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