Scripting Engine:

-Added necessary scripting function to enable commander support for the scripts.
-Added a "group" member var to droids, to find out the group a droid belongs to.
-Added "type" member var to a script GROUP object, to find out the type of the group (commander group, transporter group etc).
-Added "commander" member var to GROUP, to find out the commander, a particular group belongs to.
-It is now possible to find out if a player has all necessary components to build a certain repair/command/cyborg engineer/cyborg mechanic droid using the scripts.
-Fixed a scripting function pushing a boolean to the script stack instead of an expected integer.
-Updated scripting manual.

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2146 4a71c877-e1ca-e34f-864e-861f7616d084
master
Roman C 2007-07-19 19:28:25 +00:00
parent d39bee2955
commit 996502340c
7 changed files with 232 additions and 120 deletions

View File

@ -160,8 +160,11 @@ Author: Pumpkin Studios. 1999</span></b></p>
Author: $Author$</span></b></p>
<p class=MsoPlainText><b><span lang=EN-GB style='font-family:Arial'>Last
update: $Date$, $Revision: 1392
$, <a href="http://wz2100.net/">WRP</a></span></b></p>
update: $Date: 2007-07-15 </span></b><b><span lang=EN-GB style='font-family:
Arial'>17:53:41</span></b><b><span lang=EN-GB style='font-family:Arial'> +0200
(So, </span></b><b><span lang=EN-GB style='font-family:Arial'>15 Jul 2007</span></b><b><span
lang=EN-GB style='font-family:Arial'>) $, $Revision$, <a
href="http://wz2100.net/">WRP</a></span></b></p>
<p class=MsoPlainText><b><span lang=EN-GB style='font-family:Arial'>&nbsp;</span></b></p>
@ -482,8 +485,8 @@ inside an event.</span></p>
<p class=code><span lang=EN-GB>{</span></p>
<p class=code><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
console(&quot;Hello world!&quot;);</span></p>
<p class=code><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; console(&quot;Hello
world!&quot;);</span></p>
<p class=code><span lang=EN-GB>}</span></p>
@ -589,8 +592,8 @@ myEvent;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<p class=code><span lang=EN-GB>{</span></p>
<p class=code><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
setEventTrigger(myEvent, inactive);&nbsp;&nbsp; //deactivate myEvent</span></p>
<p class=code><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; setEventTrigger(myEvent,
inactive);&nbsp;&nbsp; //deactivate myEvent</span></p>
<p class=code><span lang=EN-GB>}</span></p>
@ -920,9 +923,8 @@ compare numeric expressions to give a boolean </span></p>
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
<p class=code><span lang=EN-GB>&lt;&nbsp;
&gt;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span><span lang=EN-GB
style='font-family:Arial'>Less than / Greater than</span></p>
<p class=code><span lang=EN-GB>&lt;&nbsp; &gt;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
</span><span lang=EN-GB style='font-family:Arial'>Less than / Greater than</span></p>
<p class=code><span lang=EN-GB>&lt;=
&gt;=&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span><span lang=EN-GB
@ -1103,8 +1105,7 @@ lang=EN-GB>:</span></p>
<p class=MsoPlainText><span lang=EN-GB>{</span></p>
<p class=MsoPlainText><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&lt;code&gt;</span></p>
<p class=MsoPlainText><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &lt;code&gt;</span></p>
<p class=MsoPlainText><span lang=EN-GB>}</span></p>
@ -1358,8 +1359,7 @@ macros (current max depth is 10).</span></p>
<p class=code><span lang=EN-GB>&nbsp;</span></p>
<p class=code><span lang=EN-GB>#define CURRENT_PLAYER_NAME
getPlayerName(CURRENT_PLAYER)</span></p>
<p class=code><span lang=EN-GB>#define CURRENT_PLAYER_NAME getPlayerName(CURRENT_PLAYER)</span></p>
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
@ -1439,7 +1439,8 @@ droid.weapon - the WEAPON of the droid DROIDID - (simple) literally just an ID
of a droid</span></p>
<p class=MsoNormal style='margin-bottom:12.0pt'><span lang=EN-GB>droid.selected
holds TRUE if droid is currently selected</span></p>
holds TRUE if droid is currently selected<br>
droid.group the GROUP droid belongs to</span></p>
<p class=MsoNormal><span class=codebold><span lang=EN-GB>FEATURE</span></span><span
lang=EN-GB> - (complex) defined by the ID got from the world editor. It is a
@ -1519,6 +1520,13 @@ group.y - average y coord<br>
group.members - number of units in the group<br>
group.health - average %age health of the units</span></p>
<p class=MsoNormal><span lang=EN-GB>group.type type of the group, one of:
GT_NORMAL, GT_COMMAND or GT_TRANSPORTER (refer to <a
