Esempio n. 1
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/**
**  Enable display mana as vertical bar.
**
**  Equivalent of
**  DefineDecorations({Index = "Mana", HideNeutral = true,
**    Method = {"bar", {Width = 3, BorderSize = 1, Orientation = "vertical"}}})
**  For index Mana, Transport, Research, Training, UpgradeTo, Resource.
**
**  @param l  Lua state
*/
static int CclShowManaVertical(lua_State *l)
{
	char lua_equiv[] = "DefineDecorations({Index = \"Mana\", HideNeutral = true"
		"Method = {\"bar\", {Width = 3, BorderSize = 1, Orientation = \"vertical\"}}})\n"
		"DefineDecorations({Index = \"Transport\", HideNeutral = true,"
		"Method = {\"bar\", {Width = 3, BorderSize = 1, Orientation = \"vertical\"}}})\n"
		"DefineDecorations({Index = \"Research\", HideNeutral = true,"
		"Method = {\"bar\", {Width = 3, BorderSize = 1, Orientation = \"vertical\"}}})\n"
		"DefineDecorations({Index = \"Training\", HideNeutral = true,"
		"Method = {\"bar\", {Width = 3, BorderSize = 1, Orientation = \"vertical\"}}})\n"
		"DefineDecorations({Index = \"UpgradeTo\", HideNeutral = true,"
		"Method = {\"bar\", {Width = 3, BorderSize = 1, Orientation = \"vertical\"}}})\n"
		"DefineDecorations({Index = \"GiveResource\", HideNeutral = false,"
		"Method = {\"bar\", {Width = 3, BorderSize = 1, Orientation = \"vertical\"}}})\n"
		"DefineDecorations({Index = \"CarryResource\", HideNeutral = false,"
		"Method = {\"bar\", {Width = 3, BorderSize = 1, Orientation = \"vertical\"}}})\n";


	LuaCheckArgs(l, 0);

	DebugPrint("instead of ShowManaVertical, you should write instead :\n%s\n" _C_ lua_equiv);

	CclCommand(lua_equiv);
	return 0;
}
Esempio n. 2
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/**
**  Make new player colors
**
**  @param l  Lua state.
*/
static int CclNewPlayerColors(lua_State *l)
{
	LuaCheckArgs(l, 0);
	SetPlayersPalette();

	return 0;
}
Esempio n. 3
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/**
**  Load the SavedGameInfo Header
**
**  @param l  Lua state.
*/
static int CclSavedGameInfo(lua_State *l)
{
	const char *value;

	LuaCheckArgs(l, 1);
	LuaCheckTable(l, 1);

	lua_pushnil(l);
	while (lua_next(l, 1)) {
		value = LuaToString(l, -2);

		if (!strcmp(value, "SaveFile")) {
			if (strcpy_s(CurrentMapPath, sizeof(CurrentMapPath), LuaToString(l, -1)) != 0) {
				LuaError(l, "SaveFile too long");
			}
			std::string buf = StratagusLibPath;
			buf += "/";
			buf += LuaToString(l, -1);
			if (LuaLoadFile(buf) == -1) {
				DebugPrint("Load failed: %s\n" _C_ value);
			}
		} else if (!strcmp(value, "SyncHash")) {
			SyncHash = LuaToNumber(l, -1);
		} else if (!strcmp(value, "SyncRandSeed")) {
			SyncRandSeed = LuaToNumber(l, -1);
		} else {
			LuaError(l, "Unsupported tag: %s" _C_ value);
		}
		lua_pop(l, 1);
	}

	return 0;
}
Esempio n. 4
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/**
**  Kill a unit
**
**  @param l  Lua state.
**
**  @return   Returns true if a unit was killed.
*/
static int CclKillUnit(lua_State *l)
{
	LuaCheckArgs(l, 2);

	lua_pushvalue(l, 1);
	const CUnitType *unittype = TriggerGetUnitType(l);
	lua_pop(l, 1);
	const int plynr = TriggerGetPlayer(l);
	if (plynr == -1) {
		CUnitManager::Iterator it = std::find_if(UnitManager.begin(), UnitManager.end(), HasSameUnitTypeAs(unittype));

		if (it != UnitManager.end()) {
			LetUnitDie(**it);
			lua_pushboolean(l, 1);
			return 1;
		}
	} else {
		CPlayer &player = Players[plynr];
		std::vector<CUnit *>::iterator it = std::find_if(player.UnitBegin(), player.UnitEnd(), HasSameUnitTypeAs(unittype));

