// cinematic.Activate(entity ent, entity target) // Activates Camera on ent and points it at target. static int Cinematic_Activate(lua_State *L) { lent_t *ent; lent_t *target; ent = Lua_GetEntity(L, 1); if(!ent) return 0; target = Lua_GetEntity(L, 2); if(!target) return 0; Cinematic_ActivateCameraMode(ent->e, target->e); return 0; }
static int weapon_Damage(lua_State *L) { gentity_t *target, *inflictor, *attacker; vec_t *dir, *point; int damage, dflags, mod; target = Lua_GetEntity(L, 1)->e; inflictor = Lua_GetEntity(L, 2)->e; attacker = Lua_GetEntity(L, 3)->e; dir = Lua_GetVector(L, 4); point = Lua_GetVector(L, 5); damage = (int)luaL_checknumber(L, 6); dflags = (int)luaL_checknumber(L, 7); mod = (int)luaL_checknumber(L, 8); G_Damage(target, inflictor, attacker, dir, point, damage, dflags, mod); return 0; }
/*** Moves ent with a given speed to the specified values. Can also be stowed in a vector pos. @function ToPosition @param ent Entity or entity number. @param speed Speed to move with. @param x X coordinates. @param y Y coordinates. @param z Z coordinates. @return Success or failure. */ static int Mover_ToPosition(lua_State * L) { vec3_t newOrigin; lent_t *lent; gentity_t *ent = NULL; float speed; vec_t *target; int id = 0; if(lua_isnumber(L, 1)) { id = luaL_checkint(L, 1); if(id < 0 ||id > MAX_GENTITIES - 1) { lua_pushboolean(L, qfalse); return 1; } ent = &g_entities[id]; if(ent == NULL) { lua_pushboolean(L, qfalse); return 1; } } else { lent = Lua_GetEntity(L,1); if(lent == NULL || lent->e == NULL) { lua_pushboolean(L, qfalse); return 1; } ent = lent->e; } speed = (float)luaL_checknumber(L, 2); if(Lua_IsVector(L, 3)) { target = Lua_GetVector(L, 3); VectorCopy(target, newOrigin); } else { newOrigin[0] = luaL_checkint(L, 3); newOrigin[1] = luaL_checkint(L, 4); newOrigin[2] = luaL_checkint(L, 5); } LUA_DEBUG("Mover_ToPosition - start: ent=%d pos=%s speed=%f", ent->s.number, vtos(newOrigin), speed); if(ent) { BG_EvaluateTrajectory(&ent->s.pos, level.time, ent->s.pos.trBase); SetTrajectoryLinear(&ent->s.pos, speed, newOrigin); ent->moverState = MOVER_LUA; trap_LinkEntity(ent); LUA_DEBUG("Mover_ToPosition - return: moving"); } lua_pushboolean(L, qtrue); return 1; }
/*** Damage and player or entity. @function Damage @param target Target entity. @param inflictor Inflicting entity. Can be nil. @param attacker Attacking entity. Can be nil. @param direction Direction of knockback. Can be nil. @param point Point where the damage is inflicted. Can be nil. @param damage Ammount of damage. @param dflags Damage flags. @param mod Means of death. @return Success or fail. */ static int Game_Damage(lua_State *L) { lent_t *lent; gentity_t *targ = NULL, *inflictor = NULL, *attacker = NULL; vec_t *dir = NULL, *point = NULL; int damage = 0, dflags = 0, mod = 0; LUA_DEBUG("BEGIN - game.Damage"); lent = Lua_GetEntity(L, 1); if(lent == NULL || lent->e == NULL) { LUA_DEBUG("ERROR - game.Damage - entity NULL"); lua_pushboolean(L, qfalse); return 1; } targ = lent->e; if(!lua_isnil(L, 2)) { lent = Lua_GetEntity(L, 2); if(lent && lent->e) { inflictor = lent->e; } } if(!lua_isnil(L, 3)) { lent = Lua_GetEntity(L, 3); if(lent && lent->e) { attacker = lent->e; } } if(!lua_isnil(L, 4)) { dir = Lua_GetVector(L, 4); } if(!lua_isnil(L, 5)) { point = Lua_GetVector(L, 5); } damage = (int)luaL_checknumber(L, 6); dflags = (int)luaL_checknumber(L, 7); mod = (int)luaL_checknumber(L, 8); G_Damage(targ, inflictor, attacker, dir, point, damage, dflags, mod); lua_pushboolean(L, qtrue); LUA_DEBUG("END - game.Damage"); return 1; }