href="#Script_Function_Constants">Script Function Constants</a>)</span></p>
<p class=MsoNormal><span lang=EN-GB>group.commander commander of the group, if
type = GT_COMMAND or NULLOBJECT</span></p>
<p class=MsoNormal><span lang=EN-GB>&nbsp;</span></p>
<p class=note0><span lang=EN-GB>NOTE: transporters and commanders can't be
@ -1589,15 +1597,15 @@ have an indeterminate effect.</span></p>
<p class=normal><span lang=EN-GB>WARNING setting the fog colour to BLACK(0, 0,
0) does not turn fog off and should be avoided.</span></p>
<p class=normal><span lang=EN-GB>Arizona: NEW 204, 149, 70 Nick approved
24/09/98&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (Old 176,
143, 95&nbsp;&nbsp; B08F5F)</span></p>
<p class=normal><span lang=EN-GB>Arizona</span><span lang=EN-GB>: NEW 204, 149,
70 Nick approved </span><span lang=EN-GB>24/09/98</span><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
(Old 176, 143, 95&nbsp;&nbsp; B08F5F)</span></p>
<p class=normal><span lang=EN-GB>Urban:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
201, 146, 15 C9920F</span></p>
<p class=normal><span lang=EN-GB>Rockies:&nbsp;&nbsp;&nbsp;&nbsp; 182, 225,
236&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; B6E1EC</span></p>
<p class=normal><span lang=EN-GB>Rockies</span><span lang=EN-GB>:&nbsp;&nbsp;&nbsp;&nbsp;
182, 225, 236&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; B6E1EC</span></p>
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
@ -1709,8 +1717,7 @@ world coords</span></p>
<p class=normal><span lang=EN-GB>This functions checks for when a player has
seen a given object - either by unit or structure</span></p>
<p class=normal><span lang=EN-GB>OBJECT is any type of DROID, FEATURE,
STRUCTURE</span></p>
<p class=normal><span lang=EN-GB>OBJECT is any type of DROID, FEATURE, STRUCTURE</span></p>
<p class=normal><span lang=EN-GB>PLAYER is the id of the player to check for
having seen</span></p>
@ -1903,8 +1910,7 @@ be used in e.g. destroyFeature.</span></p>
<p class=normal><span lang=EN-GB>This function centres the view on the object
supplied</span></p>
<p class=normal><span lang=EN-GB>OBJECT is any type of DROID, FEATURE,
STRUCTURE</span></p>
<p class=normal><span lang=EN-GB>OBJECT is any type of DROID, FEATURE, STRUCTURE</span></p>
<p class=code><span lang=EN-GB>&nbsp;</span></p>
@ -1914,8 +1920,7 @@ X, Y )</span></p>
<p class=normal><span lang=EN-GB>Builds a structure belonging to PLAYER centred
at (X, Y).</span></p>
<p class=normal><span lang=EN-GB>The structure must be previously enabled via
enableStructure().</span></p>
<p class=normal><span lang=EN-GB>The structure must be previously enabled via enableStructure().</span></p>
<p class=normal><span lang=EN-GB>The structure identifier is returned - this
can be used in e.g. destroyStructure.</span></p>
@ -2332,7 +2337,8 @@ for a player (1-100)</span></p>
<p class=normal><span lang=EN-GB>Starts a mission for the currently selected
player - NB Transporters must be filled if</span></p>
<p class=normal><span lang=EN-GB>you want units to appear on the Mission map</span></p>
<p class=normal><span lang=EN-GB>you want units to appear on the </span><span
lang=EN-GB>Mission</span><span lang=EN-GB> map</span></p>
<p class=normal><span lang=EN-GB>MISSION_TYPE is a predefined type - see <a
href="#Script_Function_Constants">Script Function Constants</a></span></p>
@ -2379,8 +2385,8 @@ for 'player' in multiplayer games.</span></p>
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
<p class=functioncode0><span lang=EN-GB>STRUCTURE
structureBuiltInRange(STRUCTURESTAT, X, Y, RANGE, PLAYER)</span></p>
<p class=functioncode0><span lang=EN-GB>STRUCTURE structureBuiltInRange(STRUCTURESTAT,
X, Y, RANGE, PLAYER)</span></p>
<p class=normal><span lang=EN-GB>Checks to see if a Structure has been built
within a specified range of x, y. The first structure</span></p>
@ -2945,7 +2951,8 @@ coordinates of the midpoint of the nearest gateway.</span></p>
<p class=functioncode0><span lang=EN-GB>void setWaterTile(int tileNum)</span></p>
<p class=normal><span lang=EN-GB>Sets the tile to use for underwater. Count
from the top of the tileset pcx - presently 17 for arizona.</span></p>
from the top of the tileset pcx - presently 17 for </span><span lang=EN-GB>arizona</span><span
lang=EN-GB>.</span></p>
<p class=functioncode0><span lang=EN-GB>&nbsp;</span></p>
@ -2968,6 +2975,14 @@ droid)</span></p>
<p class=normal><span lang=EN-GB>adds the unit droid to the command group of
the command unit commander</span></p>
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
<p class=normal><span lang=EN-GB style='font-family:"Courier New"'>cmdDroidMaxGroup(DROID
