mirror of
https://github.com/jmarshall23/CnC_Remastered_Collection.git
synced 2026-08-12 08:00:55 +02:00
4a7a3df2cc
Added scripts path to Lua so that Lua can find scripts within scripts/
1010 lines
57 KiB
C++
1010 lines
57 KiB
C++
// MapScript.cpp
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//
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#include "FUNCTION.H"
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#include "MapScript.h"
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/***********************************************************************************************
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* Script_GiveCreditsToPlayer - Gives a given player a given amount of credits *
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* *
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* SCRIPT INPUT: houseType (int) - The player (house) index to give credits to *
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* cashToGive (int) - The amount of cold hard credits to give the player *
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* *
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* SCRIPT OUTPUT: void *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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* HISTORY: *
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* 6/11/2020 - JM Created *
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* 6/12/2020 - JJ Added player (house) index input *
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*=============================================================================================*/
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static int Script_GiveCreditsToPlayer(lua_State* L) {
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int houseType = lua_tointeger(L, 1);
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int cashToGive = lua_tointeger(L, 2);
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for (int h_index = 0; h_index < Houses.Count(); h_index++) {
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HouseClass* house = Houses.Ptr(h_index);
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if (house->ID == houseType) {
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house->Refund_Money(cashToGive);
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}
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}
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return 1;
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}
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/***********************************************************************************************
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* Script_NumBuildingTypeForPlayer - Returns the amount of specific buildings for a player *
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* *
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* SCRIPT INPUT: houseType (int) - The player (house) index to count buildings for *
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* structType (int) - The structure index to count buildings for *
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* *
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* SCRIPT OUTPUT: result (number) - The amount of matching buildings for that player *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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*=============================================================================================*/
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static int Script_NumBuildingTypeForPlayer(lua_State* L) {
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int houseType = lua_tointeger(L, 1);
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int structType = lua_tointeger(L, 2);
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int result = 0;
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for (int b_index = 0; b_index < Buildings.Count(); b_index++) {
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BuildingClass* building = Buildings.Ptr(b_index);
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if (building->Owner() == houseType) {
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if (building->Class->Type == structType) {
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result++;
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}
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}
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}
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lua_pushnumber(L, result);
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return 1;
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}
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/***********************************************************************************************
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* Script_SetTriggerCallback - Adds a lua callback to an existing trigger *
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* *
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* SCRIPT INPUT: triggerName (string) - The ININame of the trigger via its class *
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* callbackName (string) - The function name to be called when the actions *
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* have been met *
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* actionIndex (int) (optional) - 0 (default): always callback on any of the *
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* given paths of the trigger *
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* 1: only callback on first action *
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* 2: only callback on second action *
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* *
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* SCRIPT OUTPUT: result (number) - The amount of matching buildings for that player *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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*=============================================================================================*/
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static int Script_SetTriggerCallback(lua_State* L) {
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const char* triggerName = lua_tostring(L, 1);
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const char* callbackName = lua_tostring(L, 2);
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char actionIndex = 0;
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// Optional actionIndex parameter
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if (lua_gettop(L) == 3) {
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actionIndex = lua_tointeger(L, 2);
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}
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// Find the trigger and set up callback
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for (int t_index = 0; t_index < Triggers.Count(); t_index++) {
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TriggerClass* trigger = Triggers.Ptr(t_index);
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if (trigger != NULL) {
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if (strcmp(trigger->Name(), triggerName) == 0) {
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strncpy(trigger->MapScriptCallback,callbackName,sizeof(trigger->MapScriptCallback ) - 1);
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trigger->MapScriptActionIndex = actionIndex;
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break;
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}
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}
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}
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return 1;
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}
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/***********************************************************************************************
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* Script_Win - The specified player wins *
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* *
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* SCRIPT INPUT: houseType (int) - The player (house that wins) *
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* *
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* SCRIPT OUTPUT: void *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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*=============================================================================================*/
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static int Script_Win(lua_State* L) {
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int houseType = lua_tointeger(L, -1);
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if (houseType != HOUSE_NONE) {
