber(L, -1); - return 1; + Queue_Mission(TargetClass(this_object), MISSION_ATTACK, this_target, this_target); - } - - /*********************************************************************************************** - * Script_OrderAttack - Assigns an attack order to an object * - * * - * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * - * * - * in_x (int) - X location to attack * - * * - * in_y (int) - Y location to attack * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_OrderAttack(lua_State* L) { - - int objectID = lua_tointeger(L, 1); - - int in_x = -1; - int in_y = -1; - if (lua_gettop(L) == 3) { - in_x = lua_tointeger(L, 2); - in_y = lua_tointeger(L, 3); - } - - ObjectClass* this_object = Script_GetCacheObject(objectID); - - if (this_object != NULL) { - - TARGET this_target = 0; - if (in_x >= 0 && in_y >= 0) { - this_target = As_Target(XY_Cell(in_x, in_y)); - } - - Queue_Mission(TargetClass(this_object), MISSION_ATTACK, 0, this_target); - - lua_pushnumber(L, 1); - return 1; - - } - - lua_pushnumber(L, -1); - return 1; - - } - - /*********************************************************************************************** - * Script_OrderHunt - Assigns a hunt order to an object * - * * - * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * - * * - * in_x (opt)(int) - X location to attack * - * * - * in_y (opt)(int) - Y location to attack * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_OrderHunt(lua_State* L) { - - int objectID = lua_tointeger(L, 1); - - int in_x = -1; - int in_y = -1; - if (lua_gettop(L) == 3) { - in_x = lua_tointeger(L, 2); - in_y = lua_tointeger(L, 3); - } - - ObjectClass* this_object = Script_GetCacheObject(objectID); - - if (this_object != NULL) { - - TARGET this_target = 0; - if (in_x >= 0 && in_y >= 0) { - this_target = As_Target(XY_Cell(in_x, in_y)); - } - - Queue_Mission(TargetClass(this_object), MISSION_ATTACK, 0, this_target); - - lua_pushnumber(L, 1); - return 1; - - } - - lua_pushnumber(L, -1); - return 1; - - } - - /*********************************************************************************************** - * Script_OrderGuard - Assigns a guard order to an object * - * * - * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * - * * - * in_x (opt)(int) - X location to attack * - * * - * in_y (opt)(int) - Y location to attack * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_OrderGuard(lua_State* L) { - - int objectID = lua_tointeger(L, 1); - - int in_x = -1; - int in_y = -1; - if (lua_gettop(L) == 3) { - in_x = lua_tointeger(L, 2); - in_y = lua_tointeger(L, 3); - } - - ObjectClass* this_object = Script_GetCacheObject(objectID); - - if (this_object != NULL) { - - TARGET this_target = 0; - if (in_x >= 0 && in_y >= 0) { - this_target = As_Target(XY_Cell(in_x, in_y)); - } - - Queue_Mission(TargetClass(this_object), MISSION_ATTACK, 0, this_target); - - lua_pushnumber(L, 1); - return 1; - - } - - lua_pushnumber(L, -1); - return 1; - - } - - /*********************************************************************************************** - * Script_OrderRetreat - Assigns a retreat order to an object * - * * - * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * - * * - * in_x (opt)(int) - X location to attack * - * * - * in_y (opt)(int) - Y location to attack * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_OrderRetreat(lua_State* L) { - - int objectID = lua_tointeger(L, 1); - - int in_x = -1; - int in_y = -1; - if (lua_gettop(L) == 3) { - in_x = lua_tointeger(L, 2); - in_y = lua_tointeger(L, 3); - } - - ObjectClass* this_object = Script_GetCacheObject(objectID); - - if (this_object != NULL) { - - TARGET this_target = 0; - if (in_x >= 0 && in_y >= 0) { - this_target = As_Target(XY_Cell(in_x, in_y)); - } - - Queue_Mission(TargetClass(this_object), MISSION_ATTACK, 0, this_target); - - lua_pushnumber(L, 1); - return 1; - - } - - lua_pushnumber(L, -1); - return 1; - - } - - /*********************************************************************************************** - * Script_OrderEnter - Assigns an enter order to an object * - * * - * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * - * * - * in_x (opt)(int) - X location to enter (building / unit) * - * * - * in_y (opt)(int) - Y location to enter (building / unit) * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_OrderEnter(lua_State* L) { - - int objectID = lua_tointeger(L, 1); - - int in_x = -1; - int in_y = -1; - if (lua_gettop(L) == 3) { - in_x = lua_tointeger(L, 2); - in_y = lua_tointeger(L, 3); - } - - ObjectClass* this_object = Script_GetCacheObject(objectID); - - if (this_object != NULL) { - - TARGET this_target = 0; - if (in_x >= 0 && in_y >= 0) { - this_target = As_Target(XY_Cell(in_x, in_y)); - } - - Queue_Mission(TargetClass(this_object), MISSION_ENTER, this_target, this_target); - - lua_pushnumber(L, 1); - return 1; - - } - - lua_pushnumber(L, -1); + lua_pushnumber(L, 1); return 1; } - /*********************************************************************************************** - * Script_OrderCapture - Assigns a capture order to an object * - * * - * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * - * * - * in_x (opt)(int) - X location to capture (building) * - * * - * in_y (opt)(int) - Y location to capture (building) * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_OrderCapture(lua_State* L) { + lua_pushnumber(L, -1); + return 1; - int objectID = lua_tointeger(L, 1); +} - int in_x = -1; - int in_y = -1; - if (lua_gettop(L) == 3) { - in_x = lua_tointeger(L, 2); - in_y = lua_tointeger(L, 3); +/*********************************************************************************************** + * Script_OrderAttack - Assigns an attack order to an object * + * * + * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * + * * + * in_x (int) - X location to attack * + * * + * in_y (int) - Y location to attack * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_OrderAttack(lua_State* L) { + + int objectID = lua_tointeger(L, 1); + + int in_x = -1; + int in_y = -1; + if (lua_gettop(L) == 3) { + in_x = lua_tointeger(L, 2); + in_y = lua_tointeger(L, 3); + } + + ObjectClass* this_object = Script_GetCacheObject(objectID); + + if (this_object != NULL) { + + TARGET this_target = 0; + if (in_x >= 0 && in_y >= 0) { + this_target = As_Target(XY_Cell(in_x, in_y)); } - ObjectClass* this_object = Script_GetCacheObject(objectID); + Queue_Mission(TargetClass(this_object), MISSION_ATTACK, 0, this_target); - if (this_object != NULL) { - - TARGET this_target = 0; - if (in_x >= 0 && in_y >= 0) { - this_target = As_Target(XY_Cell(in_x, in_y)); - } - - Queue_Mission(TargetClass(this_object), MISSION_CAPTURE, this_target, this_target); - - lua_pushnumber(L, 1); - return 1; - - } - - lua_pushnumber(L, -1); + lua_pushnumber(L, 1); return 1; } + lua_pushnumber(L, -1); + return 1; + +} + +/*********************************************************************************************** + * Script_OrderHunt - Assigns a hunt order to an object * + * * + * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * + * * + * in_x (opt)(int) - X location to attack * + * * + * in_y (opt)(int) - Y location to attack * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_OrderHunt(lua_State* L) { + + int objectID = lua_tointeger(L, 1); + + int in_x = -1; + int in_y = -1; + if (lua_gettop(L) == 3) { + in_x = lua_tointeger(L, 2); + in_y = lua_tointeger(L, 3); + } + + ObjectClass* this_object = Script_GetCacheObject(objectID); + + if (this_object != NULL) { + + TARGET this_target = 0; + if (in_x >= 0 && in_y >= 0) { + this_target = As_Target(XY_Cell(in_x, in_y)); + } + + Queue_Mission(TargetClass(this_object), MISSION_ATTACK, 0, this_target); + + lua_pushnumber(L, 1); + return 1; + + } + + lua_pushnumber(L, -1); + return 1; + +} + +/*********************************************************************************************** + * Script_OrderGuard - Assigns a guard order to an object * + * * + * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * + * * + * in_x (opt)(int) - X location to attack * + * * + * in_y (opt)(int) - Y location to attack * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_OrderGuard(lua_State* L) { + + int objectID = lua_tointeger(L, 1); + + int in_x = -1; + int in_y = -1; + if (lua_gettop(L) == 3) { + in_x = lua_tointeger(L, 2); + in_y = lua_tointeger(L, 3); + } + + ObjectClass* this_object = Script_GetCacheObject(objectID); + + if (this_object != NULL) { + + TARGET this_target = 0; + if (in_x >= 0 && in_y >= 0) { + this_target = As_Target(XY_Cell(in_x, in_y)); + } + + Queue_Mission(TargetClass(this_object), MISSION_ATTACK, 0, this_target); + + lua_pushnumber(L, 1); + return 1; + + } + + lua_pushnumber(L, -1); + return 1; + +} + +/*********************************************************************************************** + * Script_OrderRetreat - Assigns a retreat order to an object * + * * + * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * + * * + * in_x (opt)(int) - X location to attack * + * * + * in_y (opt)(int) - Y location to attack * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_OrderRetreat(lua_State* L) { + + int objectID = lua_tointeger(L, 1); + + int in_x = -1; + int in_y = -1; + if (lua_gettop(L) == 3) { + in_x = lua_tointeger(L, 2); + in_y = lua_tointeger(L, 3); + } + + ObjectClass* this_object = Script_GetCacheObject(objectID); + + if (this_object != NULL) { + + TARGET this_target = 0; + if (in_x >= 0 && in_y >= 0) { + this_target = As_Target(XY_Cell(in_x, in_y)); + } + + Queue_Mission(TargetClass(this_object), MISSION_ATTACK, 0, this_target); + + lua_pushnumber(L, 1); + return 1; + + } + + lua_pushnumber(L, -1); + return 1; + +} + +/*********************************************************************************************** + * Script_OrderEnter - Assigns an enter order to an object * + * * + * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * + * * + * in_x (opt)(int) - X location to enter (building / unit) * + * * + * in_y (opt)(int) - Y location to enter (building / unit) * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_OrderEnter(lua_State* L) { + + int objectID = lua_tointeger(L, 1); + + int in_x = -1; + int in_y = -1; + if (lua_gettop(L) == 3) { + in_x = lua_tointeger(L, 2); + in_y = lua_tointeger(L, 3); + } + + ObjectClass* this_object = Script_GetCacheObject(objectID); + + if (this_object != NULL) { + + TARGET this_target = 0; + if (in_x >= 0 && in_y >= 0) { + this_target = As_Target(XY_Cell(in_x, in_y)); + } + + Queue_Mission(TargetClass(this_object), MISSION_ENTER, this_target, this_target); + + lua_pushnumber(L, 1); + return 1; + + } + + lua_pushnumber(L, -1); + return 1; + +} + +/*********************************************************************************************** + * Script_OrderCapture - Assigns a capture order to an object * + * * + * SCRIPT INPUT: objectID (int) - The object ID (retrieved via MS functions) * + * * + * in_x (opt)(int) - X location to capture (building) * + * * + * in_y (opt)(int) - Y location to capture (building) * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_OrderCapture(lua_State* L) { + + int objectID = lua_tointeger(L, 1); + + int in_x = -1; + int in_y = -1; + if (lua_gettop(L) == 3) { + in_x = lua_tointeger(L, 2); + in_y = lua_tointeger(L, 3); + } + + ObjectClass* this_object = Script_GetCacheObject(objectID); + + if (this_object != NULL) { + + TARGET this_target = 0; + if (in_x >= 0 && in_y >= 0) { + this_target = As_Target(XY_Cell(in_x, in_y)); + } + + Queue_Mission(TargetClass(this_object), MISSION_CAPTURE, this_target, this_target); + + lua_pushnumber(L, 1); + return 1; + + } + + lua_pushnumber(L, -1); + return 1; + +} + /********************************************************************************************** * Mission Utility Functions * *=============================================================================================*/ - /*********************************************************************************************** - * Script_SetBriefingText - Sets the text on the mission briefing screen * - * * - * SCRIPT INPUT: (char*); The input text * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_SetBriefingText(lua_State* L) { - strcpy(Scen.BriefingText, lua_tostring(L, -1)); - return -1; - } +/*********************************************************************************************** + * Script_SetBriefingText - Sets the text on the mission briefing screen * + * * + * SCRIPT INPUT: (char*); The input text * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_SetBriefingText(lua_State* L) { + strcpy(Scen.BriefingText, lua_tostring(L, -1)); + return -1; +} /********************************************************************************************** * Status / Location Utility Functions * *=============================================================================================*/ - /*********************************************************************************************** - * Script_GiveCredits - Gives or takes a given amount of credits to / from a player * - * * - * SCRIPT INPUT: cashToGive (int) - The amount of cold hard credits to give the player. * - * Negative numbers may be used to *take* money * - * * - * houseType (int) - The player (house) index to complete this transaction * - * for, or -1 to give to all players * - * * - * SCRIPT OUTPUT: void * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - * HISTORY: * - * 6/11/2020 - JM Created * - * 6/12/2020 - JJ Added player (house) index input * - *=============================================================================================*/ - static int Script_GiveCredits(lua_State* L) { +/*********************************************************************************************** + * Script_GiveCredits - Gives or takes a given amount of credits to / from a player * + * * + * SCRIPT INPUT: cashToGive (int) - The amount of cold hard credits to give the player. * + * Negative numbers may be used to *take* money * + * * + * houseType (int) - The player (house) index to complete this transaction * + * for, or -1 to give to all players * + * * + * SCRIPT OUTPUT: void * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + * HISTORY: * + * 6/11/2020 - JM Created * + * 6/12/2020 - JJ Added player (house) index input * + *=============================================================================================*/ +static int Script_GiveCredits(lua_State* L) { - int cashToGive = lua_tointeger(L, 1); + int cashToGive = lua_tointeger(L, 1); - int houseType = -1; + int houseType = -1; - // Optional houseType parameter - if (lua_gettop(L) == 2) { - houseType = lua_tointeger(L, 2); - } - - for (int h_index = 0; h_index < Houses.Count(); h_index++) { - - HouseClass* house = Houses.Ptr(h_index); - - if (house->ID == houseType || houseType == -1) { - - if (cashToGive < 0) { - house->Spend_Money(max(0, cashToGive * -1)); - } - else { - house->Refund_Money(cashToGive); - } - - // Discontinue giving out free cash if a specific house was specified - if (houseType >= 0) { - break; - } - } - - } - - return 1; + // Optional houseType parameter + if (lua_gettop(L) == 2) { + houseType = lua_tointeger(L, 2); } - /*********************************************************************************************** - * Script_GetCredits - Gets how many credits the given player has * - * * - * SCRIPT INPUT: houseType (int) - The player (house) index to get credits for * - * * - * SCRIPT OUTPUT: result (number) - The amount of credits the player has * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GetCredits(lua_State* L) { + for (int h_index = 0; h_index < Houses.Count(); h_index++) { - int houseType = lua_tointeger(L, -1); + HouseClass* house = Houses.Ptr(h_index); - long result = -1; + if (house->ID == houseType || houseType == -1) { - for (int h_index = 0; h_index < Houses.Count(); h_index++) { - - HouseClass* house = Houses.Ptr(h_index); - - if (house->ID == houseType || houseType == -1) { - result = house->Credits; + if (cashToGive < 0) { + house->Spend_Money(max(0, cashToGive * -1)); + } + else { + house->Refund_Money(cashToGive); + } + // Discontinue giving out free cash if a specific house was specified + if (houseType >= 0) { break; } - } - lua_pushnumber(L, result); - - return 1; } - /*********************************************************************************************** - * Script_CountBuildings - Returns the amount of specific buildings for a player * - * * - * Optionally, you can return only building at a particular cell or in a rectangular area * - * using the two groups of optional coordinate inputs * - * * - * SCRIPT INPUT: structType (int) - The structure index to count buildings for * - * or -1 for all structures * - * * - * houseType (int) - The player (house) index to count buildings for * - * or -1 to for all players * - * * - * NOTE: -1 for either index input acts as ALL * - * * - * in_x1 (int) (optional A) - Only include buildings at or beginning at this * - * Cell/X location * - * * - * in_y1 (int) (optional A) - Only include buildings at or beginning at this * - * Cell/Y location * - * * - * in_x2 (int) (optional B) - Only include buildings at or before this Cell/X * - * location * - * * - * in_y2 (int) (optional B) - Only include buildings at or before this Cell/Y * - * location * - * * - * SCRIPT OUTPUT: result (number) - The amount of matching buildings for that player * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_CountBuildings(lua_State* L) { - int structType = lua_tointeger(L, 1); + return 1; +} - int houseType = -1; +/*********************************************************************************************** + * Script_GetCredits - Gets how many credits the given player has * + * * + * SCRIPT INPUT: houseType (int) - The player (house) index to get credits for * + * * + * SCRIPT OUTPUT: result (number) - The amount of credits the player has * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_GetCredits(lua_State* L) { - // Optional houseType parameter - if (lua_gettop(L) == 2) { - houseType = lua_tointeger(L, 2); + int houseType = lua_tointeger(L, -1); + + long result = -1; + + for (int h_index = 0; h_index < Houses.Count(); h_index++) { + + HouseClass* house = Houses.Ptr(h_index); + + if (house->ID == houseType || houseType == -1) { + result = house->Credits; + + break; } - // Optional search area - bool within_area = false; - int in_x1, in_x2, in_y1, in_y2; - if (lua_gettop(L) == 4) { - in_x1 = lua_tointeger(L, 3); - in_y1 = lua_tointeger(L, 4); - in_x2 = in_x1; - in_y2 = in_y1; - within_area = true; - } - else if (lua_gettop(L) == 6) { - in_x1 = lua_tointeger(L, 3); - in_y1 = lua_tointeger(L, 4); - in_x2 = lua_tointeger(L, 5); - in_y2 = lua_tointeger(L, 6); - within_area = true; - } + } - int result = 0; - for (int b_index = 0; b_index < Buildings.Count(); b_index++) { - BuildingClass* building = Buildings.Ptr(b_index); + lua_pushnumber(L, result); - if (building->Owner() == houseType || houseType == -1) { - if (building->Class->Type == structType || structType == -1) { + return 1; +} - // Count, in general - if (within_area == false) { - result++; +/*********************************************************************************************** + * Script_CountBuildings - Returns the amount of specific buildings for a player * + * * + * Optionally, you can return only building at a particular cell or in a rectangular area * + * using the two groups of optional coordinate inputs * + * * + * SCRIPT INPUT: structType (int) - The structure index to count buildings for * + * or -1 for all structures * + * * + * houseType (int) - The player (house) index to count buildings for * + * or -1 to for all players * + * * + * NOTE: -1 for either index input acts as ALL * + * * + * in_x1 (int) (optional A) - Only include buildings at or beginning at this * + * Cell/X location * + * * + * in_y1 (int) (optional A) - Only include buildings at or beginning at this * + * Cell/Y location * + * * + * in_x2 (int) (optional B) - Only include buildings at or before this Cell/X * + * location * + * * + * in_y2 (int) (optional B) - Only include buildings at or before this Cell/Y * + * location * + * * + * SCRIPT OUTPUT: result (number) - The amount of matching buildings for that player * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_CountBuildings(lua_State* L) { + int structType = lua_tointeger(L, 1); - // Within search area - } - else { + int houseType = -1; - int this_x = Cell_X(Coord_Cell(building->Coord)); - int this_y = Cell_Y(Coord_Cell(building->Coord)); + // Optional houseType parameter + if (lua_gettop(L) == 2) { + houseType = lua_tointeger(L, 2); + } - if (this_x >= in_x1 && this_x <= in_x2 && this_y >= in_y1 && this_y <= in_y2) { - result++; - } - } + // Optional search area + bool within_area = false; + int in_x1, in_x2, in_y1, in_y2; + if (lua_gettop(L) == 4) { + in_x1 = lua_tointeger(L, 3); + in_y1 = lua_tointeger(L, 4); + in_x2 = in_x1; + in_y2 = in_y1; + within_area = true; + } + else if (lua_gettop(L) == 6) { + in_x1 = lua_tointeger(L, 3); + in_y1 = lua_tointeger(L, 4); + in_x2 = lua_tointeger(L, 5); + in_y2 = lua_tointeger(L, 6); + within_area = true; + } + int result = 0; + for (int b_index = 0; b_index < Buildings.Count(); b_index++) { + BuildingClass* building = Buildings.Ptr(b_index); + + if (building->Owner() == houseType || houseType == -1) { + if (building->Class->Type == structType || structType == -1) { + + // Count, in general + if (within_area == false) { + result++; + + // Within search area } + else { + + int this_x = Cell_X(Coord_Cell(building->Coord)); + int this_y = Cell_Y(Coord_Cell(building->Coord)); + + if (this_x >= in_x1 && this_x <= in_x2 && this_y >= in_y1 && this_y <= in_y2) { + result++; + } + } + } } - - lua_pushnumber(L, result); - return 1; } - /*********************************************************************************************** - * Script_CountAircraft - Returns the amount of specific aircraft for a player * - * * - * Optionally, you can return only aircraft at a particular cell or in a rectangular area * - * using the two groups of optional coordinate inputs * - * * - * SCRIPT INPUT: aircraftType (int) - The aircraft index to count aircraft for * - * or -1 for all aircraft * - * * - * houseType (int) - The player (house) index to count aircraft for * - * or -1 for all players * - * * - * NOTE: -1 for either index input acts as ALL * - * * - * in_x1 (int) (optional A) - Only include aircraft at or beginning at this * - * Cell/X location * - * * - * in_y1 (int) (optional A) - Only include aircraft at or beginning at this * - * Cell/Y location * - * * - * in_x2 (int) (optional B) - Only include aircraft at or before this Cell/X * - * location * - * * - * in_y2 (int) (optional B) - Only include aircraft at or before this Cell/Y * - * location * - * * - * SCRIPT OUTPUT: result (number) - The amount of matching aircraft for that player * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_CountAircraft(lua_State* L) { - int aircraftType = lua_tointeger(L, 1); + lua_pushnumber(L, result); + return 1; +} - int houseType = -1; +/*********************************************************************************************** + * Script_CountAircraft - Returns the amount of specific aircraft for a player * + * * + * Optionally, you can return only aircraft at a particular cell or in a rectangular area * + * using the two groups of optional coordinate inputs * + * * + * SCRIPT INPUT: aircraftType (int) - The aircraft index to count aircraft for * + * or -1 for all aircraft * + * * + * houseType (int) - The player (house) index to count aircraft for * + * or -1 for all players * + * * + * NOTE: -1 for either index input acts as ALL * + * * + * in_x1 (int) (optional A) - Only include aircraft at or beginning at this * + * Cell/X location * + * * + * in_y1 (int) (optional A) - Only include aircraft at or beginning at this * + * Cell/Y location * + * * + * in_x2 (int) (optional B) - Only include aircraft at or before this Cell/X * + * location * + * * + * in_y2 (int) (optional B) - Only include aircraft at or before this Cell/Y * + * location * + * * + * SCRIPT OUTPUT: result (number) - The amount of matching aircraft for that player * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_CountAircraft(lua_State* L) { + int aircraftType = lua_tointeger(L, 1); - // Optional houseType parameter - if (lua_gettop(L) == 2) { - houseType = lua_tointeger(L, 2); - } + int houseType = -1; - // Optional search area - bool within_area = false; - int in_x1, in_x2, in_y1, in_y2; - if (lua_gettop(L) == 4) { - in_x1 = lua_tointeger(L, 3); - in_y1 = lua_tointeger(L, 4); - in_x2 = in_x1; - in_y2 = in_y1; - within_area = true; - } - else if (lua_gettop(L) == 6) { - in_x1 = lua_tointeger(L, 3); - in_y1 = lua_tointeger(L, 4); - in_x2 = lua_tointeger(L, 5); - in_y2 = lua_tointeger(L, 6); - within_area = true; - } + // Optional houseType parameter + if (lua_gettop(L) == 2) { + houseType = lua_tointeger(L, 2); + } - int result = 0; - for (int a_index = 0; a_index < Aircraft.Count(); a_index++) { - AircraftClass* aircraft = Aircraft.Ptr(a_index); + // Optional search area + bool within_area = false; + int in_x1, in_x2, in_y1, in_y2; + if (lua_gettop(L) == 4) { + in_x1 = lua_tointeger(L, 3); + in_y1 = lua_tointeger(L, 4); + in_x2 = in_x1; + in_y2 = in_y1; + within_area = true; + } + else if (lua_gettop(L) == 6) { + in_x1 = lua_tointeger(L, 3); + in_y1 = lua_tointeger(L, 4); + in_x2 = lua_tointeger(L, 5); + in_y2 = lua_tointeger(L, 6); + within_area = true; + } - if (aircraft->Owner() == houseType || houseType == -1) { - if (aircraft->Class->Type == aircraftType || aircraftType == -1) { + int result = 0; + for (int a_index = 0; a_index < Aircraft.Count(); a_index++) { + AircraftClass* aircraft = Aircraft.Ptr(a_index); - // Count, in general - if (within_area == false) { - result++; + if (aircraft->Owner() == houseType || houseType == -1) { + if (aircraft->Class->Type == aircraftType || aircraftType == -1) { - // Within search area - } - else { - - int this_x = Cell_X(Coord_Cell(aircraft->Coord)); - int this_y = Cell_Y(Coord_Cell(aircraft->Coord)); - - if (this_x >= in_x1 && this_x <= in_x2 && this_y >= in_y1 && this_y <= in_y2) { - result++; - } - } + // Count, in general + if (within_area == false) { + result++; + // Within search area } + else { + + int this_x = Cell_X(Coord_Cell(aircraft->Coord)); + int this_y = Cell_Y(Coord_Cell(aircraft->Coord)); + + if (this_x >= in_x1 && this_x <= in_x2 && this_y >= in_y1 && this_y <= in_y2) { + result++; + } + } + } } - - lua_pushnumber(L, result); - return 1; } - /*********************************************************************************************** - * Script_CountUnits - Returns the amount of specific units for a player * - * * - * Optionally, you can return only units at a particular cell or in a rectangular area * - * using the two groups of optional coordinate inputs * - * * - * SCRIPT INPUT: unitType (int) - The unit index to count units for * - * or -1 for all units * - * * - * houseType (int) - The player (house) index to count units for * - * or -1 for all players * - * * - * NOTE: -1 for either index input acts as ALL * - * * - * in_x1 (int) (optional A) - Only include units at or beginning at this * - * Cell/X location * - * * - * in_y1 (int) (optional A) - Only include units at or beginning at this * - * Cell/Y location * - * * - * in_x2 (int) (optional B) - Only include units at or before this Cell/X * - * location * - * * - * in_y2 (int) (optional B) - Only include units at or before this Cell/Y * - * location * - * * - * SCRIPT OUTPUT: result (number) - The amount of matching units for that player * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_CountUnits(lua_State* L) { - int unitType = lua_tointeger(L, 1); + lua_pushnumber(L, result); + return 1; +} - int houseType = -1; +/*********************************************************************************************** + * Script_CountUnits - Returns the amount of specific units for a player * + * * + * Optionally, you can return only units at a particular cell or in a rectangular area * + * using the two groups of optional coordinate inputs * + * * + * SCRIPT INPUT: unitType (int) - The unit index to count units for * + * or -1 for all units * + * * + * houseType (int) - The player (house) index to count units for * + * or -1 for all players * + * * + * NOTE: -1 for either index input acts as ALL * + * * + * in_x1 (int) (optional A) - Only include units at or beginning at this * + * Cell/X location * + * * + * in_y1 (int) (optional A) - Only include units at or beginning at this * + * Cell/Y location * + * * + * in_x2 (int) (optional B) - Only include units at or before this Cell/X * + * location * + * * + * in_y2 (int) (optional B) - Only include units at or before this Cell/Y * + * location * + * * + * SCRIPT OUTPUT: result (number) - The amount of matching units for that player * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_CountUnits(lua_State* L) { + int unitType = lua_tointeger(L, 1); - // Optional houseType parameter - if (lua_gettop(L) == 2) { - houseType = lua_tointeger(L, 2); - } + int houseType = -1; - // Optional search area - bool within_area = false; - int in_x1, in_x2, in_y1, in_y2; - if (lua_gettop(L) == 4) { - in_x1 = lua_tointeger(L, 3); - in_y1 = lua_tointeger(L, 4); - in_x2 = in_x1; - in_y2 = in_y1; - within_area = true; - } - else if (lua_gettop(L) == 6) { - in_x1 = lua_tointeger(L, 3); - in_y1 = lua_tointeger(L, 4); - in_x2 = lua_tointeger(L, 5); - in_y2 = lua_tointeger(L, 6); - within_area = true; - } + // Optional houseType parameter + if (lua_gettop(L) == 2) { + houseType = lua_tointeger(L, 2); + } - int result = 0; - for (int u_index = 0; u_index < Units.Count(); u_index++) { - UnitClass* unit = Units.Ptr(u_index); + // Optional search area + bool within_area = false; + int in_x1, in_x2, in_y1, in_y2; + if (lua_gettop(L) == 4) { + in_x1 = lua_tointeger(L, 3); + in_y1 = lua_tointeger(L, 4); + in_x2 = in_x1; + in_y2 = in_y1; + within_area = true; + } + else if (lua_gettop(L) == 6) { + in_x1 = lua_tointeger(L, 3); + in_y1 = lua_tointeger(L, 4); + in_x2 = lua_tointeger(L, 5); + in_y2 = lua_tointeger(L, 6); + within_area = true; + } - if (unit->Owner() == houseType || houseType == -1) { - if (unit->Class->Type == unitType || unitType == -1) { + int result = 0; + for (int u_index = 0; u_index < Units.Count(); u_index++) { + UnitClass* unit = Units.Ptr(u_index); - // Count, in general - if (within_area == false) { - result++; + if (unit->Owner() == houseType || houseType == -1) { + if (unit->Class->Type == unitType || unitType == -1) { - // Within search area - } - else { - - int this_x = Cell_X(Coord_Cell(unit->Coord)); - int this_y = Cell_Y(Coord_Cell(unit->Coord)); - - if (this_x >= in_x1 && this_x <= in_x2 && this_y >= in_y1 && this_y <= in_y2) { - result++; - } - } + // Count, in general + if (within_area == false) { + result++; + // Within search area } + else { + + int this_x = Cell_X(Coord_Cell(unit->Coord)); + int this_y = Cell_Y(Coord_Cell(unit->Coord)); + + if (this_x >= in_x1 && this_x <= in_x2 && this_y >= in_y1 && this_y <= in_y2) { + result++; + } + } + } } - - lua_pushnumber(L, result); - return 1; } - /*********************************************************************************************** - * Script_CountInfantry - Returns the amount of specific infantry for a player * - * * - * Optionally, you can return only infantry at a particular cell or in a rectangular area * - * using the two groups of optional coordinate inputs * - * * - * SCRIPT INPUT: infantryType (int) - The infantry index to count infantry for * - * or -1 for all infantry * - * * - * houseType (int) - The player (house) index to count infantry for * - * or -1 for all players * - * * - * NOTE: -1 for either index input acts as ALL * - * * - * in_x1 (int) (optional A) - Only include infantry at or beginning at this * - * Cell/X location * - * * - * in_y1 (int) (optional A) - Only include infantry at or beginning at this * - * Cell/Y location * - * * - * in_x2 (int) (optional B) - Only include infantry at or before this Cell/X * - * location * - * * - * in_y2 (int) (optional B) - Only include infantry at or before this Cell/Y * - * location * - * * - * SCRIPT OUTPUT: result (number) - The amount of matching infantry for that player * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_CountInfantry(lua_State* L) { - int infantryType = lua_tointeger(L, 1); + lua_pushnumber(L, result); + return 1; +} - int houseType = -1; +/*********************************************************************************************** + * Script_CountInfantry - Returns the amount of specific infantry for a player * + * * + * Optionally, you can return only infantry at a particular cell or in a rectangular area * + * using the two groups of optional coordinate inputs * + * * + * SCRIPT INPUT: infantryType (int) - The infantry index to count infantry for * + * or -1 for all infantry * + * * + * houseType (int) - The player (house) index to count infantry for * + * or -1 for all players * + * * + * NOTE: -1 for either index input acts as ALL * + * * + * in_x1 (int) (optional A) - Only include infantry at or beginning at this * + * Cell/X location * + * * + * in_y1 (int) (optional A) - Only include infantry at or beginning at this * + * Cell/Y location * + * * + * in_x2 (int) (optional B) - Only include infantry at or before this Cell/X * + * location * + * * + * in_y2 (int) (optional B) - Only include infantry at or before this Cell/Y * + * location * + * * + * SCRIPT OUTPUT: result (number) - The amount of matching infantry for that player * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_CountInfantry(lua_State* L) { + int infantryType = lua_tointeger(L, 1); - // Optional houseType parameter - if (lua_gettop(L) == 2) { - houseType = lua_tointeger(L, 2); - } + int houseType = -1; - // Optional search area - bool within_area = false; - int in_x1, in_x2, in_y1, in_y2; - if (lua_gettop(L) == 4) { - in_x1 = lua_tointeger(L, 3); - in_y1 = lua_tointeger(L, 4); - in_x2 = in_x1; - in_y2 = in_y1; - within_area = true; - } - else if (lua_gettop(L) == 6) { - in_x1 = lua_tointeger(L, 3); - in_y1 = lua_tointeger(L, 4); - in_x2 = lua_tointeger(L, 5); - in_y2 = lua_tointeger(L, 6); - within_area = true; - } + // Optional houseType parameter + if (lua_gettop(L) == 2) { + houseType = lua_tointeger(L, 2); + } - int result = 0; - for (int u_index = 0; u_index < Infantry.Count(); u_index++) { - InfantryClass* infantry = Infantry.Ptr(u_index); + // Optional search area + bool within_area = false; + int in_x1, in_x2, in_y1, in_y2; + if (lua_gettop(L) == 4) { + in_x1 = lua_tointeger(L, 3); + in_y1 = lua_tointeger(L, 4); + in_x2 = in_x1; + in_y2 = in_y1; + within_area = true; + } + else if (lua_gettop(L) == 6) { + in_x1 = lua_tointeger(L, 3); + in_y1 = lua_tointeger(L, 4); + in_x2 = lua_tointeger(L, 5); + in_y2 = lua_tointeger(L, 6); + within_area = true; + } - if (infantry->Owner() == houseType || houseType == -1) { - if (infantry->Class->Type == infantryType || infantryType == -1) { + int result = 0; + for (int u_index = 0; u_index < Infantry.Count(); u_index++) { + InfantryClass* infantry = Infantry.Ptr(u_index); - // Count, in general - if (within_area == false) { - result++; + if (infantry->Owner() == houseType || houseType == -1) { + if (infantry->Class->Type == infantryType || infantryType == -1) { - // Within search area - } - else { - - int this_x = Cell_X(Coord_Cell(infantry->Coord)); - int this_y = Cell_Y(Coord_Cell(infantry->Coord)); - - if (this_x >= in_x1 && this_x <= in_x2 && this_y >= in_y1 && this_y <= in_y2) { - result++; - } - } + // Count, in general + if (within_area == false) { + result++; + // Within search area } + else { + + int this_x = Cell_X(Coord_Cell(infantry->Coord)); + int this_y = Cell_Y(Coord_Cell(infantry->Coord)); + + if (this_x >= in_x1 && this_x <= in_x2 && this_y >= in_y1 && this_y <= in_y2) { + result++; + } + } + } } - - lua_pushnumber(L, result); - return 1; } - /*********************************************************************************************** - * Script_CountVessels - Returns the amount of specific vessels for a player * - * * - * Optionally, you can return only vessels at a particular cell or in a rectangular area * - * using the two groups of optional coordinate inputs * - * * - * SCRIPT INPUT: vesselType (int) - The vessel index to count vessels for * - * or -1 for all vessels * - * * - * houseType (int) - The player (house) index to count vessels for * - * or -1 for all players * - * * - * NOTE: -1 for either index input acts as ALL * - * * - * in_x1 (int) (optional A) - Only include vessels at or beginning at this * - * Cell/X location * - * * - * in_y1 (int) (optional A) - Only include vessels at or beginning at this * - * Cell/Y location * - * * - * in_x2 (int) (optional B) - Only include vessels at or before this Cell/X * - * location * - * * - * in_y2 (int) (optional B) - Only include vessels at or before this Cell/X * - * location * - * * - * SCRIPT OUTPUT: result (number) - The amount of matching vessels for that player * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_CountVessels(lua_State* L) { - int vesselType = lua_tointeger(L, 1); + lua_pushnumber(L, result); + return 1; +} - int houseType = -1; +/*********************************************************************************************** + * Script_CountVessels - Returns the amount of specific vessels for a player * + * * + * Optionally, you can return only vessels at a particular cell or in a rectangular area * + * using the two groups of optional coordinate inputs * + * * + * SCRIPT INPUT: vesselType (int) - The vessel index to count vessels for * + * or -1 for all vessels * + * * + * houseType (int) - The player (house) index to count vessels for * + * or -1 for all players * + * * + * NOTE: -1 for either index input acts as ALL * + * * + * in_x1 (int) (optional A) - Only include vessels at or beginning at this * + * Cell/X location * + * * + * in_y1 (int) (optional A) - Only include vessels at or beginning at this * + * Cell/Y location * + * * + * in_x2 (int) (optional B) - Only include vessels at or before this Cell/X * + * location * + * * + * in_y2 (int) (optional B) - Only include vessels at or before this Cell/X * + * location * + * * + * SCRIPT OUTPUT: result (number) - The amount of matching vessels for that player * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_CountVessels(lua_State* L) { + int vesselType = lua_tointeger(L, 1); - // Optional houseType parameter - if (lua_gettop(L) == 2) { - houseType = lua_tointeger(L, 2); - } + int houseType = -1; - // Optional search area - bool within_area = false; - int in_x1, in_x2, in_y1, in_y2; - if (lua_gettop(L) == 4) { - in_x1 = lua_tointeger(L, 3); - in_y1 = lua_tointeger(L, 4); - in_x2 = in_x1; - in_y2 = in_y1; - within_area = true; - } - else if (lua_gettop(L) == 6) { - in_x1 = lua_tointeger(L, 3); - in_y1 = lua_tointeger(L, 4); - in_x2 = lua_tointeger(L, 5); - in_y2 = lua_tointeger(L, 6); - within_area = true; - } + // Optional houseType parameter + if (lua_gettop(L) == 2) { + houseType = lua_tointeger(L, 2); + } - int result = 0; - for (int u_index = 0; u_index < Vessels.Count(); u_index++) { - VesselClass* vessel = Vessels.Ptr(u_index); + // Optional search area + bool within_area = false; + int in_x1, in_x2, in_y1, in_y2; + if (lua_gettop(L) == 4) { + in_x1 = lua_tointeger(L, 3); + in_y1 = lua_tointeger(L, 4); + in_x2 = in_x1; + in_y2 = in_y1; + within_area = true; + } + else if (lua_gettop(L) == 6) { + in_x1 = lua_tointeger(L, 3); + in_y1 = lua_tointeger(L, 4); + in_x2 = lua_tointeger(L, 5); + in_y2 = lua_tointeger(L, 6); + within_area = true; + } - if (vessel->Owner() == houseType || houseType == -1) { - if (vessel->Class->Type == vesselType || vesselType == -1) { + int result = 0; + for (int u_index = 0; u_index < Vessels.Count(); u_index++) { + VesselClass* vessel = Vessels.Ptr(u_index); - // Count, in general - if (within_area == false) { - result++; + if (vessel->Owner() == houseType || houseType == -1) { + if (vessel->Class->Type == vesselType || vesselType == -1) { - // Within search area - } - else { - - int this_x = Cell_X(Coord_Cell(vessel->Coord)); - int this_y = Cell_Y(Coord_Cell(vessel->Coord)); - - if (this_x >= in_x1 && this_x <= in_x2 && this_y >= in_y1 && this_y <= in_y2) { - result++; - } - } + // Count, in general + if (within_area == false) { + result++; + // Within search area } + else { + + int this_x = Cell_X(Coord_Cell(vessel->Coord)); + int