/
LuaConstCOB.cpp
152 lines (131 loc) · 4.34 KB
/
LuaConstCOB.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
/* exports the #defines from CobDefines.h to Lua */
#include "LuaConstCOB.h"
#include "LuaInclude.h"
#include "LuaUtils.h"
#include "Sim/Units/Scripts/CobDefines.h"
#include "Sim/Projectiles/PieceProjectile.h"
/******************************************************************************/
/******************************************************************************/
bool LuaConstCOB::PushEntries(lua_State* L)
{
#define PUSH_COB(cmd) LuaPushNamedNumber(L, #cmd, cmd)
PUSH_COB(ACTIVATION);
PUSH_COB(STANDINGMOVEORDERS);
PUSH_COB(STANDINGFIREORDERS);
PUSH_COB(HEALTH);
PUSH_COB(INBUILDSTANCE);
PUSH_COB(BUSY);
PUSH_COB(PIECE_XZ);
PUSH_COB(PIECE_Y);
PUSH_COB(UNIT_XZ);
PUSH_COB(UNIT_Y);
PUSH_COB(UNIT_HEIGHT);
PUSH_COB(XZ_ATAN);
PUSH_COB(XZ_HYPOT);
PUSH_COB(ATAN);
PUSH_COB(HYPOT);
PUSH_COB(GROUND_HEIGHT);
PUSH_COB(BUILD_PERCENT_LEFT);
PUSH_COB(YARD_OPEN);
PUSH_COB(BUGGER_OFF);
PUSH_COB(ARMORED);
/* PUSH_COB(WEAPON_AIM_ABORTED);
PUSH_COB(WEAPON_READY);
PUSH_COB(WEAPON_LAUNCH_NOW);
PUSH_COB(FINISHED_DYING);
PUSH_COB(ORIENTATION);*/
PUSH_COB(IN_WATER);
PUSH_COB(CURRENT_SPEED);
// PUSH_COB(MAGIC_DEATH);
PUSH_COB(VETERAN_LEVEL);
PUSH_COB(ON_ROAD);
PUSH_COB(MAX_ID);
PUSH_COB(MY_ID);
PUSH_COB(UNIT_TEAM);
PUSH_COB(UNIT_BUILD_PERCENT_LEFT);
PUSH_COB(UNIT_ALLIED);
PUSH_COB(MAX_SPEED);
PUSH_COB(CLOAKED);
PUSH_COB(WANT_CLOAK);
PUSH_COB(GROUND_WATER_HEIGHT);
PUSH_COB(UPRIGHT);
PUSH_COB(POW);
PUSH_COB(PRINT);
PUSH_COB(HEADING);
PUSH_COB(TARGET_ID);
PUSH_COB(LAST_ATTACKER_ID);
PUSH_COB(LOS_RADIUS);
PUSH_COB(AIR_LOS_RADIUS);
PUSH_COB(RADAR_RADIUS);
PUSH_COB(JAMMER_RADIUS);
PUSH_COB(SONAR_RADIUS);
PUSH_COB(SONAR_JAM_RADIUS);
PUSH_COB(SEISMIC_RADIUS);
PUSH_COB(DO_SEISMIC_PING);
PUSH_COB(CURRENT_FUEL);
PUSH_COB(TRANSPORT_ID);
PUSH_COB(SHIELD_POWER);
PUSH_COB(STEALTH);
PUSH_COB(CRASHING);
PUSH_COB(CHANGE_TARGET);
PUSH_COB(CEG_DAMAGE);
PUSH_COB(COB_ID);
PUSH_COB(PLAY_SOUND);
PUSH_COB(KILL_UNIT);
PUSH_COB(SET_WEAPON_UNIT_TARGET);
PUSH_COB(SET_WEAPON_GROUND_TARGET);
PUSH_COB(SONAR_STEALTH);
PUSH_COB(REVERSING);
// NOTE: [LUA0 - LUA9] are defined in CobThread.cpp as [110 - 119]
PUSH_COB(FLANK_B_MODE);
PUSH_COB(FLANK_B_DIR);
PUSH_COB(FLANK_B_MOBILITY_ADD);
PUSH_COB(FLANK_B_MAX_DAMAGE);
PUSH_COB(FLANK_B_MIN_DAMAGE);
PUSH_COB(WEAPON_RELOADSTATE);
PUSH_COB(WEAPON_RELOADTIME);
PUSH_COB(WEAPON_ACCURACY);
PUSH_COB(WEAPON_SPRAY);
PUSH_COB(WEAPON_RANGE);
PUSH_COB(WEAPON_PROJECTILE_SPEED);
PUSH_COB(MIN);
PUSH_COB(MAX);
PUSH_COB(ABS);
PUSH_COB(GAME_FRAME);
// NOTE: shared variables use codes [1024 - 5119]
return true;
}
/******************************************************************************/
/******************************************************************************/
bool LuaConstSFX::PushEntries(lua_State* L)
{
// Piece Flags for Spring.UnitScript.Explode
LuaPushNamedNumber(L, "SHATTER", PF_Shatter);
LuaPushNamedNumber(L, "EXPLODE", PF_Explode);
LuaPushNamedNumber(L, "EXPLODE_ON_HIT", PF_Explode);
LuaPushNamedNumber(L, "FALL", 0);
LuaPushNamedNumber(L, "SMOKE", PF_Smoke);
LuaPushNamedNumber(L, "FIRE", PF_Fire);
LuaPushNamedNumber(L, "NONE", PF_NONE); // BITMAP_ONLY
LuaPushNamedNumber(L, "NO_CEG_TRAIL", PF_NoCEGTrail);
LuaPushNamedNumber(L, "NO_HEATCLOUD", PF_NoHeatCloud);
LuaPushNamedNumber(L, "RECURSIVE", PF_Recursive);
// For Spring.UnitScript.EmitSfx
LuaPushNamedNumber(L, "VTOL", SFX_VTOL);
LuaPushNamedNumber(L, "WAKE", SFX_WAKE);
LuaPushNamedNumber(L, "REVERSE_WAKE", SFX_REVERSE_WAKE);
// no need for WAKE_2 and REVERSE_WAKE_2 as they are same as WAKE and REVERSE_WAKE
//LuaPushNamedNumber(L, "WAKE_2", SFX_WAKE_2);
//LuaPushNamedNumber(L, "REVERSE_WAKE_2", SFX_REVERSE_WAKE_2);
LuaPushNamedNumber(L, "WHITE_SMOKE", SFX_WHITE_SMOKE);
LuaPushNamedNumber(L, "BLACK_SMOKE", SFX_BLACK_SMOKE);
LuaPushNamedNumber(L, "BUBBLE", SFX_BUBBLE);
LuaPushNamedNumber(L, "CEG", SFX_CEG);
LuaPushNamedNumber(L, "FIRE_WEAPON", SFX_FIRE_WEAPON);
LuaPushNamedNumber(L, "DETONATE_WEAPON", SFX_DETONATE_WEAPON);
LuaPushNamedNumber(L, "ABSOLUTE", SFX_ABSOLUTE);
return true;
}
/******************************************************************************/
/******************************************************************************/