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HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType);
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if (this_house != NULL) {
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if (this_house->ID == PlayerPtr->Class->House) {
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PlayerPtr->Flag_To_Win();
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}
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else {
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PlayerPtr->Flag_To_Lose();
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}
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bool success = this_house->Fire_Sale();
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lua_pushboolean(L, int(success));
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}
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}
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return 1;
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}
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/***********************************************************************************************
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* Script_Lose - The specified player loses *
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* *
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* SCRIPT INPUT: ret (int) - The waypoint index of which to reveal *
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* *
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* SCRIPT OUTPUT: void *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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*=============================================================================================*/
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static int Script_Lose(lua_State* L) {
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int houseType = lua_tointeger(L, -1);
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if (houseType != HOUSE_NONE) {
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HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType);
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if (this_house != NULL) {
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if (this_house->ID == PlayerPtr->Class->House) {
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PlayerPtr->Flag_To_Lose();
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}
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else {
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PlayerPtr->Flag_To_Win();
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}
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bool success = this_house->Fire_Sale();
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lua_pushboolean(L, int(success));
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}
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}
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return 1;
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}
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/***********************************************************************************************
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* Script_BeginProduction - This will enable production to begin for the house specified *
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* *
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* SCRIPT INPUT: houseType (int) - The AI player (house) index to allow winning for *
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* *
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* SCRIPT OUTPUT: void *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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*=============================================================================================*/
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static int Script_BeginProduction(lua_State* L) {
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int houseType = lua_tointeger(L, -1);
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if (houseType != HOUSE_NONE) {
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HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType);
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if (this_house != NULL) {
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this_house->Begin_Production();
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}
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}
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return 1;
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}
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/***********************************************************************************************
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* Script_CreateTeam - Attempts to create team (as defined in map) *
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* *
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* SCRIPT INPUT: teamType (int) - The team index to attempt to create *
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* *
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* SCRIPT OUTPUT: success (bool) - Did a team get created? *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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*=============================================================================================*/
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static int Script_CreateTeam(lua_State* L) {
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const char* teamType = lua_tostring(L, 1);
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TeamTypeClass* teamPtr = TeamTypeClass::From_Name(teamType);
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if (teamPtr != NULL) {
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ScenarioInit++;
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bool success = false;
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TeamClass* new_team = teamPtr->Create_One_Of();
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if (new_team != NULL) {
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success = true;
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}
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lua_pushboolean(L, int(success));
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ScenarioInit--;
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}
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return 1;
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}
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/***********************************************************************************************
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* Script_DestroyTeam - Destroy all teams of the type specified *
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* *
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* SCRIPT INPUT: teamType (int) - The team index to attempt to destroy *
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* *
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* SCRIPT OUTPUT: void *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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*=============================================================================================*/
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static int Script_DestroyTeam(lua_State* L) {
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const char* teamType = lua_tostring(L, 1);
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TeamTypeClass* teamPtr = TeamTypeClass::From_Name(teamType);
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if (teamPtr != NULL) {
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teamPtr->Destroy_All_Of();
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}
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return 1;
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}
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/***********************************************************************************************
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* Script_AllHunt - Force all units of specified house to go into hunt mode *
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* *
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* SCRIPT INPUT: houseType (int) - The AI player (house) index to allow winning for *
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* *
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* SCRIPT OUTPUT: void *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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*=============================================================================================*/
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static int Script_AllHunt(lua_State* L) {
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int houseType = lua_tointeger(L, -1);