this_y = Cell_Y(Coord_Cell(vessel->Coord)); + + if (this_x >= in_x1 && this_x <= in_x2 && this_y >= in_y1 && this_y <= in_y2) { + result++; + } + } + } } + } + + lua_pushnumber(L, result); + return 1; +} + +/*********************************************************************************************** + * Script_GetWaypointX - Gets the Cell/X Coordinate of Waypoint * + * * + * SCRIPT INPUT: waypointIndex (int) - The waypoint's index to grab the X coordinate for * + * * + * SCRIPT OUTPUT: outX (int) - The Cell/X coordinate of the waypoint * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_GetWaypointX(lua_State* L) { + + int ret = lua_tointeger(L, -1); + + if (ret > 0 && ret < sizeof(Scen.Waypoint)) { + + lua_pushnumber(L, Cell_X(Scen.Waypoint[ret])); - lua_pushnumber(L, result); return 1; + } - /*********************************************************************************************** - * Script_GetWaypointX - Gets the Cell/X Coordinate of Waypoint * - * * - * SCRIPT INPUT: waypointIndex (int) - The waypoint's index to grab the X coordinate for * - * * - * SCRIPT OUTPUT: outX (int) - The Cell/X coordinate of the waypoint * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GetWaypointX(lua_State* L) { + lua_pushnumber(L, -1); - int ret = lua_tointeger(L, -1); + return -1; +} - if (ret > 0 && ret < sizeof(Scen.Waypoint)) { +/*********************************************************************************************** + * Script_GetWaypointY - Gets the Cell/Y Coordinate of Waypoint * + * * + * SCRIPT INPUT: waypointIndex (int) - The waypoint's index to grab the Y coordinate for * + * * + * SCRIPT OUTPUT: outX (int) - The Cell/Y coordinate of the waypoint * + * * + * INPUT: lua_State - The current Lua state * + * * + * OUTPUT: int; Did the function run successfully? Return 1 * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +static int Script_GetWaypointY(lua_State* L) { - lua_pushnumber(L, Cell_X(Scen.Waypoint[ret])); + int ret = lua_tointeger(L, -1); - return 1; + if (ret > 0 && ret < sizeof(Scen.Waypoint)) { - } + lua_pushnumber(L, Cell_Y(Scen.Waypoint[ret])); - lua_pushnumber(L, -1); + return 1; - return -1; } - /*********************************************************************************************** - * Script_GetWaypointY - Gets the Cell/Y Coordinate of Waypoint * - * * - * SCRIPT INPUT: waypointIndex (int) - The waypoint's index to grab the Y coordinate for * - * * - * SCRIPT OUTPUT: outX (int) - The Cell/Y coordinate of the waypoint * - * * - * INPUT: lua_State - The current Lua state * - * * - * OUTPUT: int; Did the function run successfully? Return 1 * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - static int Script_GetWaypointY(lua_State* L) { + lua_pushnumber(L, -1); - int ret = lua_tointeger(L, -1); - - if (ret > 0 && ret < sizeof(Scen.Waypoint)) { - - lua_pushnumber(L, Cell_Y(Scen.Waypoint[ret])); - - return 1; - - } - - lua_pushnumber(L, -1); - - return -1; - } + return -1; +} /********************************************************************************************** * Special / Debug Functions * @@ -6766,801 +6773,801 @@ * WARNINGS: ? * * * *=============================================================================================*/ - static int Script_Console_Print(lua_State* L) { +static int Script_Console_Print(lua_State* L) { - const char* inputText = lua_tostring(L, -1); // grab path string from top of stack + const char* inputText = lua_tostring(L, -1); // grab path string from top of stack - Console_Printf(inputText); + Console_Printf(inputText); + + return -1; +} - return -1; - } - /********************************************************************************************** * MapScript Internal Functions * *=============================================================================================*/ - /*********************************************************************************************** - * MapScript::GetCacheObject -- Returns ObjectClass from cache with given ID * - * * - * INPUT: input_object_id (int) - Input object ID * - * * - * OUTPUT: this_object (ObjectClass*) - The object with the ID or NULL * - * * - * WARNINGS: none * - * * - *=============================================================================================*/ - ObjectClass* Script_GetCacheObject(int input_object_id) { - - if (input_object_id < 0) { - return false; - } - - // Look through cache for object with ID, and return it - for (std::vector::iterator it = Scen.mapScript->ObjectCache.begin(); it != Scen.mapScript->ObjectCache.end(); ++it) {//Error 2-4 - - MapScriptObject* thisCacheObject = (MapScriptObject*)(*it); - - // Here it is - if (thisCacheObject->UID == input_object_id) { - - // Determine type of object and return it from cache. If it doesn't exist any longer, remove it from cache - switch (thisCacheObject->RTTI) { - case RTTI_BUILDING: { - BuildingClass* this_building = Buildings.Ptr(thisCacheObject->classIndex); - if (this_building != NULL) { - return this_building; - } - else { - it = Scen.mapScript->ObjectCache.erase(it); // Cache item exists but is invalidated; remove from cache - return NULL; - } - }break; - case RTTI_UNIT: { - UnitClass* this_unit = Units.Ptr(thisCacheObject->classIndex); - if (this_unit != NULL) { - return this_unit; - } - else { - it = Scen.mapScript->ObjectCache.erase(it); // Cache item exists but is invalidated; remove from cache - return NULL; - } - }break; - case RTTI_AIRCRAFT: { - AircraftClass* this_aircraft = Aircraft.Ptr(thisCacheObject->classIndex); - if (this_aircraft != NULL) { - return this_aircraft; - } - else { - it = Scen.mapScript->ObjectCache.erase(it); // Cache item exists but is invalidated; remove from cache - return NULL; - } - }break; - case RTTI_INFANTRY: { - InfantryClass* this_infantry = Infantry.Ptr(thisCacheObject->classIndex); - if (this_infantry != NULL) { - return this_infantry; - } - else { - it = Scen.mapScript->ObjectCache.erase(it); // Cache item exists but is invalidated; remove from cache - return NULL; - } - }break; - case RTTI_VESSEL: { - VesselClass* this_vessel = Vessels.Ptr(thisCacheObject->classIndex); - if (this_vessel != NULL) { - return this_vessel; - } - else { - it = Scen.mapScript->ObjectCache.erase(it); // Cache item exists but is invalidated; remove from cache - return NULL; - } - }break; - } - - } - - } - - // Not found in cache; let's find the object by ID the hard way... If scripting is done well, this doesn't get hit - int _objectIndex = -1; - MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); - CacheObject->ID = -1; - - _objectIndex = Script_BuildingIndexFromID(input_object_id); - BuildingClass* this_building = Buildings.Ptr(_objectIndex); - if (this_building != NULL) { - - CacheObject->ID = this_building->ID; - CacheObject->RTTI = this_building->RTTI; - CacheObject->classIndex = _objectIndex; - Scen.mapScript->ObjectCache.push_back(CacheObject); - - return this_building; - - } - else { - _objectIndex = Script_UnitIndexFromID(input_object_id); - UnitClass* this_unit = Units.Ptr(_objectIndex); - if (this_unit != NULL) { - - CacheObject->ID = this_unit->ID; - CacheObject->RTTI = this_unit->RTTI; - CacheObject->classIndex = _objectIndex; - Scen.mapScript->ObjectCache.push_back(CacheObject); - - return this_unit; - - } - else { - _objectIndex = Script_AircraftIndexFromID(input_object_id); - AircraftClass* this_aircraft = Aircraft.Ptr(_objectIndex); - if (this_aircraft != NULL) { - - CacheObject->ID = this_aircraft->ID; - CacheObject->RTTI = this_aircraft->RTTI; - CacheObject->classIndex = _objectIndex; - Scen.mapScript->ObjectCache.push_back(CacheObject); - - return this_aircraft; - - } - else { - _objectIndex = Script_VesselIndexFromID(input_object_id); - VesselClass* this_vessel = Vessels.Ptr(_objectIndex); - if (this_vessel != NULL) { - - CacheObject->ID = this_vessel->ID; - CacheObject->RTTI = this_vessel->RTTI; - CacheObject->classIndex = _objectIndex; - Scen.mapScript->ObjectCache.push_back(CacheObject); - - return this_vessel; - - } - else { - _objectIndex = Script_InfantryIndexFromID(input_object_id); - InfantryClass* this_infantry = Infantry.Ptr(_objectIndex); - if (this_infantry != NULL) { - - CacheObject->ID = this_infantry->ID; - CacheObject->RTTI = this_infantry->RTTI; - CacheObject->classIndex = _objectIndex; - Scen.mapScript->ObjectCache.push_back(CacheObject); - - return this_infantry; - - } - } - } - } - } - - // Looks like we didn't find anything. They probably shouldn't have gotten this far in the first place so it was worth a try. - delete CacheObject; - - return NULL; - } - - /*********************************************************************************************** - * Script_SetObjectTrigger -- Figures out what kind of object is given and sets up trigger * - * * - * INPUT: input_object (ObjectClass*) - Input object * - * input_trigger (TriggerClass*) - Input Trigger * - * * - * OUTPUT: bool; Was the object found? Does the trigger exist? * - * * - * WARNINGS: none * - * * - *=============================================================================================*/ - bool Script_SetObjectTrigger(int input_object_id, TriggerClass* input_trigger) { - - if (input_object_id < 0) { - return false; - } - - if (input_trigger == NULL) { - return false; - } - - ObjectClass* this_object = Script_GetCacheObject(input_object_id); - - if (this_object != NULL) { - - switch (this_object->RTTI) { - case RTTI_BUILDING:{ - input_trigger->Class->Event1.Data.Structure = dynamic_cast(this_object)->Class->Type; - dynamic_cast(this_object)->Trigger = input_trigger; - }break; - case RTTI_UNIT:{ - input_trigger->Class->Event1.Data.Unit = dynamic_cast(this_object)->Class->Type; - dynamic_cast(this_object)->Trigger = input_trigger; - }break; - case RTTI_AIRCRAFT:{ - input_trigger->Class->Event1.Data.Aircraft = dynamic_cast(this_object)->Class->Type; - dynamic_cast(this_object)->Trigger = input_trigger; - }break; - case RTTI_INFANTRY:{ - input_trigger->Class->Event1.Data.Infantry = dynamic_cast(this_object)->Class->Type; - dynamic_cast(this_object)->Trigger = input_trigger; - }break; - } - - } +/*********************************************************************************************** + * MapScript::GetCacheObject -- Returns ObjectClass from cache with given ID * + * * + * INPUT: input_object_id (int) - Input object ID * + * * + * OUTPUT: this_object (ObjectClass*) - The object with the ID or NULL * + * * + * WARNINGS: none * + * * + *=============================================================================================*/ +ObjectClass* Script_GetCacheObject(int input_object_id) { + if (input_object_id < 0) { return false; } - /*********************************************************************************************** - * Script_BuildingIndexFromID -- Returns BuildingClass or NULL depending on the input * - * * - * INPUT: input_object_id (int) - Input object ID * - * * - * OUTPUT: bool; Was the object found? Does the trigger exist? * - * * - * WARNINGS: none * - * * - *=============================================================================================*/ - int Script_BuildingIndexFromID(int input_object_id) { + // Look through cache for object with ID, and return it + for (std::vector::iterator it = Scen.mapScript->ObjectCache.begin(); it != Scen.mapScript->ObjectCache.end(); ++it) {//Error 2-4 - if (input_object_id < 0) { - return false; - } + MapScriptObject* thisCacheObject = (MapScriptObject*)(*it); - for (int _index = 0; _index < Buildings.Count(); _index++) { - BuildingClass* _object = Buildings.Ptr(_index); + // Here it is + if (thisCacheObject->UID == input_object_id) { - if (_object->ID == input_object_id) { - return _index; + // Determine type of object and return it from cache. If it doesn't exist any longer, remove it from cache + switch (thisCacheObject->RTTI) { + case RTTI_BUILDING: { + BuildingClass* this_building = Buildings.Ptr(thisCacheObject->classIndex); + if (this_building != NULL) { + return this_building; + } + else { + it = Scen.mapScript->ObjectCache.erase(it); // Cache item exists but is invalidated; remove from cache + return NULL; + } + }break; + case RTTI_UNIT: { + UnitClass* this_unit = Units.Ptr(thisCacheObject->classIndex); + if (this_unit != NULL) { + return this_unit; + } + else { + it = Scen.mapScript->ObjectCache.erase(it); // Cache item exists but is invalidated; remove from cache + return NULL; + } + }break; + case RTTI_AIRCRAFT: { + AircraftClass* this_aircraft = Aircraft.Ptr(thisCacheObject->classIndex); + if (this_aircraft != NULL) { + return this_aircraft; + } + else { + it = Scen.mapScript->ObjectCache.erase(it); // Cache item exists but is invalidated; remove from cache + return NULL; + } + }break; + case RTTI_INFANTRY: { + InfantryClass* this_infantry = Infantry.Ptr(thisCacheObject->classIndex); + if (this_infantry != NULL) { + return this_infantry; + } + else { + it = Scen.mapScript->ObjectCache.erase(it); // Cache item exists but is invalidated; remove from cache + return NULL; + } + }break; + case RTTI_VESSEL: { + VesselClass* this_vessel = Vessels.Ptr(thisCacheObject->classIndex); + if (this_vessel != NULL) { + return this_vessel; + } + else { + it = Scen.mapScript->ObjectCache.erase(it); // Cache item exists but is invalidated; remove from cache + return NULL; + } + }break; } - } - - return -1; - } - - /*********************************************************************************************** - * Script_UnitIndexFromID -- Returns UnitClass* or NULL depending on the input * - * * - * INPUT: input_unit_id (int) - Input Unit ID * - * * - * OUTPUT: bool; Was the object found? Does the trigger exist? * - * * - * WARNINGS: none * - * * - *=============================================================================================*/ - int Script_UnitIndexFromID(int input_object_id) { - - if (input_object_id < 0) { - return false; - } - - for (int _index = 0; _index < Units.Count(); _index++) { - UnitClass* _object = Units.Ptr(_index); - - if (_object->ID == input_object_id) { - return _index; - } - } - - return -1; - } - - /*********************************************************************************************** - * Script_AircraftIndexFromID -- Returns AircraftClass* or NULL depending on the input * - * * - * INPUT: input_object_id (int) - Input object ID * - * * - * OUTPUT: bool; Was the object found? Does the trigger exist? * - * * - * WARNINGS: none * - * * - *=============================================================================================*/ - int Script_AircraftIndexFromID(int input_object_id) { - - if (input_object_id < 0) { - return false; - } - - for (int _index = 0; _index < Aircraft.Count(); _index++) { - AircraftClass* _object = Aircraft.Ptr(_index); - - if (_object->ID == input_object_id) { - return _index; - } - } - - return -1; - } - - /*********************************************************************************************** - * Script_InfantryIndexFromID -- Returns InfantryClass* or NULL depending on the input * - * * - * INPUT: input_unit_id (int) - Input Infantry ID * - * * - * OUTPUT: bool; Was the object found? Does the trigger exist? * - * * - * WARNINGS: none * - * * - *=============================================================================================*/ - int Script_InfantryIndexFromID(int input_object_id) { - - if (input_object_id < 0) { - return false; - } - - for (int _index = 0; _index < Infantry.Count(); _index++) { - InfantryClass* _object = Infantry.Ptr(_index); - - if (_object->ID == input_object_id) { - return _index; - } - } - - return -1; - } - - /*********************************************************************************************** - * Script_VesselIndexFromID -- Returns VesselClass* or NULL depending on the input * - * * - * INPUT: input_unit_id (int) - Input vessel ID * - * * - * OUTPUT: bool; Was the object found? Does the trigger exist? * - * * - * WARNINGS: none * - * * - *=============================================================================================*/ - int Script_VesselIndexFromID(int input_object_id) { - - if (input_object_id < 0) { - return false; - } - - for (int _index = 0; _index < Vessels.Count(); _index++) { - VesselClass* _object = Vessels.Ptr(_index); - - if (_object->ID == input_object_id) { - return _index; - } - } - - return -1; - } - - /*********************************************************************************************** - * Script_CacheDefaultAttribute - Caches an attribute value upon first usage for restoration * - * * - * SCRIPT INPUT: input_rtti (RTTIType) - The RTTI type for the attrtibute * - * input_id (int) - The ID of the typeclass * - * input_attribute (int) - The attribute to cache * - * input_value (int) - The value if the cache item doesn't exist * - * * - * SCRIPT OUTPUT: void * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - void Script_CacheDefaultObjectTypeAttribute(RTTIType input_rtti, int input_id, MapScriptObjectAttributeType input_attribute, int input_value) { - - bool cache_item_found = false; - for (std::vector::iterator it = Scen.mapScript->DefaultObjectTypeAttributeCache.begin(); it != Scen.mapScript->DefaultObjectTypeAttributeCache.end(); ++it) {//Error 2-4 - - MapScriptDefaultObjectAttribute* cachedAttribute = (MapScriptDefaultObjectAttribute*)(*it); - - if (input_rtti == cachedAttribute->RTTI && input_id == cachedAttribute->ID && input_attribute == cachedAttribute->attribute) { - cache_item_found = true; - break; - } - - } - - // Cached attribute does not exist; let's cache! - if (!cache_item_found) { - - MapScriptDefaultObjectAttribute* cachedAttribute = new MapScriptDefaultObjectAttribute; - cachedAttribute->RTTI = input_rtti; - cachedAttribute->ID = input_id; - cachedAttribute->attribute = input_attribute; - cachedAttribute->value = input_value; - Scen.mapScript->DefaultObjectTypeAttributeCache.push_back(cachedAttribute); } } - /*********************************************************************************************** - * MapScript::CallFunction - Calls a given function within the current script * - * * - * INPUT: functionName - The name of the function to call * - * * - * OUTPUT: void * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - void MapScript::CallFunction(const char* functionName) { + // Not found in cache; let's find the object by ID the hard way... If scripting is done well, this doesn't get hit + int _objectIndex = -1; + MapScriptObject* CacheObject = Scen.mapScript->CreateCacheObject(); + CacheObject->ID = -1; - lua_getglobal(L, functionName); - lua_pcall(L, 0, 0, 0); - - } + _objectIndex = Script_BuildingIndexFromID(input_object_id); + BuildingClass* this_building = Buildings.Ptr(_objectIndex); + if (this_building != NULL) { - /*********************************************************************************************** - * MapScript::setLuaPath - Sets Lua's path / extensions to search for scripts * - * * - * This helps Lua know where/how to look for files when using require(), otherwise we could * - * hard code path/extension as we did previously * - * * - * INPUT: pathvalue - See lua documentation RE: LUA_PATH to know how to deal with this * - * * - * OUTPUT: void * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - void MapScript::SetLuaPath( const char* input_path) + CacheObject->ID = this_building->ID; + CacheObject->RTTI = this_building->RTTI; + CacheObject->classIndex = _objectIndex; + Scen.mapScript->ObjectCache.push_back(CacheObject); + + return this_building; + + } + else { + _objectIndex = Script_UnitIndexFromID(input_object_id); + UnitClass* this_unit = Units.Ptr(_objectIndex); + if (this_unit != NULL) { + + CacheObject->ID = this_unit->ID; + CacheObject->RTTI = this_unit->RTTI; + CacheObject->classIndex = _objectIndex; + Scen.mapScript->ObjectCache.push_back(CacheObject); + + return this_unit; + + } + else { + _objectIndex = Script_AircraftIndexFromID(input_object_id); + AircraftClass* this_aircraft = Aircraft.Ptr(_objectIndex); + if (this_aircraft != NULL) { + + CacheObject->ID = this_aircraft->ID; + CacheObject->RTTI = this_aircraft->RTTI; + CacheObject->classIndex = _objectIndex; + Scen.mapScript->ObjectCache.push_back(CacheObject); + + return this_aircraft; + + } + else { + _objectIndex = Script_VesselIndexFromID(input_object_id); + VesselClass* this_vessel = Vessels.Ptr(_objectIndex); + if (this_vessel != NULL) { + + CacheObject->ID = this_vessel->ID; + CacheObject->RTTI = this_vessel->RTTI; + CacheObject->classIndex = _objectIndex; + Scen.mapScript->ObjectCache.push_back(CacheObject); + + return this_vessel; + + } + else { + _objectIndex = Script_InfantryIndexFromID(input_object_id); + InfantryClass* this_infantry = Infantry.Ptr(_objectIndex); + if (this_infantry != NULL) { + + CacheObject->ID = this_infantry->ID; + CacheObject->RTTI = this_infantry->RTTI; + CacheObject->classIndex = _objectIndex; + Scen.mapScript->ObjectCache.push_back(CacheObject); + + return this_infantry; + + } + } + } + } + } + + // Looks like we didn't find anything. They probably shouldn't have gotten this far in the first place so it was worth a try. + delete CacheObject; + + return NULL; +} + +/*********************************************************************************************** + * Script_SetObjectTrigger -- Figures out what kind of object is given and sets up trigger * + * * + * INPUT: input_object (ObjectClass*) - Input object * + * input_trigger (TriggerClass*) - Input Trigger * + * * + * OUTPUT: bool; Was the object found? Does the trigger exist? * + * * + * WARNINGS: none * + * * + *=============================================================================================*/ +bool Script_SetObjectTrigger(int input_object_id, TriggerClass* input_trigger) { + + if (input_object_id < 0) { + return false; + } + + if (input_trigger == NULL) { + return false; + } + + ObjectClass* this_object = Script_GetCacheObject(input_object_id); + + if (this_object != NULL) { + + switch (this_object->RTTI) { + case RTTI_BUILDING: { + input_trigger->Class->Event1.Data.Structure = dynamic_cast(this_object)->Class->Type; + dynamic_cast(this_object)->Trigger = input_trigger; + }break; + case RTTI_UNIT: { + input_trigger->Class->Event1.Data.Unit = dynamic_cast(this_object)->Class->Type; + dynamic_cast(this_object)->Trigger = input_trigger; + }break; + case RTTI_AIRCRAFT: { + input_trigger->Class->Event1.Data.Aircraft = dynamic_cast(this_object)->Class->Type; + dynamic_cast(this_object)->Trigger = input_trigger; + }break; + case RTTI_INFANTRY: { + input_trigger->Class->Event1.Data.Infantry = dynamic_cast(this_object)->Class->Type; + dynamic_cast(this_object)->Trigger = input_trigger; + }break; + } + + } + + return false; +} + +/*********************************************************************************************** + * Script_BuildingIndexFromID -- Returns BuildingClass or NULL depending on the input * + * * + * INPUT: input_object_id (int) - Input object ID * + * * + * OUTPUT: bool; Was the object found? Does the trigger exist? * + * * + * WARNINGS: none * + * * + *=============================================================================================*/ +int Script_BuildingIndexFromID(int input_object_id) { + + if (input_object_id < 0) { + return false; + } + + for (int _index = 0; _index < Buildings.Count(); _index++) { + BuildingClass* _object = Buildings.Ptr(_index); + + if (_object->ID == input_object_id) { + return _index; + } + } + + return -1; +} + +/*********************************************************************************************** + * Script_UnitIndexFromID -- Returns UnitClass* or NULL depending on the input * + * * + * INPUT: input_unit_id (int) - Input Unit ID * + * * + * OUTPUT: bool; Was the object found? Does the trigger exist? * + * * + * WARNINGS: none * + * * + *=============================================================================================*/ +int Script_UnitIndexFromID(int input_object_id) { + + if (input_object_id < 0) { + return false; + } + + for (int _index = 0; _index < Units.Count(); _index++) { + UnitClass* _object = Units.Ptr(_index); + + if (_object->ID == input_object_id) { + return _index; + } + } + + return -1; +} + +/*********************************************************************************************** + * Script_AircraftIndexFromID -- Returns AircraftClass* or NULL depending on the input * + * * + * INPUT: input_object_id (int) - Input object ID * + * * + * OUTPUT: bool; Was the object found? Does the trigger exist? * + * * + * WARNINGS: none * + * * + *=============================================================================================*/ +int Script_AircraftIndexFromID(int input_object_id) { + + if (input_object_id < 0) { + return false; + } + + for (int _index = 0; _index < Aircraft.Count(); _index++) { + AircraftClass* _object = Aircraft.Ptr(_index); + + if (_object->ID == input_object_id) { + return _index; + } + } + + return -1; +} + +/*********************************************************************************************** + * Script_InfantryIndexFromID -- Returns InfantryClass* or NULL depending on the input * + * * + * INPUT: input_unit_id (int) - Input Infantry ID * + * * + * OUTPUT: bool; Was the object found? Does the trigger exist? * + * * + * WARNINGS: none * + * * + *=============================================================================================*/ +int Script_InfantryIndexFromID(int input_object_id) { + + if (input_object_id < 0) { + return false; + } + + for (int _index = 0; _index < Infantry.Count(); _index++) { + InfantryClass* _object = Infantry.Ptr(_index); + + if (_object->ID == input_object_id) { + return _index; + } + } + + return -1; +} + +/*********************************************************************************************** + * Script_VesselIndexFromID -- Returns VesselClass* or NULL depending on the input * + * * + * INPUT: input_unit_id (int) - Input vessel ID * + * * + * OUTPUT: bool; Was the object found? Does the trigger exist? * + * * + * WARNINGS: none * + * * + *=============================================================================================*/ +int Script_VesselIndexFromID(int input_object_id) { + + if (input_object_id < 0) { + return false; + } + + for (int _index = 0; _index < Vessels.Count(); _index++) { + VesselClass* _object = Vessels.Ptr(_index); + + if (_object->ID == input_object_id) { + return _index; + } + } + + return -1; +} + +/*********************************************************************************************** + * Script_CacheDefaultAttribute - Caches an attribute value upon first usage for restoration * + * * + * SCRIPT INPUT: input_rtti (RTTIType) - The RTTI type for the attrtibute * + * input_id (int) - The ID of the typeclass * + * input_attribute (int) - The attribute to cache * + * input_value (int) - The value if the cache item doesn't exist * + * * + * SCRIPT OUTPUT: void * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +void Script_CacheDefaultObjectTypeAttribute(RTTIType input_rtti, int input_id, MapScriptObjectAttributeType