		if (it != player.UnitEnd()) {
			LetUnitDie(**it);
			lua_pushboolean(l, 1);
			return 1;
		}
	}
	lua_pushboolean(l, 0);
	return 1;
}
Esempio n. 5
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/**
**  Create a sound.
**
**  Glue between c and scheme. This function asks the sound system to
**  register a sound under a given name, wiht an associated list of files
**  (the list can be replaced by only one file).
**
**  @param l  Lua state.
**
**  @return   the sound id of the created sound
*/
static int CclMakeSound(lua_State *l)
{
	LuaCheckArgs(l, 2);

	std::string c_name = LuaToString(l, 1);
	std::vector<std::string> files;
	CSound *id;
	if (lua_isstring(l, 2)) {
		// only one file
		files.push_back(LuaToString(l, 2));
		id = MakeSound(c_name, files);
	} else if (lua_istable(l, 2)) {
		// several files
		const int args = lua_rawlen(l, 2);
		files.reserve(args);
		for (int j = 0; j < args; ++j) {
			lua_rawgeti(l, 2, j + 1);
			files.push_back(LuaToString(l, -1));
			lua_pop(l, 1);
		}
		id = MakeSound(c_name, files);
	} else {
		LuaError(l, "string or table expected");
		return 0;
	}
	LuaUserData *data = (LuaUserData *)lua_newuserdata(l, sizeof(LuaUserData));
	data->Type = LuaSoundType;
	data->Data = id;
	return 1;
}
Esempio n. 6
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/**
**  Set the editor's start location unit
**
**  @param l  Lua state.
*/
static int CclSetEditorStartUnit(lua_State *l)
{
	LuaCheckArgs(l, 1);
	delete[] Editor.StartUnitName;
	Editor.StartUnitName = new_strdup(LuaToString(l, 1));
	return 0;
}
Esempio n. 7
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/**
**  Define a plane.
**
**  @param l  Lua state.
*/
static int CclDefinePlane(lua_State *l)
{
	LuaCheckArgs(l, 2);
	if (!lua_istable(l, 2)) {
		LuaError(l, "incorrect argument (expected table)");
	}

	std::string plane_name = LuaToString(l, 1);
	CPlane *plane = GetPlane(plane_name);
	if (!plane) {
		plane = new CPlane;
		plane->Name = plane_name;
		plane->ID = Planes.size();
		Planes.push_back(plane);
	}
	
	//  Parse the list:
	for (lua_pushnil(l); lua_next(l, 2); lua_pop(l, 1)) {
		const char *value = LuaToString(l, -2);
		
		if (!strcmp(value, "Description")) {
			plane->Description = LuaToString(l, -1);
		} else if (!strcmp(value, "Background")) {
			plane->Background = LuaToString(l, -1);
		} else if (!strcmp(value, "Quote")) {
			plane->Quote = LuaToString(l, -1);
		} else {
			LuaError(l, "Unsupported tag: %s" _C_ value);
		}
	}
	
	return 0;
}
Esempio n. 8
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/**
**  Enable display mana as mana-sprite.
**
**  Equivalent of
**  DefineDecorations({Index = "Mana", HideNeutral = true, CenterX = true,
**    OffsetPercent = {50, 100},
**    Method = {"sprite", {0}}})
**  For index Mana, Transport, Research, Training, UpgradeTo, Resource.
**  Except for ressource which have HideNeutral = false.
**
**  @param l  Lua state
*/
static int CclShowManaDot(lua_State *l)
{
	char lua_equiv[] = "DefineDecorations({Index = \"Mana\", HideNeutral = true, CenterX = true,"
		"OffsetPercent = {50, 100},Method = {\"sprite\", {\"sprite-mana\"}}})\n"
		"DefineDecorations({Index = \"Transport\", HideNeutral = true, CenterX = true,"
		"OffsetPercent = {50, 100},Method = {\"sprite\", {\"sprite-mana\"}}})\n"
		"DefineDecorations({Index = \"Research\", HideNeutral = true, CenterX = true,"
		"OffsetPercent = {50, 100},Method = {\"sprite\", {\"sprite-mana\"}}})\n"
		"DefineDecorations({Index = \"Training\", HideNeutral = true, CenterX = true,"
		"OffsetPercent = {50, 100},Method = {\"sprite\", {\"sprite-mana\"}}})\n"
		"DefineDecorations({Index = \"UpgradeTo\", HideNeutral = true, CenterX = true,"
		"OffsetPercent = {50, 100},Method = {\"sprite\", {\"sprite-mana\"}}})\n"
		"DefineDecorations({Index = \"GiveResource\", HideNeutral = false, CenterX = true,"
		"OffsetPercent = {50, 100},Method = {\"sprite\", {\"sprite-mana\"}}})\n"
		"DefineDecorations({Index = \"CarryResource\", HideNeutral = false, CenterX = true,"
		"OffsetPercent = {50, 100},Method = {\"sprite\", {\"sprite-mana\"}}})\n";