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if (houseType != HOUSE_NONE) {
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HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType);
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if (this_house != NULL) {
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this_house->Do_All_To_Hunt();
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}
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}
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return 1;
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}
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/***********************************************************************************************
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* Script_Reinforcements - Attempts to create reinforcements as defined by team *
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* *
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* SCRIPT INPUT: teamType (int) - The team index to attempt to create *
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* *
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* SCRIPT OUTPUT: success (bool) - Did Do_Reinforcements return true? *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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*=============================================================================================*/
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static int Script_Reinforcements(lua_State* L) {
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const char* teamType = lua_tostring(L, 1);
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TeamTypeClass* teamPtr = TeamTypeClass::From_Name(teamType);
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if (teamPtr != NULL) {
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bool success = Do_Reinforcements(teamPtr);
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lua_pushboolean(L, int(success));
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}
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else {
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lua_pushboolean(L, 0);
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}
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return 1;
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}
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/***********************************************************************************************
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* Script_DropZoneFlare - Places drop down smoke at specified waypoint location *
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* *
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* SCRIPT INPUT: ret (int) - The waypoint index of which to drop the smoke *
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* *
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* SCRIPT OUTPUT: void *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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*=============================================================================================*/
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static int Script_DropZoneFlare(lua_State* L) {
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int ret = lua_tointeger(L, -1);
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if (ret > 0 && ret < sizeof(Scen.Waypoint)) {
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new AnimClass(ANIM_LZ_SMOKE, Cell_Coord(Scen.Waypoint[ret]));
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}
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return 1;
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}
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/***********************************************************************************************
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* Script_FireSale - Make AI house give up, selling everything and going all in on attack *
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* *
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* SCRIPT INPUT: houseType (int) - The AI player (house) index to allow winning for *
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* *
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* SCRIPT OUTPUT: success (bool) - Did the action get performed? *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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*=============================================================================================*/
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static int Script_FireSale(lua_State* L) {
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int houseType = lua_tointeger(L, -1);
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if (houseType != HOUSE_NONE) {
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HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType);
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if (this_house != NULL) {
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bool success = this_house->Fire_Sale();
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lua_pushboolean(L, int(success));
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}
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}
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return 1;
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}
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/***********************************************************************************************
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* Script_PlayMovie - Plays the given movie *
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* *
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* SCRIPT INPUT: ret (int) - The movie index of which to play *
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* *
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* SCRIPT OUTPUT: void *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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*=============================================================================================*/
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static int Script_PlayMovie(lua_State* L) {
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int ret = lua_tointeger(L, -1);
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Play_Movie((VQType)ret);
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return 1;
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}
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/***********************************************************************************************
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* Script_TriggerText - Triggers text to display in-game *
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* *
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* SCRIPT INPUT: textIndex (int) - The text index to display (from tutorial.ini) *
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* *
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* SCRIPT OUTPUT: void *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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*=============================================================================================*/
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static int Script_TriggerText(lua_State* L) {
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int textIndex = lua_tointeger(L, -1);
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// TODO: Implement colors / flags
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// JJQUESTION: This appears right but doesn't do anything. Is text broken at the moment?
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if (textIndex > 0 && textIndex < sizeof(TutorialText)) {
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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);
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}
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return 1;
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}
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/***********************************************************************************************
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* Script_DestroyTrigger - Reveals the entire map *
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* *
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* SCRIPT INPUT: ret (int) - The waypoint index of which to reveal *
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* *
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* SCRIPT OUTPUT: void *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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*=============================================================================================*/