// cinematic.ActivateGlobal(entity target) // Activates broadcasting of target. static int Cinematic_ActivateGlobal(lua_State *L) { lent_t *target; target = Lua_GetEntity(L, 2); if(!target) return 0; Cinematic_ActivateGlobalCameraMode(target->e); return 0; }
// cinematic.Deactivate(entity ent) // Deactivates camera on ent. static int Cinematic_Deactivate(lua_State *L) { lent_t *ent; ent = Lua_GetEntity(L, 1); if(!ent) return 0; Cinematic_DeactivateCameraMode(ent->e); return 0; }
/*** Set the position of ent to the specified value. @function SetPosition @param ent Entity or entity number. @param vec Vector containing the new position. @return Success or failure. */ static int Mover_SetPosition(lua_State * L) { vec3_t newOrigin; lent_t *lent; gentity_t *ent = NULL; vec_t *target; int id = 0; if(lua_isnumber(L, 1)) { id = luaL_checkint(L, 1); if(id < 0 || id > MAX_GENTITIES - 1) { lua_pushboolean(L, qfalse); return 1; } ent = &g_entities[id]; if(ent == NULL) { lua_pushboolean(L, qfalse); return 1; } } else { lent = Lua_GetEntity(L, 1); if(lent == NULL || lent->e == NULL) { lua_pushboolean(L, qfalse); return 1; } ent = lent->e; } if(Lua_IsVector(L, 2)) { target = Lua_GetVector(L, 2); VectorCopy(target, newOrigin); } else { newOrigin[0] = luaL_checkint(L, 2); newOrigin[1] = luaL_checkint(L, 3); newOrigin[2] = luaL_checkint(L, 4); } LUA_DEBUG("Mover_SetPosition - start: ent=%d pos=%s", ent->s.number, vtos(newOrigin)); if(ent) { G_SetOrigin(ent, newOrigin); trap_LinkEntity(ent); LUA_DEBUG("Mover_SetPosition - return: moved"); } lua_pushboolean(L, qtrue); return 1; }
// sound.PlaySound(entity ent, string sound, integer chan) // * ent the entity the sound will be played on // * sound the sound file which will be played // * chan the sound channel the sound will be played on static int Sound_PlaySound(lua_State *L) { char *sound; int snd; int chan; lent_t *l; l = Lua_GetEntity(L,1); if(!l || !l->e) return 1; sound = (char*)luaL_checkstring(L,2); if(!sound[0]) return 1; chan = luaL_checknumber(L,3); snd = G_SoundIndex(sound); G_AddEvent(l->e, EV_SCRIPT_SOUND, snd + (chan << 8)); return 1; }
/*** Repair an entity. @function Repair @param target Target entity. @param rate Repair rate. @return Success or fail. */ static int Game_Repair(lua_State *L) { lent_t *lent; float rate; LUA_DEBUG("BEGIN - game.Repair"); lent = Lua_GetEntity(L, 1); if(lent == NULL || lent->e == NULL) { LUA_DEBUG("ERROR - game.Repair - entity NULL"); lua_pushboolean(L, qfalse); return 1; } rate = (float)luaL_checknumber(L, 2); G_Repair(lent->e, NULL, rate); // FIXME ... trance ent? LUA_DEBUG("END - game.Repair"); lua_pushboolean(L, qtrue); return 1; }
/*** Stops rotational movement on ent immediately. @function HaltAngles @param ent Entity or entity number. @return Success or failure. */ static int Mover_HaltAngles(lua_State * L) { lent_t *lent; gentity_t *ent = NULL; int id = 0; if(lua_isnumber(L, 1)) { id = luaL_checkint(L, 1); if(id < 0 || id > MAX_GENTITIES - 1) { lua_pushboolean(L, qfalse); return 1; } ent = &g_entities[id]; if(ent) { lua_pushboolean(L, qfalse); return 1; } } else { lent = Lua_GetEntity(L, 1); if(lent == NULL || lent->e == NULL) { lua_pushboolean(L, qfalse); return 1; } ent = lent->e; } LUA_DEBUG("Mover_HaltAngles - start: ent=%d", ent->s.number); if(ent) { BG_EvaluateTrajectory(&ent->s.apos, level.time, ent->s.apos.trBase); ent->s.apos.trType = TR_STATIONARY; ent->s.apos.trTime = level.time; trap_LinkEntity(ent); LUA_DEBUG("Mover_HaltAngles - return: halted ent"); } lua_pushboolean(L, qtrue); return 1; }
