14 #define SCRIPT_END_LIST NULL
24 #define MAX_HOOK_CONDITIONS 8
30 #define CHC_SHIPCLASS 2
31 #define CHC_SHIPTYPE 3
33 #define CHC_CAMPAIGN 5
34 #define CHC_WEAPONCLASS 6
35 #define CHC_OBJECTTYPE 7
36 #define CHC_KEYPRESS 8
38 #define CHC_VERSION 10
39 #define CHC_APPLICATION 11
47 #define CHA_COLLIDESHIP 4
48 #define CHA_COLLIDEWEAPON 5
49 #define CHA_COLLIDEDEBRIS 6
50 #define CHA_COLLIDEASTEROID 7
52 #define CHA_OBJECTRENDER 9
53 #define CHA_SPLASHSCREEN 10
54 #define CHA_GAMEINIT 11
55 #define CHA_MISSIONSTART 12
56 #define CHA_MISSIONEND 13
57 #define CHA_MOUSEMOVED 14
58 #define CHA_MOUSEPRESSED 15
59 #define CHA_MOUSERELEASED 16
60 #define CHA_KEYPRESSED 17
61 #define CHA_KEYRELEASED 18
62 #define CHA_ONSTATESTART 19
63 #define CHA_ONSTATEEND 20
64 #define CHA_ONWEAPONDELETE 21
65 #define CHA_ONWPEQUIPPED 22
66 #define CHA_ONWPFIRED 23
67 #define CHA_ONWPSELECTED 24
68 #define CHA_ONWPDESELECTED 25
69 #define CHA_GAMEPLAYSTART 26
70 #define CHA_ONTURRETFIRED 27
71 #define CHA_PRIMARYFIRE 28
72 #define CHA_SECONDARYFIRE 29
73 #define CHA_ONSHIPARRIVE 30
74 #define CHA_COLLIDEBEAM 31
75 #define CHA_ONACTION 32
76 #define CHA_ONACTIONSTOPPED 33
77 #define CHA_MSGRECEIVED 34
78 #define CHA_HUDMSGRECEIVED 35
79 #define CHA_AFTERBURNSTART 36
80 #define CHA_AFTERBURNEND 37
81 #define CHA_BEAMFIRE 38
100 memset(
data.name, 0,
sizeof(
data.name));
138 struct lua_State *LuaState;
139 const struct script_lua_lib_list *LuaLibs;
147 void ParseChunkSub(
int *out_lang,
int *out_index,
char* debug_str=NULL);
148 int RunBytecodeSub(
int in_lang,
int in_idx,
char format=
'\0',
void *
data=NULL);
150 void SetLuaSession(
struct lua_State *L);
152 void OutputLuaMeta(FILE *
fp);
155 bool OpenHookVarTable();
156 bool CloseHookVarTable();
197 bool EvalString(
const char *
string,
const char *
format=NULL,
void *rtn=NULL,
const char *debug_str=NULL);
228 #endif //_SCRIPTING_H
GLenum GLsizei GLenum format
bool IsOverride(class script_state *sys, int action)
bool AddAction(script_action *sa)
bool ParseCondition(const char *filename="<Unknown>")
bool AddCondition(script_condition *sc)
bool GetGlobal(char *name, char format='\0', void *data=NULL)
bool GetHookVar(char *name, char format='\0', void *data=NULL)
#define MAX_HOOK_CONDITIONS
void RemHookVar(char *name)
union script_condition::@261 data
script_hook Script_gameinithook
script_state & operator=(script_state &in)
void ParseChunk(script_hook *dest, char *debug_str=NULL)
class script_state Script_system
void scripting_state_init()
char fname[MAX_FILENAME_LEN]
void SetHookObject(char *name, object *objp)
void scripting_state_do_frame(float frametime)
GLuint const GLchar * name
int RunCondition(int condition, char format='\0', void *data=NULL, class object *objp=NULL, int more_data=0)
void SetHookObjects(int num,...)
int RunBytecode(script_hook &hd, char format='\0', void *data=NULL)
bool ConditionsValid(int action, class object *objp=NULL, int more_data=0)
bool Run(class script_state *sys, int action, char format='\0', void *data=NULL)
script_hook Script_simulationhook
bool Output_scripting_meta
void scripting_state_close()
lua_State * GetLuaSession()
void RemHookVars(unsigned int num,...)
script_hook Script_globalhook
GLenum GLsizei GLenum GLenum const GLvoid * data
void SetHookVar(char *name, char format, void *data=NULL)
bool EvalString(const char *string, const char *format=NULL, void *rtn=NULL, const char *debug_str=NULL)
script_hook Script_hudhook
void RemGlobal(char *name)
script_hook Script_splashhook
int OutputMeta(char *filename)
bool IsConditionOverride(int action, object *objp=NULL)
void script_hook_init(script_hook *hook)
bool IsOverride(script_hook &hd)