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static int Script_DestroyTrigger(lua_State* L) {
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if (!PlayerPtr->IsVisionary) {
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PlayerPtr->IsVisionary = true;
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for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
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Map.Map_Cell(cell, PlayerPtr);
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}
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}
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return 1;
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}
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/***********************************************************************************************
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* Script_AutoCreate - Allows house AI to begin creating autocreate teams *
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* *
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* Autocreation means that instead of a teamtype being *
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* manually created by a Create Team trigger action, that *
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* it will be subject to the autocreate function. Each *
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* computer country can have its autocreation function *
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* turned on through a trigger action, after which the *
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* creation of the teamtypes that have autocreation turned *
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* on will be subject to being created, at the whim of the *
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* autocreate function. See [TeamTypes] Section for more *
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* details. *
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* - The Red Alert Single Player Mission Creation Guide *
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* *
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* *
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* SCRIPT INPUT: houseType (int) - The AI player (house) index to allow autocreate for *
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* createEnables (bool, default yes) - Allow autocreate on/off *
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* *
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* SCRIPT OUTPUT: void *
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* *
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* INPUT: lua_State - The current Lua state *
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* *
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* OUTPUT: int; Did the function run successfully? Return 1 *
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* *
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* WARNINGS: ? *
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* *
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*=============================================================================================*/
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static int Script_AutoCreate(lua_State* L) {
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int houseType = 0;
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bool autoCreateEnabled = true;
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houseType = lua_tointeger(L, 1);
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// If there is a second argument given, process it
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if (lua_gettop(L) == 2) {
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autoCreateEnabled = lua_toboolean(L, 2);
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}
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if (houseType != HOUSE_NONE) {
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HouseClass* this_house = HouseClass::As_Pointer((HousesType)houseType);
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if (this_house != NULL) {
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// If we are enabling auto creation by the house, clear alert
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if (autoCreateEnabled) {
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this_house->AlertTime = 0; // TODO - don't assume successful pointer
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}
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// Now set the parameter
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this_house->IsAlerted = autoCreateEnabled;
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}
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}
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return 1;
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}
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|
/***********************************************************************************************
|
|
* 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_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);
|
|
|
|
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);
|
|
}
|
|
|
|
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: 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_StartMissionTimer(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_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.Start();
|
|
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;
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* 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);
|
|
|
|
} //BriefingText
|
|
|
|
|
|
/***********************************************************************************************
|
|
* 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::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) {
|
|
char scriptName[256];
|
|
|
|
|
|
|
|
sprintf(scriptName, "scripts/%s.script", mapName);
|
|
L = luaL_newstate();
|
|
|
|
luaL_openlibs(L);
|
|
|
|
if (luaL_loadfile(L, scriptName)){
|
|
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)) {
|
|
L = NULL;
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
/**********************************************************************************************
|
|
* 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.
|
|
|
|
|
|
/**********************************************************************************************
|
|
* Red Alert Vanilla Events *
|
|
*=============================================================================================*/
|
|
|
|
// player enters this square
|
|
// Spied by.
|
|
// Thieved by (raided or stolen vehicle).
|
|
// player discovers this object
|
|
// House has been discovered.
|
|
// player attacks this object
|
|
// player destroys this object
|
|
// Any object event will cause the trigger.
|
|
// all house's units destroyed
|
|
// all house's buildings destroyed
|
|
// all house's units & buildings destroyed
|
|
// house reaches this many credits
|
|
// Scenario elapsed time from start.
|
|
// Pre expired mission timer.
|
|
// Number of buildings destroyed.
|
|
// Number of units destroyed.
|
|
// No factories left.
|
|
// Civilian has been evacuated.
|
|
// Specified building has been built.
|
|
// Specified unit has been built.
|
|
// Specified infantry has been built.
|
|
// Specified aircraft has been built.
|
|
// Specified team member leaves map.
|
|
// Enters same zone as waypoint 'x'.
|
|
// Crosses horizontal trigger line.
|
|
// Crosses vertical trigger line.
|
|
// If specified global has been set.
|
|
// If specified global has been cleared.
|
|
// If all fake structures are gone.
|
|
// When power drops below 100%.
|
|
// All bridges destroyed.
|
|
// Check for building existing.
|
|
|
|
|
|
/**********************************************************************************************
|
|
* Utility Functions *
|
|
*=============================================================================================*/
|
|
|
|
lua_register(L, "SetBriefingText", Script_SetBriefingText); // Sets the [text] on the mission briefing screen
|
|
lua_register(L, "GiveCreditsToPlayer", Script_GiveCreditsToPlayer); // Give [player] [credits]
|
|
lua_register(L, "NumBuildingTypeForPlayer", Script_NumBuildingTypeForPlayer); // Number of buildings of [type] for given [player]
|
|
|
|
lua_register(L, "SetTriggerCallback", Script_SetTriggerCallback); // Initiates a given [callback] on an existing [trigger]
|
|
|
|
|
|
/**********************************************************************************************
|
|
* Script Globals *
|
|
*=============================================================================================*/
|
|
|
|
lua_pushnumber(L, PlayerPtr->ID); // Local (human) player
|
|
lua_setglobal(L, "_localPlayer");
|
|
|
|
|
|
return true;
|
|
}
|
|
|