	LuaCheckArgs(l, 0);

	DebugPrint("instead of ShowManaDot, you should write instead :\n%s\n" _C_ lua_equiv);

	CclCommand(lua_equiv);
	return 0;
}
Esempio n. 9
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/**
** Build tileset tables like humanWallTable or mixedLookupTable
**
** Called after DefineTileset and only for tilesets that have wall,
** trees and rocks. This function will be deleted when removing
** support of walls and alike in the tileset.
*/
static int CclBuildTilesetTables(lua_State *l)
{
	LuaCheckArgs(l, 0);

	Map.Tileset->buildTable(l);
	return 0;
}
Esempio n. 10
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/**
**  Get the video resolution.
**
**  @param l  Lua state.
*/
static int CclGetVideoResolution(lua_State *l)
{
	LuaCheckArgs(l, 0);
	lua_pushnumber(l, Video.Width);
	lua_pushnumber(l, Video.Height);
	return 2;
}
Esempio n. 11
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/**
**  Show Map Location
**
**  @param l  Lua state.
*/
static int CclShowMapLocation(lua_State *l)
{
	// Put a unit on map, use its properties, except for
	// what is listed below

	LuaCheckArgs(l, 4);
	const char *unitname = LuaToString(l, 5);
	CUnitType *unitType = UnitTypeByIdent(unitname);
	if (!unitType) {
		DebugPrint("Unable to find UnitType '%s'" _C_ unitname);
		return 0;
	}
	CUnit *target = MakeUnit(*unitType, ThisPlayer);
	if (target != NULL) {
		target->Variable[HP_INDEX].Value = 0;
		target->tilePos.x = LuaToNumber(l, 1);
		target->tilePos.y = LuaToNumber(l, 2);
		target->TTL = GameCycle + LuaToNumber(l, 4);
		target->CurrentSightRange = LuaToNumber(l, 3);
		//Wyrmgus start
		UpdateUnitSightRange(*target);
		//Wyrmgus end
		MapMarkUnitSight(*target);
	} else {
		DebugPrint("Unable to allocate Unit");
	}
	return 0;
}
Esempio n. 12
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/**
**  Checks if dependencies are met.
**
**  @return true if the dependencies are met.
**
**  @param l  Lua state.
**  Argument 1: player
**  Argument 2: object which we want to check the dependencies of
*/
static int CclCheckDependency(lua_State *l)
{
	LuaCheckArgs(l, 2);
	const char *object = LuaToString(l, 2);
	lua_pop(l, 1);
	const int plynr = TriggerGetPlayer(l);
	if (plynr == -1) {
		LuaError(l, "bad player: %i" _C_ plynr);
	}
	const CPlayer *player = &Players[plynr];
	
	if (!strncmp(object, "unit-", 5)) {
		const CUnitType *unit_type = UnitTypeByIdent(object);
		if (!unit_type) {
			LuaError(l, "Invalid unit type: \"%s\"" _C_ object);
		}
		lua_pushboolean(l, CheckDependencies(unit_type, player));
	} else if (!strncmp(object, "upgrade-", 8)) {
		const CUpgrade *upgrade = CUpgrade::Get(object);
		if (!upgrade) {
			LuaError(l, "Invalid upgrade: \"%s\"" _C_ object);
		}
		lua_pushboolean(l, CheckDependencies(upgrade, player));
	} else {
		LuaError(l, "Invalid target of dependency check: \"%s\"" _C_ object);
	}

	return 1;
}
Esempio n. 13
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/**
**  Define the group.
**
**  @param l  Lua state.
*/
static int CclGroup(lua_State *l)
{
	int i;
	CUnitGroup *grp;
	int args;
	int j;

	LuaCheckArgs(l, 3);