/*** Stops translational movement on ent immediately. @function Halt @param ent Entity or entity number. @return Success or failure. */ static int Mover_Halt(lua_State *L) { lent_t *lent; gentity_t *ent = NULL; int id = 0; if(lua_isnumber(L, 1)) { id = luaL_checkint(L, 1); if(id < 0 || id > MAX_GENTITIES - 1) { lua_pushboolean(L, qfalse); return 1; } ent = &g_entities[id]; if(ent == NULL) { lua_pushboolean(L, qfalse); return 1; } } else { lent = Lua_GetEntity(L, 1); if(lent == NULL || lent->e == NULL) { lua_pushboolean(L, qfalse); return 1; } ent = lent->e; } LUA_DEBUG("Mover_Halt - start: end=%d", ent->s.number); BG_EvaluateTrajectory(&ent->s.pos, level.time, ent->r.currentOrigin); VectorCopy(ent->r.currentOrigin, ent->s.pos.trBase); ent->s.pos.trType = TR_STATIONARY; ent->s.pos.trTime = level.time; ent->nextthink = 0; ent->think = NULL; ent->nextTrain = NULL; trap_LinkEntity(ent); LUA_DEBUG("Mover_Halt - return: halted ent"); lua_pushboolean(L, qtrue); return 1; }
/*** Moves an entity like a func_train entity. Targets have to be path_corner entities. @function AsTrain @param mover Entity to move. @param target path_corner entity to move to. @param speed Speed to move with to the first path_corner. @return Success or failure. */ static int Mover_AsTrain(lua_State * L) { lent_t *lent, *tlent; gentity_t *ent = NULL; gentity_t *targ = NULL; vec3_t move; float length; int id = 0, tid = 0; float speed = (float)luaL_checknumber(L, 3); if(lua_isnumber(L, 1)) { id = luaL_checkint(L, 1); if(id < 0 || id > MAX_GENTITIES - 1) { lua_pushboolean(L, qfalse); return 1; } ent = &g_entities[id]; if(ent == NULL) { lua_pushboolean(L, qfalse); return 1; } } else { lent = Lua_GetEntity(L, 1); if(lent == NULL || lent->e == NULL) { lua_pushboolean(L, qfalse); return 1; } ent = lent->e; } if(luaL_checkint(L, 2)) { tid = luaL_checkint(L, 2); if(tid < 0 || tid > MAX_GENTITIES - 1) { lua_pushboolean(L, qfalse); return 1; } targ = &g_entities[tid]; if(targ == NULL) { lua_pushboolean(L, qfalse); return 1; } } else { tlent = Lua_GetEntity(L, 2); if(!tlent || tlent->e == NULL) { lua_pushboolean(L, qfalse); return 1; } targ = tlent->e; } LUA_DEBUG("Mover_AsTrain - start: ent=%d target=%d speed=%f", ent->s.number, targ->s.number, speed); if(ent == NULL || targ == NULL) { LUA_DEBUG("Mover_AsTrain - return: ent or/and target missing"); lua_pushboolean(L, qfalse); return 1; } if(speed < 1) { LUA_DEBUG("Mover_AsTrain - moving: speed less than 1 fixed"); speed = 1; } if(ent->nextTrain) { LUA_DEBUG("Mover_AsTrain - pathing: NextTrain=%d ", ent->nextTrain->s.number); } ent->speed = speed; ent->nextTrain = targ; ent->reached = Reached_Train; ent->target = G_NewString(targ->targetname); Think_SetupTrainTargets(ent); BG_EvaluateTrajectory(&ent->s.pos, level.time, ent->r.currentOrigin); VectorCopy(ent->r.currentOrigin, ent->s.origin); VectorCopy(ent->s.origin, ent->pos1); VectorCopy(ent->nextTrain->s.origin, ent->pos2); VectorSubtract(ent->pos2, ent->pos1, move); length = VectorLength(move); if(length <= 0.05) { G_SetOrigin(ent, ent->pos2); LUA_DEBUG("Mover_AsTrain - return: snapped to target, length too small length=%f", length); lua_pushboolean(L, qtrue); return 1; } ent->s.pos.trDuration = length * 1000 / speed; ent->s.loopSound = ent->nextTrain->soundLoop; SetMoverState(ent, MOVER_1TO2, level.time); LUA_DEBUG("Mover_AsTrain - return: moving to target, length=%f duration=%d", length, ent->s.pos.trDuration); lua_pushboolean(L, qtrue); return 1; }