input_attribute, int input_value) { + + bool cache_item_found = false; + for (std::vector::iterator it = Scen.mapScript->DefaultObjectTypeAttributeCache.begin(); it != Scen.mapScript->DefaultObjectTypeAttributeCache.end(); ++it) {//Error 2-4 + + MapScriptDefaultObjectAttribute* cachedAttribute = (MapScriptDefaultObjectAttribute*)(*it); + + if (input_rtti == cachedAttribute->RTTI && input_id == cachedAttribute->ID && input_attribute == cachedAttribute->attribute) { + cache_item_found = true; + break; + } + + } + + // Cached attribute does not exist; let's cache! + if (!cache_item_found) { + + MapScriptDefaultObjectAttribute* cachedAttribute = new MapScriptDefaultObjectAttribute; + cachedAttribute->RTTI = input_rtti; + cachedAttribute->ID = input_id; + cachedAttribute->attribute = input_attribute; + cachedAttribute->value = input_value; + Scen.mapScript->DefaultObjectTypeAttributeCache.push_back(cachedAttribute); + + } + +} + +/*********************************************************************************************** + * MapScript::CallFunction - Calls a given function within the current script * + * * + * INPUT: functionName - The name of the function to call * + * * + * OUTPUT: void * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +void MapScript::CallFunction(const char* functionName) { + + lua_getglobal(L, functionName); + lua_pcall(L, 0, 0, 0); + +} + +/*********************************************************************************************** + * MapScript::setLuaPath - Sets Lua's path / extensions to search for scripts * + * * + * This helps Lua know where/how to look for files when using require(), otherwise we could * + * hard code path/extension as we did previously * + * * + * INPUT: pathvalue - See lua documentation RE: LUA_PATH to know how to deal with this * + * * + * OUTPUT: void * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +void MapScript::SetLuaPath(const char* input_path) +{ + + // Needs space to keep the initial paths + char new_path[1024]; + + // Set new GLOBALS.package.path + lua_getglobal(L, "package"); + lua_getfield(L, -1, "path"); // get field "path" from table at top of stack (-1) + const char* cur_path = lua_tostring(L, -1); // grab path string from top of stack + + sprintf(new_path, "%s;%s", cur_path, input_path); + + lua_pop(L, 1); + lua_pushstring(L, new_path); + lua_setfield(L, -2, "path"); + lua_pop(L, 1); +} + +/*********************************************************************************************** + * MapScript::CreateCacheObject -- Initializes a cached object for a new cache entry * + * * + * INPUT: mapName - The script path * + * * + * OUTPUT: bool; did the map script load and initialize? * + * * + * WARNINGS: none * + * * + *=============================================================================================*/ +MapScriptObject* MapScript::CreateCacheObject() { + + MapScriptObject* CacheObject = new MapScriptObject; + + cUID++; + CacheObject->UID = cUID; + + return CacheObject; + +} + +/*********************************************************************************************** + * MapScript::Deinit - Deinitialize/free any data used by MapScript (used within destructor) * + * * + * SCRIPT INPUT: none * + * * + * SCRIPT OUTPUT: void * + * * + * WARNINGS: ? * + * * + *=============================================================================================*/ +void MapScript::Deinit() { + + // Remove any cached objects + for (int i = 0; i < ObjectCache.size(); ++i) { - - // Needs space to keep the initial paths - char new_path[1024]; - - // Set new GLOBALS.package.path - lua_getglobal(L, "package"); - lua_getfield(L, -1, "path"); // get field "path" from table at top of stack (-1) - const char* cur_path = lua_tostring(L, -1); // grab path string from top of stack - - sprintf(new_path, "%s;%s", cur_path, input_path); - - lua_pop(L, 1); - lua_pushstring(L, new_path); - lua_setfield(L, -2, "path"); - lua_pop(L, 1); + delete ObjectCache[i]; } - /*********************************************************************************************** - * MapScript::CreateCacheObject -- Initializes a cached object for a new cache entry * - * * - * INPUT: mapName - The script path * - * * - * OUTPUT: bool; did the map script load and initialize? * - * * - * WARNINGS: none * - * * - *=============================================================================================*/ - MapScriptObject* MapScript::CreateCacheObject() { + ObjectCache.clear(); - MapScriptObject* CacheObject = new MapScriptObject; + // We will now restore any default Object attributes that were changed in the script + for (std::vector::iterator it = DefaultObjectTypeAttributeCache.begin(); it != DefaultObjectTypeAttributeCache.end(); ++it) {//Error 2-4 - cUID++; - CacheObject->UID = cUID; + MapScriptDefaultObjectAttribute* cachedAttribute = (MapScriptDefaultObjectAttribute*)(*it); - return CacheObject; + switch (cachedAttribute->RTTI) { - } + case RTTI_BUILDINGTYPE: { + lua_getglobal(L, "SetBuildingTypeAttribute"); + lua_pushnumber(L, cachedAttribute->ID); + lua_pushnumber(L, cachedAttribute->attribute); + lua_pushnumber(L, cachedAttribute->value); + lua_pcall(L, 3, 1, 0); + }break; + case RTTI_UNITTYPE: { + lua_getglobal(L, "SetUnitTypeAttribute"); + lua_pushnumber(L, cachedAttribute->ID); + lua_pushnumber(L, cachedAttribute->attribute); + lua_pushnumber(L, cachedAttribute->value); + lua_pcall(L, 3, 1, 0); + }break; + case RTTI_INFANTRYTYPE: { + lua_getglobal(L, "SetInfantryTypeAttribute"); + lua_pushnumber(L, cachedAttribute->ID); + lua_pushnumber(L, cachedAttribute->attribute); + lua_pushnumber(L, cachedAttribute->value); + lua_pcall(L, 3, 1, 0); + }break; + case RTTI_AIRCRAFTTYPE: { + lua_getglobal(L, "SetAircraftTypeAttribute"); + lua_pushnumber(L, cachedAttribute->ID); + lua_pushnumber(L, cachedAttribute->attribute); + lua_pushnumber(L, cachedAttribute->value); + lua_pcall(L, 3, 1, 0); + }break; + case RTTI_VESSELTYPE: { + lua_getglobal(L, "SetVesselTypeAttribute"); + lua_pushnumber(L, cachedAttribute->ID); + lua_pushnumber(L, cachedAttribute->attribute); + lua_pushnumber(L, cachedAttribute->value); + lua_pcall(L, 3, 1, 0); + }break; - /*********************************************************************************************** - * MapScript::Deinit - Deinitialize/free any data used by MapScript (used within destructor) * - * * - * SCRIPT INPUT: none * - * * - * SCRIPT OUTPUT: void * - * * - * WARNINGS: ? * - * * - *=============================================================================================*/ - void MapScript::Deinit() { - - // Remove any cached objects - for (int i = 0; i < ObjectCache.size(); ++i) - { - delete ObjectCache[i]; - } - - ObjectCache.clear(); - - // We will now restore any default Object attributes that were changed in the script - for (std::vector::iterator it = DefaultObjectTypeAttributeCache.begin(); it != DefaultObjectTypeAttributeCache.end(); ++it) {//Error 2-4 - - MapScriptDefaultObjectAttribute* cachedAttribute = (MapScriptDefaultObjectAttribute*)(*it); - - switch (cachedAttribute->RTTI) { - - case RTTI_BUILDINGTYPE: { - lua_getglobal(L, "SetBuildingTypeAttribute"); - lua_pushnumber(L, cachedAttribute->ID); - lua_pushnumber(L, cachedAttribute->attribute); - lua_pushnumber(L, cachedAttribute->value); - lua_pcall(L, 3, 1, 0); - }break; - case RTTI_UNITTYPE: { - lua_getglobal(L, "SetUnitTypeAttribute"); - lua_pushnumber(L, cachedAttribute->ID); - lua_pushnumber(L, cachedAttribute->attribute); - lua_pushnumber(L, cachedAttribute->value); - lua_pcall(L, 3, 1, 0); - }break; - case RTTI_INFANTRYTYPE: { - lua_getglobal(L, "SetInfantryTypeAttribute"); - lua_pushnumber(L, cachedAttribute->ID); - lua_pushnumber(L, cachedAttribute->attribute); - lua_pushnumber(L, cachedAttribute->value); - lua_pcall(L, 3, 1, 0); - }break; - case RTTI_AIRCRAFTTYPE: { - lua_getglobal(L, "SetAircraftTypeAttribute"); - lua_pushnumber(L, cachedAttribute->ID); - lua_pushnumber(L, cachedAttribute->attribute); - lua_pushnumber(L, cachedAttribute->value); - lua_pcall(L, 3, 1, 0); - }break; - case RTTI_VESSELTYPE: { - lua_getglobal(L, "SetVesselTypeAttribute"); - lua_pushnumber(L, cachedAttribute->ID); - lua_pushnumber(L, cachedAttribute->attribute); - lua_pushnumber(L, cachedAttribute->value); - lua_pcall(L, 3, 1, 0); - }break; - - } - - } - - // Remove any cached Object Attributes - for (int i = 0; i < DefaultObjectTypeAttributeCache.size(); ++i) - { - delete DefaultObjectTypeAttributeCache[i]; - } - - DefaultObjectTypeAttributeCache.clear(); - - - for (int index = 0; index < Warheads.Count(); index++) { - Warheads.Ptr(index)->Read_INI(RuleINI); - } - - for (int proj = 0; proj < BulletTypes.Count(); proj++) { - BulletTypes.Ptr(proj)->Read_INI(RuleINI); - } - - for (int windex = 0; windex < Weapons.Count(); windex++) { - Weapons.Ptr(windex)->Read_INI(RuleINI); - } - - for (int uindex = 0; uindex < UnitTypes.Count(); uindex++) { - UnitTypes.Ptr(uindex)->Read_INI(RuleINI); - } - - for (int iindex = 0; iindex < InfantryTypes.Count(); iindex++) { - InfantryTypes.Ptr(iindex)->Read_INI(RuleINI); - } - - for (int vindex = 0; vindex < VesselTypes.Count(); vindex++) { - VesselTypes.Ptr(vindex)->Read_INI(RuleINI); - } - - for (int aindex = 0; aindex < AircraftTypes.Count(); aindex++) { - AircraftTypes.Ptr(aindex)->Read_INI(RuleINI); - } - - for (int bindex = 0; bindex < BuildingTypes.Count(); bindex++) { - BuildingTypes.Ptr(bindex)->Read_INI(RuleINI); } } + // Remove any cached Object Attributes + for (int i = 0; i < DefaultObjectTypeAttributeCache.size(); ++i) + { + delete DefaultObjectTypeAttributeCache[i]; + } - /*********************************************************************************************** - * MapScript::Init -- Loads and initializes script for a given map * - * * - * This routine is called at the beginning of a mission * - * * - * INPUT: mapName - The script path * - * * - * OUTPUT: bool; did the map script load and initialize? * - * * - * WARNINGS: none * - * * - *=============================================================================================*/ - bool MapScript::Init(const char* mapName) { - - this->cUID = 0; - - char scriptName[256]; - - // Build map path - sprintf(scriptName, "scripts/%s.script", mapName); - L = luaL_newstate(); - - luaL_openlibs(L); - - // Load file - if (luaL_loadfile(L, scriptName)){ - Console_Printf(lua_tostring(L, -1)); - L = NULL; - return false; - } - - // TODO: I've tried several combinations of paths (including "scripts/?"), - // but I can only get "require 'basefilename'" to work within a - // script, not "require 'basefilename.script'". This may be completely - // normal within lua, but it seems odd. - - // This allows require() to work - SetLuaPath(";scripts/?.script;"); - - if (lua_pcall(L, 0, 0, 0)) { - Console_Printf(lua_tostring(L, -1)); - L = NULL; - return false; - } - - // Reserve object cache memory - ObjectCache.reserve(2000); - - // Reserve type attribute cache memory (to restore rules after script) - DefaultObjectTypeAttributeCache.reserve(1000); - - /********************************************************************************************** - * Red Alert Vanilla Actions * - *=============================================================================================*/ - - lua_register(L, "Win", Script_Win); // player wins! - lua_register(L, "Lose", Script_Lose); // player loses. - lua_register(L, "BeginProduction", Script_BeginProduction); // computer begins factory production. - lua_register(L, "CreateTeam", Script_CreateTeam); // computer creates a certain type of team - lua_register(L, "DestroyTeam", Script_DestroyTeam); // destroy team (comment was redacted. was something offensive originally written?) - lua_register(L, "AllHunt", Script_AllHunt); // all enemy units go into hunt mode (teams destroyed). - lua_register(L, "Reinforcements", Script_Reinforcements); // player gets reinforcements (house that gets them is determined by the Reinforcement instance) - lua_register(L, "DropZoneFlare", Script_DropZoneFlare); // Deploy drop zone smoke. - lua_register(L, "FireSale", Script_FireSale); // Sell all buildings and go on rampage. - lua_register(L, "PlayMovie", Script_PlayMovie); // Play movie (temporarily suspend game). - lua_register(L, "TriggerText", Script_TriggerText); // Triggers a text message display. - lua_register(L, "DestroyTrigger", Script_DestroyTrigger); // Destroy specified trigger. - lua_register(L, "AutoCreate", Script_AutoCreate); // Computer to autocreate teams. - // Win if captured, lose if destroyed // function does not exist - lua_register(L, "AllowWin", Script_AllowWin); // Allows winning if triggered. - lua_register(L, "RevealAll", Script_RevealAll); // Reveal the entire map. - lua_register(L, "RevealCell", Script_RevealCell); // Reveal map around cell #. - lua_register(L, "RevealZone", Script_RevealZone); // Reveal all of specified zone. - lua_register(L, "PlaySound", Script_PlaySound); // Play sound effect. - lua_register(L, "PlayMusic", Script_PlayMusic); // Play musical score. - lua_register(L, "PlaySpeech", Script_PlaySpeech); // Play EVA speech. - // TODO: Force trigger to activate. - lua_register(L, "StartMissionTimer", Script_StartMissionTimer); // Start mission timer. - lua_register(L, "StopMissionTimer", Script_StopMissionTimer); // Stop mission timer. - lua_register(L, "IncreaseMissionTimer", Script_IncreaseMissionTimer); // Increase mission timer time. - lua_register(L, "DecreaseMissionTimer", Script_DecreaseMissionTimer); // Decrease mission timer