	InitGroups();
	grp = &Groups[(int)LuaToNumber(l, 1)];
	grp->NumUnits = LuaToNumber(l, 2);
	i = 0;
	args = lua_objlen(l, 3);
	for (j = 0; j < args; ++j) {
		const char *str;

		lua_rawgeti(l, 3, j + 1);
		str = LuaToString(l, -1);
		lua_pop(l, 1);
		grp->Units[i++] = UnitSlots[strtol(str + 1, NULL, 16)];
	}

	return 0;
}
Esempio n. 14
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/**
** Define the lua file that will build the map
**
**  @param l  Lua state.
*/
static int CclDefineMapSetup(lua_State *l)
{
	LuaCheckArgs(l, 1);
	Map.Info.Filename = LuaToString(l, 1);

	return 0;
}
Esempio n. 15
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/**
**  Check if the tile's terrain has a particular flag.
**
**  @param l  Lua state.
**
**  @return   True if has the flag, false if not.
*/
static int CclGetTileTerrainHasFlag(lua_State *l)
{
	LuaCheckArgs(l, 3);

	const Vec2i pos(LuaToNumber(l, 1), LuaToNumber(l, 2));

	//Wyrmgus start
	if (pos.x < 0 || pos.x >= Map.Info.MapWidth || pos.y < 0 || pos.y >= Map.Info.MapHeight) {
		lua_pushboolean(l, 0);
		return 1;
	}
	
//	unsigned short flag = 0;
	unsigned long flag = 0;
	//Wyrmgus end
	const char *flag_name = LuaToString(l, 3);
	if (!strcmp(flag_name, "water")) {
		flag = MapFieldWaterAllowed;
	} else if (!strcmp(flag_name, "land")) {
		flag = MapFieldLandAllowed;
	} else if (!strcmp(flag_name, "coast")) {
		flag = MapFieldCoastAllowed;
	} else if (!strcmp(flag_name, "no-building")) {
		flag = MapFieldNoBuilding;
	} else if (!strcmp(flag_name, "unpassable")) {
		flag = MapFieldUnpassable;
	//Wyrmgus start
	} else if (!strcmp(flag_name, "air-unpassable")) {
		flag = MapFieldAirUnpassable;
	} else if (!strcmp(flag_name, "dirt")) {
		flag = MapFieldDirt;
	} else if (!strcmp(flag_name, "grass")) {
		flag = MapFieldGrass;
	} else if (!strcmp(flag_name, "gravel")) {
		flag = MapFieldGravel;
	} else if (!strcmp(flag_name, "mud")) {
		flag = MapFieldMud;
	} else if (!strcmp(flag_name, "stone-floor")) {
		flag = MapFieldStoneFloor;
	} else if (!strcmp(flag_name, "stumps")) {
		flag = MapFieldStumps;
	//Wyrmgus end
	} else if (!strcmp(flag_name, "wall")) {
		flag = MapFieldWall;
	} else if (!strcmp(flag_name, "rock")) {
		flag = MapFieldRocks;
	} else if (!strcmp(flag_name, "forest")) {
		flag = MapFieldForest;
	}

	const CMapField &mf = *Map.Field(pos);

	if (mf.getFlag() & flag) {
		lua_pushboolean(l, 1);
	} else {
		lua_pushboolean(l, 0);
	}

	return 1;
}
Esempio n. 16
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/**
**  Define player colors
**
**  @param l  Lua state.
*/
static int CclDefinePlayerColors(lua_State *l)
{
	LuaCheckArgs(l, 1);
	if (!lua_istable(l, 1)) {
		LuaError(l, "incorrect argument");
	}

	const int args = lua_rawlen(l, 1);
	for (int i = 0; i < args; ++i) {
		PlayerColorNames[i / 2] = LuaToString(l, 1, i + 1);
		++i;
		lua_rawgeti(l, 1, i + 1);
		if (!lua_istable(l, -1)) {
			LuaError(l, "incorrect argument");
		}
		const int numcolors = lua_rawlen(l, -1);
		if (numcolors != PlayerColorIndexCount) {
			LuaError(l, "You should use %d colors (See DefinePlayerColorIndex())" _C_ PlayerColorIndexCount);
		}
		for (int j = 0; j < numcolors; ++j) {
			lua_rawgeti(l, -1, j + 1);
			PlayerColorsRGB[i / 2][j].Parse(l);
			lua_pop(l, 1);
		}
	}

