Esempio n. 1
0
/**
 * @brief Finishes the mission.
 *
 *    @luaparam properly If true and the mission is unique it marks the mission
 *                     as completed.  If false it deletes the mission but
 *                     doesn't mark it as completed.  If the parameter isn't
 *                     passed it just ends the mission (without removing it
 *                     from the player's list of active missions).
 * @luafunc finish( properly )
 */
static int misn_finish( lua_State *L )
{
   int b;
   Mission *cur_mission;

   if (lua_isboolean(L,1))
      b = lua_toboolean(L,1);
   else {
      lua_pushstring(L, NLUA_DONE);
      lua_error(L); /* THERE IS NO RETURN */
      return 0;
   }

   lua_pushboolean( L, 1 );
   lua_setglobal( L, "__misn_delete" );
   cur_mission = misn_getFromLua(L);

   if (b && mis_isFlag(cur_mission->data,MISSION_UNIQUE))
      player_missionFinished( mission_getID( cur_mission->data->name ) );

   lua_pushstring(L, NLUA_DONE);
   lua_error(L); /* shouldn't return */

   return 0;
}
Esempio n. 2
0
/**
 * @brief Finishes the mission.
 *
 *    @luaparam properly If true and the mission is unique it marks the mission
 *                     as completed.  If false it deletes the mission but
 *                     doesn't mark it as completed.  If the parameter isn't
 *                     passed it just ends the mission.
 * @luafunc finish( properly )
 */
static int misn_finish( lua_State *L )
{
   int b;

   if (lua_isboolean(L,1)) b = lua_toboolean(L,1);
   else {
      lua_pushstring(L, "Mission Done");
      lua_error(L); /* THERE IS NO RETURN */
      return 0;
   }

   misn_delete = 1;

   if (b && mis_isFlag(cur_mission->data,MISSION_UNIQUE))
      player_missionFinished( mission_getID( cur_mission->data->name ) );

   lua_pushstring(L, "Mission Done");
   lua_error(L); /* shouldn't return */

   return 0;
}