time. - lua_register(L, "SetMissionTimer", Script_SetMissionTimer); // Set and start the mission timer. - lua_register(L, "SetGlobalValue", Script_SetGlobalValue); // Set global variable. - lua_register(L, "ClearGlobalValue", Script_ClearGlobalValue); // Clear global variable. - lua_register(L, "AutoBaseBuilding", Script_AutoBaseBuilding); // Automated base building. - lua_register(L, "CreepShadow", Script_CreepShadow); // Shadow grows back one 'step'. - lua_register(L, "DestroyTriggerBuilding", Script_DestroyTriggerBuilding); // Destroys the building this trigger is attached to. (in the case of scripging, we can supply the trigger) - lua_register(L, "GiveOneTimeSpecialWeapon", Script_GiveOneTimeSpecialWeapon); // Add a one-time special weapon ability to house. - lua_register(L, "GiveSpecialWeapon", Script_GiveSpecialWeapon); // Add a repeating special weapon ability to house. - lua_register(L, "DesignatePreferredTarget", Script_DesignatePreferredTarget); // Designates preferred target for house. - lua_register(L, "LaunchFakeNukes", Script_LaunchFakeNukes); // Launch fake nuclear missiles from all silos - - /********************************************************************************************** - * Red Alert Vanilla Events * - *=============================================================================================*/ - - lua_register(L, "CellCallback", Script_CellCallback); // player enters this square (or group of squares) - lua_register(L, "SpiedByCallback", Script_SpiedByCallback); // Spied by. - // Thieved by (raided or stolen vehicle). // This doesn't appear to be implemented in the engine (?) - lua_register(L, "ObjectDiscoveryCallback", Script_ObjectDiscoveryCallback); // player discovers this object - lua_register(L, "HouseDiscoveredCallback", Script_HouseDiscoveredCallback); // House has been discovered. - lua_register(L, "ObjectAttackedCallback", Script_ObjectAttackedCallback); // player attacks this object - lua_register(L, "ObjectDestroyedCallback", Script_ObjectDestroyedCallback); // player destroys this object - lua_register(L, "AnyEventCallback", Script_AnyEventCallback); // Any object event will cause the trigger. - lua_register(L, "AllUnitsDestroyedCallback", Script_AllUnitsDestroyedCallback); // all house's units destroyed - lua_register(L, "AllBuildingsDestroyedCallback", Script_AllBuildingsDestroyedCallback); // all house's buildings destroyed - lua_register(L, "AllDestroyedCallback", Script_AllDestroyedCallback); // all house's units & buildings destroyed - lua_register(L, "CreditsReachedCallback", Script_CreditsReachedCallback); // house reaches this many credits - lua_register(L, "TimeReachedCallback", Script_TimeReachedCallback); // Scenario elapsed time from start. - lua_register(L, "MissionTimerCallback", Script_MissionTimerCallback); // Pre expired mission timer. - lua_register(L, "BuildingsDestroyedCallback", Script_BuildingsDestroyedCallback); // Number of buildings destroyed. - lua_register(L, "UnitsDestroyedCallback", Script_UnitsDestroyedCallback); // Number of units destroyed. - lua_register(L, "NoFactoriesCallback", Script_NoFactoriesCallback); // No factories left. - lua_register(L, "CivilianEscapeCallback", Script_CivilianEscapeCallback); // Civilian has been evacuated. - lua_register(L, "BuildingBuiltCallback", Script_BuildingBuiltCallback); // Specified building has been built. - lua_register(L, "UnitBuiltCallback", Script_UnitBuiltCallback); // Specified unit has been built. - lua_register(L, "InfantryBuiltCallback", Script_InfantryBuiltCallback); // Specified infantry has been built. - lua_register(L, "AircraftBuiltCallback", Script_AircraftBuiltCallback); // Specified aircraft has been built. - lua_register(L, "TeamLeavesMapCallback", Script_TeamLeavesMapCallback); // Specified team member leaves map. - lua_register(L, "ZoneEntryCallback", Script_ZoneEntryCallback); // Enters same zone as waypoint 'x'. - lua_register(L, "HorizontalCrossCallback", Script_HorizontalCrossCallback); // Crosses horizontal trigger line. - lua_register(L, "VerticalCrossCallback", Script_VerticalCrossCallback); // Crosses vertical trigger line. - lua_register(L, "GlobalSetCallback", Script_GlobalSetCallback); // If specified global has been set. (somewhat useless with Scripting) - lua_register(L, "GlobalClearedCallback", Script_GlobalClearedCallback); // If specified global has been cleared. (somewhat useless with Scripting) - // If all fake structures are gone. // This doesn't appear to be implemented in the engine (?) - lua_register(L, "LowPowerCallback", Script_LowPowerCallback); // When power drops below 100%. - lua_register(L, "AllBridgesDestroyedCallback", Script_AllBridgesDestroyedCallback); // All bridges destroyed. - lua_register(L, "BuildingExistsCallback", Script_BuildingExistsCallback); // Check for building existing. - - /********************************************************************************************** - * Trigger Utility Functions * - *=============================================================================================*/ - - lua_register(L, "SetTriggerCallback", Script_SetTriggerCallback); // Initiates a given [callback] on an existing [trigger] // TODO: Make this work via name OR ID - lua_register(L, "TriggerAddCell", Script_TriggerAddCell); // Initiates a given [callback] on an existing [trigger] - lua_register(L, "MergeTriggers", Script_MergeTriggers); // Combines the events of two triggers (for multi-event triggers :) - lua_register(L, "GetTriggerByName", Script_GetTriggerByName); // Gets the ID of the trigger with a given name - lua_register(L, "TriggerSetPersistence", Script_TriggerSetPersistence); // Does a trigger go on and on or just run once? - - /********************************************************************************************** - * Object Functions * - *=============================================================================================*/ - lua_register(L, "GetCellObject", Script_GetCellObject); // Gets an object (ID - building/vehicle/aircraft/infantry/vessel), if any, at [Cell/X],[Cell/Y] - - lua_register(L, "SetObjectAttribute", Script_SetObjectAttribute); // Sets an object's attributes (strength, etc.) - lua_register(L, "SetBuildingTypeAttribute", Script_SetBuildingTypeAttribute); // Sets the attribute of a Building type - lua_register(L, "SetVehicleTypeAttribute", Script_SetVehicleTypeAttribute); // Sets the attribute of a Vehicle type - lua_register(L, "SetInfantryTypeAttribute", Script_SetInfantryTypeAttribute); // Sets the attribute of an Infantry type - lua_register(L, "SetVesselTypeAttribute", Script_SetVesselTypeAttribute); // Sets the attribute of a Vessel type - lua_register(L, "SetAircraftTypeAttribute", Script_SetAircraftTypeAttribute); // Sets the attribute of an Aircraft type - - lua_register(L, "GetObjectAttribute", Script_GetObjectAttribute); // Sets an object's attributes (strength, etc.) - lua_register(L, "GetBuildingTypeAttribute", Script_GetBuildingTypeAttribute); // Sets the attribute of a Building type - lua_register(L, "GetVehicleTypeAttribute", Script_GetVehicleTypeAttribute); // Sets the attribute of a Vehicle type - lua_register(L, "GetInfantryTypeAttribute", Script_GetInfantryTypeAttribute); // Sets the attribute of an Infantry type - lua_register(L, "GetVesselTypeAttribute", Script_GetVesselTypeAttribute); // Sets the attribute of a Vessel type - lua_register(L, "GetAircraftTypeAttribute", Script_GetAircraftTypeAttribute); // Sets the attribute of an Aircraft type - - lua_register(L, "SetHouseAttribute", Script_SetHouseAttribute); // Sets a house's attributes - lua_register(L, "GetHouseAttribute", Script_GetHouseAttribute); // Gets a house's attributes - - lua_register(L, "BuildUnit", Script_BuildUnit); // Builds a unit in a given factory / barracks / naval yard / etc - lua_register(L, "CreateVehicle", Script_CreateVehicle); // Creates a unit out of thin air - lua_register(L, "CreateInfantry", Script_CreateInfantry); // Creates a unit out of thin air - lua_register(L, "CreateAircraft", Script_CreateAircraft); // Creates a unit out of thin air - lua_register(L, "CreateVessel", Script_CreateVessel); // Creates a unit out of thin air - - /********************************************************************************************** - * Object Orders Functions * - *=============================================================================================*/ - - lua_register(L, "OrderMove", Script_OrderMove); // Assigns a movement order to the object - lua_register(L, "OrderAttack", Script_OrderAttack); // Assigns an attack order to the object - lua_register(L, "OrderHunt", Script_OrderHunt); // Assigns a hunt order to the object - lua_register(L, "OrderGuard", Script_OrderGuard); // Assigns a guard order to the object - lua_register(L, "OrderEnter", Script_OrderEnter); // Assigns a enter order to the object - lua_register(L, "OrderCapture", Script_OrderCapture); // Assigns a capture order to the object - - /********************************************************************************************** - * Mission Utility Functions * - *=============================================================================================*/ - - lua_register(L, "SetBriefingText", Script_SetBriefingText); // Sets the [text] on the mission briefing screen - - /********************************************************************************************** - * Status / Location Utility Functions * - *=============================================================================================*/ - - lua_register(L, "GiveCredits", Script_GiveCredits); // Give [credits] to [player] - lua_register(L, "GetCredits", Script_GetCredits); // Get [player]'s [credits] - - lua_register(L, "CountBuildings", Script_CountBuildings); // Number of buildings of [type] for given [player] - lua_register(L, "CountAircraft", Script_CountAircraft); // Number of units of [type] for given [player] - lua_register(L, "CountUnits", Script_CountUnits); // Number of units of [type] for given [player] - lua_register(L, "CountInfantry", Script_CountInfantry); // Number of infantry of [type] for given [player] - lua_register(L, "CountVessels", Script_CountVessels); // Number of vessels of [type] for given [player] - - lua_register(L, "GetWaypointX", Script_GetWaypointX); // Get Cell/X of waypoint - lua_register(L, "GetWaypointY", Script_GetWaypointY); // Get Cell/Y of waypoint - - /********************************************************************************************** - * Special / Debug Functions * - *=============================================================================================*/ - - lua_register(L, "PrintConsole", Script_Console_Print); // Print text to console - - /********************************************************************************************** - * Script Globals * - *=============================================================================================*/ - - lua_pushnumber(L, PlayerPtr->ID); // Local player (house) index - lua_setglobal(L, "_localPlayer"); + DefaultObjectTypeAttributeCache.clear(); - return true; - } \ No newline at end of file + for (int index = 0; index < Warheads.Count(); index++) { + Warheads.Ptr(index)->Read_INI(RuleINI); + } + + for (int proj = 0; proj < BulletTypes.Count(); proj++) { + BulletTypes.Ptr(proj)->Read_INI(RuleINI); + } + + for (int windex = 0; windex < Weapons.Count(); windex++) { + Weapons.Ptr(windex)->Read_INI(RuleINI); + } + + for (int uindex = 0; uindex < UnitTypes.Count(); uindex++) { + UnitTypes.Ptr(uindex)->Read_INI(RuleINI); + } + + for (int iindex = 0; iindex < InfantryTypes.Count(); iindex++) { + InfantryTypes.Ptr(iindex)->Read_INI(RuleINI); + } + + for (int vindex = 0; vindex < VesselTypes.Count(); vindex++) { + VesselTypes.Ptr(vindex)->Read_INI(RuleINI); + } + + for (int aindex = 0; aindex < AircraftTypes.Count(); aindex++) { + AircraftTypes.Ptr(aindex)->Read_INI(RuleINI); + } + + for (int bindex = 0; bindex < BuildingTypes.Count(); bindex++) { + BuildingTypes.Ptr(bindex)->Read_INI(RuleINI); + } + +} + + +/*********************************************************************************************** + * MapScript::Init -- Loads and initializes script for a given map * + * * + * This routine is called at the beginning of a mission * + * * + * INPUT: mapName - The script path * + * * + * OUTPUT: bool; did the map script load and initialize? * + * * + * WARNINGS: none * + * * + *=============================================================================================*/ +bool MapScript::Init(const char* mapName) { + + this->cUID = 0; + + char scriptName[256]; + + // Build map path + sprintf(scriptName, "scripts/%s.script", mapName); + L = luaL_newstate(); + + luaL_openlibs(L); + + // Load file + if (luaL_loadfile(L, scriptName)) { + Console_Printf(lua_tostring(L, -1)); + L = NULL; + return false; + } + + // TODO: I've tried several combinations of paths (including "scripts/?"), + // but I can only get "require 'basefilename'" to work within a + // script, not "require 'basefilename.script'". This may be completely + // normal within lua, but it seems odd. + + // This allows require() to work + SetLuaPath(";scripts/?.script;"); + + if (lua_pcall(L, 0, 0, 0)) { + Console_Printf(lua_tostring(L, -1)); + L = NULL; + return false; + } + + // Reserve object cache memory + ObjectCache.reserve(2000); + + // Reserve type attribute cache memory (to restore rules after script) + DefaultObjectTypeAttributeCache.reserve(1000); + + /********************************************************************************************** + * Red