	return 0;
}
Esempio n. 17
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/**
**  Dump some AI debug informations.
**
**  @param l  Lua state.
*/
static int CclAiDump(lua_State *l)
{
	LuaCheckArgs(l, 0);
	//
	// Script
	//
	printf("------\n");
	for (int i = 0; i < MaxCosts; ++i) {
		printf("%s(%4d) ", DefaultResourceNames[i].c_str(), AiPlayer->Player->Resources[i]);
	}
	printf("\n");
	printf("%d:", AiPlayer->Player->Index);
#if 0
	gh_display(gh_car(AiPlayer->Script));
#endif
	//
	// Requests
	//
	size_t n = AiPlayer->UnitTypeRequests.size();
	printf("UnitTypeRequests(%u):\n", static_cast<unsigned int>(n));
	for (size_t i = 0; i < n; ++i) {
		printf("%s ", AiPlayer->UnitTypeRequests[i].Type->Ident.c_str());
	}
	printf("\n");
	n = AiPlayer->UpgradeToRequests.size();
	printf("UpgradeToRequests(%u):\n", static_cast<unsigned int>(n));
	for (size_t i = 0; i < n; ++i) {
		printf("%s ", AiPlayer->UpgradeToRequests[i]->Ident.c_str());
	}
	printf("\n");
	n = AiPlayer->ResearchRequests.size();
	printf("ResearchRequests(%u):\n", static_cast<unsigned int>(n));
	for (size_t i = 0; i < n; ++i) {
		printf("%s ", AiPlayer->ResearchRequests[i]->Ident.c_str());
	}
	printf("\n");

	// Building queue
	printf("Building queue:\n");
	for (size_t i = 0; i < AiPlayer->UnitTypeBuilt.size(); ++i) {
		const AiBuildQueue &queue = AiPlayer->UnitTypeBuilt[i];
		printf("%s(%d/%d) ", queue.Type->Ident.c_str(), queue.Made, queue.Want);
	}
	printf("\n");

	// PrintForce
	for (size_t i = 0; i < AiPlayer->Force.Size(); ++i) {
		printf("Force(%u%s%s):\n", static_cast<unsigned int>(i),
			   AiPlayer->Force[i].Completed ? ",complete" : ",recruit",
			   AiPlayer->Force[i].Attacking ? ",attack" : "");
		for (size_t j = 0; j < AiPlayer->Force[i].UnitTypes.size(); ++j) {
			const AiUnitType &aut = AiPlayer->Force[i].UnitTypes[j];
			printf("%s(%d) ", aut.Type->Ident.c_str(), aut.Want);
		}
		printf("\n");
	}
	lua_pushboolean(l, 0);
	return 1;
}
Esempio n. 18
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/**
**  Set the metaserver to use for internet play.
**
**  @param l  Lua state.
*/
int CclSetMetaServer(lua_State *l)
{
	LuaCheckArgs(l, 2);

	MasterHost = LuaToString(l, 1);
	MasterPort = LuaToNumber(l, 2);
	return 0;
}
Esempio n. 19
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/**
**  Center the map.
**
**  @param l  Lua state.
*/
static int CclCenterMap(lua_State *l)
{
	LuaCheckArgs(l, 2);
	const Vec2i pos(LuaToNumber(l, 1), LuaToNumber(l, 2));

	UI.SelectedViewport->Center(Map.TilePosToMapPixelPos_Center(pos));
	return 0;
}
Esempio n. 20
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/**
**  Need a unit.
**
**  @param l  Lua state.
**
**  @return   Number of return values
*/
static int CclAiNeed(lua_State *l)
{
	LuaCheckArgs(l, 1);
	InsertUnitTypeRequests(CclGetUnitType(l), 1);

	lua_pushboolean(l, 0);
	return 1;
}
Esempio n. 21
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/**
**  Set MaxSelectable
**
**  @param l  Lua state.
*/
static int CclSetMaxSelectable(lua_State *l)
{
	LuaCheckArgs(l, 1);
	MaxSelectable = LuaToNumber(l, 1);

	lua_pushnumber(l, MaxSelectable);
	return 1;
}
Esempio n. 22
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/**
**  Center the map.
**
**  @param l  Lua state.
*/
static int CclCenterMap(lua_State *l)
{
	LuaCheckArgs(l, 2);
	UI.SelectedViewport->Center(
		LuaToNumber(l, 1), LuaToNumber(l, 2), TileSizeX / 2, TileSizeY / 2);

	return 0;
}
Esempio n. 23
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/**
**  Player has the quantity of rescued unit-type near to unit-type.
*/
static int CclIfRescuedNearUnit(lua_State *l)
{
	LuaCheckArgs(l, 5);

	lua_pushvalue(l, 1);
	const int plynr = TriggerGetPlayer(l);
	lua_pop(l, 1);
	const char *op = LuaToString(l, 2);
	const int q = LuaToNumber(l, 3);
	lua_pushvalue(l, 4);
	const CUnitType *unittype = TriggerGetUnitType(l);
	lua_pop(l, 1);
	const CUnitType *ut2 = CclGetUnitType(l);
	if (!unittype || !ut2) {
		LuaError(l, "CclIfRescuedNearUnit: not a unit-type valid");
	}

