#include "npc_lua.h" #include "util.h" #include "char.h" #include "char_base.h" #include "anim_tbl.h" #include "object.h" #include "net.h" #include "npcutil.h" #include "npc_eventaction.h" #include "battle.h" #include "readmap.h" #ifdef _JZ_NEWSCRIPT_LUA int NPC_Lua_Obj_GetType(lua_State *_NLL) { CheckEx(_NLL, 1); CheckObjIndexNull(_NLL, 1); int TM_index = (int)lua_tointeger(_NLL, 1); int TM_Ret = OBJECT_getType(TM_index); LRetInt(_NLL, TM_Ret); } int NPC_Lua_Obj_GetCharType(lua_State *_NLL) { CheckEx(_NLL, 1); CheckObjIndexNull(_NLL, 1); int TM_index = (int)lua_tointeger(_NLL, 1); int TM_Ret = OBJECT_getchartype(TM_index); LRetInt(_NLL, TM_Ret); } int NPC_Lua_Obj_GetCharIndex(lua_State *_NLL) { CheckEx(_NLL, 1); CheckObjIndexNull(_NLL, 1); int TM_index = (int)lua_tointeger(_NLL, 1); int TM_Ret = OBJECT_getIndex(TM_index); LRetInt(_NLL, TM_Ret); } int NPC_Lua_Obj_GetX(lua_State *_NLL) { CheckEx(_NLL, 1); CheckObjIndexNull(_NLL, 1); int TM_index = (int)lua_tointeger(_NLL, 1); int TM_Ret = OBJECT_getX(TM_index); LRetInt(_NLL, TM_Ret); } int NPC_Lua_Obj_GetY(lua_State *_NLL) { CheckEx(_NLL, 1); CheckObjIndexNull(_NLL, 1); int TM_index = (int)lua_tointeger(_NLL, 1); int TM_Ret = OBJECT_getY(TM_index); LRetInt(_NLL, TM_Ret); } int NPC_Lua_Obj_GetFloor(lua_State *_NLL) { CheckEx(_NLL, 1); CheckObjIndexNull(_NLL, 1); int TM_index = (int)lua_tointeger(_NLL, 1); int TM_Ret = OBJECT_getFloor(TM_index); LRetInt(_NLL, TM_Ret); } int NPC_Lua_Obj_SetType(lua_State *_NLL) { CheckEx(_NLL, 2); CheckObjIndexNull(_NLL, 1); int TM_index = (int)lua_tointeger(_NLL, 1); int TM_vl = (int)lua_tointeger(_NLL, 2); int TM_Ret = OBJECT_setType(TM_index, TM_vl); LRetInt(_NLL, TM_Ret); } int NPC_Lua_Obj_SetCharType(lua_State *_NLL) { CheckEx(_NLL, 2); CheckObjIndexNull(_NLL, 1); int TM_index = (int)lua_tointeger(_NLL, 1); int TM_vl = (int)lua_tointeger(_NLL, 2); OBJECT_setchartype(TM_index, TM_vl); LRetNull(_NLL); } int NPC_Lua_Obj_SetX(lua_State *_NLL) { CheckEx(_NLL, 2); CheckObjIndexNull(_NLL, 1); int TM_index = (int)lua_tointeger(_NLL, 1); int TM_vl = (int)lua_tointeger(_NLL, 2); int TM_Ret = OBJECT_setX(TM_index, TM_vl); LRetInt(_NLL, TM_Ret); } int NPC_Lua_Obj_SetY(lua_State *_NLL) { CheckEx(_NLL, 2); CheckObjIndexNull(_NLL, 1); int TM_index = (int)lua_tointeger(_NLL, 1); int TM_vl = (int)lua_tointeger(_NLL, 2); int TM_Ret = OBJECT_setY(TM_index, TM_vl); LRetInt(_NLL, TM_Ret); } int NPC_Lua_Obj_SetFloor(lua_State *_NLL) { CheckEx(_NLL, 2); CheckObjIndexNull(_NLL, 1); int TM_index = (int)lua_tointeger(_NLL, 1); int TM_vl = (int)lua_tointeger(_NLL, 2); int TM_Ret = OBJECT_setFloor(TM_index, TM_vl); LRetInt(_NLL, TM_Ret); } #endif //#ifdef _JZ_NEWSCRIPT_LUA