Alert Vanilla Actions * + *=============================================================================================*/ + + lua_register(L, "Win", Script_Win); // player wins! + lua_register(L, "Lose", Script_Lose); // player loses. + lua_register(L, "BeginProduction", Script_BeginProduction); // computer begins factory production. + lua_register(L, "CreateTeam", Script_CreateTeam); // computer creates a certain type of team + lua_register(L, "DestroyTeam", Script_DestroyTeam); // destroy team (comment was redacted. was something offensive originally written?) + lua_register(L, "AllHunt", Script_AllHunt); // all enemy units go into hunt mode (teams destroyed). + lua_register(L, "Reinforcements", Script_Reinforcements); // player gets reinforcements (house that gets them is determined by the Reinforcement instance) + lua_register(L, "DropZoneFlare", Script_DropZoneFlare); // Deploy drop zone smoke. + lua_register(L, "FireSale", Script_FireSale); // Sell all buildings and go on rampage. + lua_register(L, "PlayMovie", Script_PlayMovie); // Play movie (temporarily suspend game). + lua_register(L, "TriggerText", Script_TriggerText); // Triggers a text message display. + lua_register(L, "DestroyTrigger", Script_DestroyTrigger); // Destroy specified trigger. + lua_register(L, "AutoCreate", Script_AutoCreate); // Computer to autocreate teams. + // Win if captured, lose if destroyed // function does not exist + lua_register(L, "AllowWin", Script_AllowWin); // Allows winning if triggered. + lua_register(L, "RevealAll", Script_RevealAll); // Reveal the entire map. + lua_register(L, "RevealCell", Script_RevealCell); // Reveal map around cell #. + lua_register(L, "RevealZone", Script_RevealZone); // Reveal all of specified zone. + lua_register(L, "PlaySound", Script_PlaySound); // Play sound effect. + lua_register(L, "PlayMusic", Script_PlayMusic); // Play musical score. + lua_register(L, "PlaySpeech", Script_PlaySpeech); // Play EVA speech. + // TODO: Force trigger to activate. + lua_register(L, "StartMissionTimer", Script_StartMissionTimer); // Start mission timer. + lua_register(L, "StopMissionTimer", Script_StopMissionTimer); // Stop mission timer. + lua_register(L, "IncreaseMissionTimer", Script_IncreaseMissionTimer); // Increase mission timer time. + lua_register(L, "DecreaseMissionTimer", Script_DecreaseMissionTimer); // Decrease mission timer time. + lua_register(L, "SetMissionTimer", Script_SetMissionTimer); // Set and start the mission timer. + lua_register(L, "SetGlobalValue", Script_SetGlobalValue); // Set global variable. + lua_register(L, "ClearGlobalValue", Script_ClearGlobalValue); // Clear global variable. + lua_register(L, "AutoBaseBuilding", Script_AutoBaseBuilding); // Automated base building. + lua_register(L, "CreepShadow", Script_CreepShadow); // Shadow grows back one 'step'. + lua_register(L, "DestroyTriggerBuilding", Script_DestroyTriggerBuilding); // Destroys the building this trigger is attached to. (in the case of scripging, we can supply the trigger) + lua_register(L, "GiveOneTimeSpecialWeapon", Script_GiveOneTimeSpecialWeapon); // Add a one-time special weapon ability to house. + lua_register(L, "GiveSpecialWeapon", Script_GiveSpecialWeapon); // Add a repeating special weapon ability to house. + lua_register(L, "DesignatePreferredTarget", Script_DesignatePreferredTarget); // Designates preferred target for house. + lua_register(L, "LaunchFakeNukes", Script_LaunchFakeNukes); // Launch fake nuclear missiles from all silos + +/********************************************************************************************** +* Red Alert Vanilla Events * +*=============================================================================================*/ + + lua_register(L, "CellCallback", Script_CellCallback); // player enters this square (or group of squares) + lua_register(L, "SpiedByCallback", Script_SpiedByCallback); // Spied by. + // Thieved by (raided or stolen vehicle). // This doesn't appear to be implemented in the engine (?) + lua_register(L, "ObjectDiscoveryCallback", Script_ObjectDiscoveryCallback); // player discovers this object + lua_register(L, "HouseDiscoveredCallback", Script_HouseDiscoveredCallback); // House has been discovered. + lua_register(L, "ObjectAttackedCallback", Script_ObjectAttackedCallback); // player attacks this object + lua_register(L, "ObjectDestroyedCallback", Script_ObjectDestroyedCallback); // player destroys this object + lua_register(L, "AnyEventCallback", Script_AnyEventCallback); // Any object event will cause the trigger. + lua_register(L, "AllUnitsDestroyedCallback", Script_AllUnitsDestroyedCallback); // all house's units destroyed + lua_register(L, "AllBuildingsDestroyedCallback", Script_AllBuildingsDestroyedCallback); // all house's buildings destroyed + lua_register(L, "AllDestroyedCallback", Script_AllDestroyedCallback); // all house's units & buildings destroyed + lua_register(L, "CreditsReachedCallback", Script_CreditsReachedCallback); // house reaches this many credits + lua_register(L, "TimeReachedCallback", Script_TimeReachedCallback); // Scenario elapsed time from start. + lua_register(L, "MissionTimerCallback", Script_MissionTimerCallback); // Pre expired mission timer. + lua_register(L, "BuildingsDestroyedCallback", Script_BuildingsDestroyedCallback); // Number of buildings destroyed. + lua_register(L, "UnitsDestroyedCallback", Script_UnitsDestroyedCallback); // Number of units destroyed. + lua_register(L, "NoFactoriesCallback", Script_NoFactoriesCallback); // No factories left. + lua_register(L, "CivilianEscapeCallback", Script_CivilianEscapeCallback); // Civilian has been evacuated. + lua_register(L, "BuildingBuiltCallback", Script_BuildingBuiltCallback); // Specified building has been built. + lua_register(L, "UnitBuiltCallback", Script_UnitBuiltCallback); // Specified unit has been built. + lua_register(L, "InfantryBuiltCallback", Script_InfantryBuiltCallback); // Specified infantry has been built. + lua_register(L, "AircraftBuiltCallback", Script_AircraftBuiltCallback); // Specified aircraft has been built. + lua_register(L, "TeamLeavesMapCallback", Script_TeamLeavesMapCallback); // Specified team member leaves map. + lua_register(L, "ZoneEntryCallback", Script_ZoneEntryCallback); // Enters same zone as waypoint 'x'. + lua_register(L, "HorizontalCrossCallback", Script_HorizontalCrossCallback); // Crosses horizontal trigger line. + lua_register(L, "VerticalCrossCallback", Script_VerticalCrossCallback); // Crosses vertical trigger line. + lua_register(L, "GlobalSetCallback", Script_GlobalSetCallback); // If specified global has been set. (somewhat useless with Scripting) + lua_register(L, "GlobalClearedCallback", Script_GlobalClearedCallback); // If specified global has been cleared. (somewhat useless with Scripting) + // If all fake structures are gone. // This doesn't appear to be implemented in the engine (?) + lua_register(L, "LowPowerCallback", Script_LowPowerCallback); // When power drops below 100%. + lua_register(L, "AllBridgesDestroyedCallback", Script_AllBridgesDestroyedCallback); // All bridges destroyed. + lua_register(L, "BuildingExistsCallback", Script_BuildingExistsCallback); // Check for building existing. + +/********************************************************************************************** +* Trigger Utility Functions * +*=============================================================================================*/ + + lua_register(L, "SetTriggerCallback", Script_SetTriggerCallback); // Initiates a given [callback] on an existing [trigger] // TODO: Make this work via name OR ID + lua_register(L, "TriggerAddCell", Script_TriggerAddCell); // Initiates a given [callback] on an existing [trigger] + lua_register(L, "MergeTriggers", Script_MergeTriggers); // Combines the events of two triggers (for multi-event triggers :) + lua_register(L, "GetTriggerByName", Script_GetTriggerByName); // Gets the ID of the trigger with a given name + lua_register(L, "TriggerSetPersistence", Script_TriggerSetPersistence); // Does a trigger go on and on or just run once? + +/********************************************************************************************** +* Object Functions * +*=============================================================================================*/ + lua_register(L, "GetCellObject", Script_GetCellObject); // Gets an object (ID - building/vehicle/aircraft/infantry/vessel), if any, at [Cell/X],[Cell/Y] + + lua_register(L, "SetObjectAttribute", Script_SetObjectAttribute); // Sets an object's attributes (strength, etc.) + lua_register(L, "SetBuildingTypeAttribute", Script_SetBuildingTypeAttribute); // Sets the attribute of a Building type + lua_register(L, "SetVehicleTypeAttribute", Script_SetVehicleTypeAttribute); // Sets the attribute of a Vehicle type + lua_register(L, "SetInfantryTypeAttribute", Script_SetInfantryTypeAttribute); // Sets the attribute of an Infantry type + lua_register(L, "SetVesselTypeAttribute", Script_SetVesselTypeAttribute); // Sets the attribute of a Vessel type + lua_register(L, "SetAircraftTypeAttribute", Script_SetAircraftTypeAttribute); // Sets the attribute of an Aircraft type + + lua_register(L, "GetObjectAttribute", Script_GetObjectAttribute); // Sets an object's attributes (strength, etc.) + lua_register(L, "GetBuildingTypeAttribute", Script_GetBuildingTypeAttribute); // Sets the attribute of a Building type + lua_register(L, "GetVehicleTypeAttribute", Script_GetVehicleTypeAttribute); // Sets the attribute of a Vehicle type + lua_register(L, "GetInfantryTypeAttribute", Script_GetInfantryTypeAttribute); // Sets the attribute of an Infantry type + lua_register(L, "GetVesselTypeAttribute", Script_GetVesselTypeAttribute); // Sets the attribute of a Vessel type + lua_register(L, "GetAircraftTypeAttribute", Script_GetAircraftTypeAttribute); // Sets the attribute of an Aircraft type + + lua_register(L, "SetHouseAttribute", Script_SetHouseAttribute); // Sets a house's attributes + lua_register(L, "GetHouseAttribute", Script_GetHouseAttribute); // Gets a house's attributes + + lua_register(L, "BuildUnit", Script_BuildUnit); // Builds a unit in a given factory / barracks / naval yard / etc + lua_register(L, "CreateVehicle", Script_CreateVehicle); // Creates a unit out of thin air + lua_register(L, "CreateInfantry", Script_CreateInfantry); // Creates a unit out of thin air + lua_register(L, "CreateAircraft", Script_CreateAircraft); // Creates a unit out of thin air + lua_register(L, "CreateVessel", Script_CreateVessel); // Creates a unit out of thin air + +/********************************************************************************************** +* Object Orders Functions * +*=============================================================================================*/ + + lua_register(L, "OrderMove", Script_OrderMove); // Assigns a movement order to the object + lua_register(L, "OrderAttack", Script_OrderAttack); // Assigns an attack order to the object + lua_register(L, "OrderHunt", Script_OrderHunt); // Assigns a hunt order to the object + lua_register(L, "OrderGuard", Script_OrderGuard); // Assigns a guard order to the object + lua_register(L, "OrderEnter", Script_OrderEnter); // Assigns a enter order to the object + lua_register(L, "OrderCapture", Script_OrderCapture); // Assigns a capture order to the object + +/********************************************************************************************** +* Mission Utility Functions * +*=============================================================================================*/ + + lua_register(L, "SetBriefingText", Script_SetBriefingText); // Sets the [text] on the mission briefing screen + +/********************************************************************************************** +* Status / Location Utility Functions * +*=============================================================================================*/ + + lua_register(L, "GiveCredits", Script_GiveCredits); // Give [credits] to [player] + lua_register(L, "GetCredits", Script_GetCredits); // Get [player]'s [credits] + + lua_register(L, "CountBuildings", Script_CountBuildings); // Number of buildings of [type] for given [player] + lua_register(L, "CountAircraft", Script_CountAircraft); // Number of units of [type] for given [player] + lua_register(L, "CountUnits", Script_CountUnits); // Number of units of [type] for given [player] + lua_register(L, "CountInfantry", Script_CountInfantry); // Number of infantry of [type] for given [player] + lua_register(L, "CountVessels", Script_CountVessels); // Number of vessels of [type] for given [player] + + lua_register(L, "GetWaypointX", Script_GetWaypointX); // Get Cell/X of waypoint + lua_register(L, "GetWaypointY", Script_GetWaypointY); // Get Cell/Y of waypoint + +/********************************************************************************************** +* Special / Debug Functions * +*=============================================================================================*/ + + lua_register(L, "PrintConsole", Script_Console_Print); // Print text to console + +/********************************************************************************************** +* Script Globals * +*=============================================================================================*/ + + lua_pushnumber(L, PlayerPtr->ID); // Local player (house) index + lua_setglobal(L, "_localPlayer"); + + + return true; +} \ No newline at end of file