	CompareFunction compare = GetCompareFunction(op);
	if (!compare) {
		LuaError(l, "Illegal comparison operation in if-rescued-near-unit: %s" _C_ op);
	}

	// Get all unit types 'near'.
	std::vector<CUnit *> table;
	FindUnitsByType(*ut2, table);
	for (size_t i = 0; i != table.size(); ++i) {
		CUnit &centerUnit = *table[i];
		std::vector<CUnit *> around;

		SelectAroundUnit(centerUnit, 1, around);
		// Count the requested units
		int s = 0;
		for (size_t j = 0; j != around.size(); ++j) {
			CUnit &unit = *around[j];

			if (unit.RescuedFrom) { // only rescued units
				// Check unit type

				if (unittype == ANY_UNIT
					|| (unittype == ALL_FOODUNITS && !unit.Type->Building)
					|| (unittype == ALL_BUILDINGS && unit.Type->Building)
					|| (unittype == unit.Type)) {

					// Check the player
					if (plynr == -1 || plynr == unit.Player->Index) {
						++s;
					}
				}
			}
		}
		if (compare(s, q)) {
			lua_pushboolean(l, 1);
			return 1;
		}
	}
	lua_pushboolean(l, 0);
	return 1;
}
Esempio n. 24
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/**
**  Disable display of full bars/dots.
**
**  @param l  Lua state
*/
static int CclShowNoFull(lua_State *l)
{
	LuaCheckArgs(l, 0);
	for (std::vector<CDecoVar *>::iterator i = UnitTypeVar.DecoVar.begin();
		i < UnitTypeVar.DecoVar.end(); ++i) {
		(*i)->ShowWhenMax = 0;
	}
	return 0;
}
Esempio n. 25
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/**
**  Set ThisPlayer.
**
**  @param l  Lua state.
*/
static int CclSetThisPlayer(lua_State *l)
{
	LuaCheckArgs(l, 1);
	int plynr = LuaToNumber(l, 1);
	ThisPlayer = &Players[plynr];

	lua_pushnumber(l, plynr);
	return 1;
}
Esempio n. 26
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/**
**  Enable energy bars and dots only for selected units
**
**  @param l  Lua state
*/
static int CclShowEnergySelected(lua_State *l)
{
	LuaCheckArgs(l, 0);
	for (std::vector<CDecoVar *>::const_iterator i = UnitTypeVar.DecoVar.begin();
		i < UnitTypeVar.DecoVar.end(); ++i) {
		(*i)->ShowOnlySelected = true;
	}
	return 0;
}
Esempio n. 27
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/**
**  Upgrade an unit to an new unit-type.
**
**  @param l  Lua state.
*/
static int CclAiUpgradeTo(lua_State *l)
{
	LuaCheckArgs(l, 1);
	CUnitType *type = CclGetUnitType(l);
	InsertUpgradeToRequests(type);

	lua_pushboolean(l, 0);
	return 1;
}
Esempio n. 28
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static int CclSetMaxOpenGLTexture(lua_State *l)
{
	LuaCheckArgs(l, 1);
#if defined(USE_OPENGL) || defined(USE_GLES)
	if (CclInConfigFile) {
		GLMaxTextureSizeOverride = LuaToNumber(l, 1);
	}
#endif
	return 0;
}
Esempio n. 29
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static int CclSetUseTextureCompression(lua_State *l)
{
	LuaCheckArgs(l, 1);
#if defined(USE_OPENGL) || defined(USE_GLES)
	if (CclInConfigFile) {
		UseGLTextureCompression = LuaToBoolean(l, 1);
	}
#endif
	return 0;
}
Esempio n. 30
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/**
**  Define the starting viewpoint for a given player.
**
**  @param l  Lua state.
*/
static int CclSetStartView(lua_State *l)
{
	LuaCheckArgs(l, 3);

	const int p = LuaToNumber(l, 1);
	Players[p].StartPos.x = LuaToNumber(l, 2);
	Players[p].StartPos.y = LuaToNumber(l, 3);

	return 0;
}