commander)</span></p>
<p class=normal><span lang=EN-GB>Returns max number of droids commander can
have in his group.</span></p>
<p class=functioncode0><span lang=EN-GB>&nbsp;</span></p>
<p class=functioncode0><span lang=EN-GB>bool testStructureModule(int
@ -2982,8 +2997,8 @@ true if the structure has _any_ number of modules attached.</span></p>
<p class=normal><span lang=EN-GB>If the structure pointer that's sent in is
NULL (ie - no structure is specified), then it'll return </span></p>
<p class=normal><span lang=EN-GB>TRUE is _any_ of the player's structures
possess _any_ module. In all other cases, it'll return FALSE.</span></p>
<p class=normal><span lang=EN-GB>TRUE is _any_ of the player's structures possess
_any_ module. In all other cases, it'll return FALSE.</span></p>
<p class=functioncode0><span lang=EN-GB>&nbsp;</span></p>
@ -3022,16 +3037,15 @@ variables. Can be used to find if the reticule is up or the</span></p>
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
<p class=normal><span lang=EN-GB>e.g.&nbsp;&nbsp;&nbsp;
getGameStatus(STATUS_ReticuleIsOpen); will return TRUE if the reticule is open
(on screen) or FALSE if the reticule is not (disabled)</span></p>
<p class=normal><span lang=EN-GB>e.g.&nbsp;&nbsp;&nbsp; getGameStatus(STATUS_ReticuleIsOpen);
will return TRUE if the reticule is open (on screen) or FALSE if the reticule
is not (disabled)</span></p>
<p class=normal><span lang=EN-GB>or</span></p>
<p class=normal><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;
getGameStatus(STATUS_BattleMapViewEnabled);&nbsp;&nbsp;&nbsp;&nbsp; will return
TRUE if we are in the battle map mode</span></p>
&nbsp;&nbsp;&nbsp; getGameStatus(STATUS_BattleMapViewEnabled);&nbsp;&nbsp;&nbsp;&nbsp;
will return TRUE if we are in the battle map mode</span></p>
<p class=normal><span lang=EN-GB>or</span></p>
@ -3104,8 +3118,8 @@ take over</span></p>
<p class=functioncode0><span lang=EN-GB>&nbsp;</span></p>
<p class=functioncode0><span lang=EN-GB>STRUCTURE
takeOverSingleStructure(STRUCTURE structToTakeOver, int playerToGain)</span></p>
<p class=functioncode0><span lang=EN-GB>STRUCTURE takeOverSingleStructure(STRUCTURE
structToTakeOver, int playerToGain)</span></p>
<p class=normal><span lang=EN-GB>this replaces the existing structure
(structToTakeOver) by a new one for the playerToGain. </span></p>
@ -3227,8 +3241,8 @@ object target</span></p>
<p class=functioncode0><span lang=EN-GB>void fireWeaponAtLoc(WEAPON weap, int
x, int y)</span></p>
<p class=normal><span lang=EN-GB>fire a single shot of the weapon weap at the
location x,y</span></p>
<p class=normal><span lang=EN-GB>fire a single shot of the weapon weap at the location
x,y</span></p>
<p class=functioncode0><span lang=EN-GB>&nbsp;</span></p>
@ -3257,8 +3271,8 @@ for the specified player</span></p>
<p class=functioncode0><span lang=EN-GB>setDroidKills(DROID droid, int kills)</span></p>
<p class=normal><span lang=EN-GB>sets the number of kills for a unit.&nbsp;
currently the level boudaries are:</span></p>
<p class=normal><span lang=EN-GB>sets the number of kills for a unit.&nbsp; currently
the level boudaries are:</span></p>
<p class=normal><span lang=EN-GB>4, 8, 16, 32, 64, 128, 256, 128</span></p>
@ -3364,8 +3378,7 @@ skGetFactoryCapacity( STRUCTURE str)</span></p>
<p class=functioncode0><span lang=EN-GB>void&nbsp;&nbsp; skDifficultyModifier(
int pl)</span></p>
<p class=normal><span lang=EN-GB>Apply the frontend slider settings to player
pl.</span></p>
<p class=normal><span lang=EN-GB>Apply the frontend slider settings to player pl.</span></p>
<p class=functioncode0><span lang=EN-GB>&nbsp;</span></p>
@ -3375,8 +3388,9 @@ int x , ref int y , STRUCTURESTAT defenceStat,</span></p>
<p class=functioncode0><span lang=EN-GB>STRUCTURESTAT wallstat, DROID unit, int
player)</span></p>
<p class=normal><span lang=EN-GB>Given a starting x and y, make unit unit belonging
to player build either a defenceStat or a row of wallStats. returns </span></p>
<p class=normal><span lang=EN-GB>Given a starting x and y, make unit unit
belonging to player build either a defenceStat or a row of wallStats. returns
</span></p>
<p class=normal><span lang=EN-GB>Modified x and ys.</span></p>
@ -3402,8 +3416,8 @@ forPlayer, int, fromPlayer,</span></p>
<p class=functioncode0><span lang=EN-GB>int x, int y, int z)</span></p>
<p class=normal><span lang=EN-GB>Put a flashing beacon on the map for player
forPlayer on position x/y. Unless removed manually the beacon is removed automatically
<p class=normal><span lang=EN-GB>Put a flashing beacon on the map for player forPlayer
on position x/y. Unless removed manually the beacon is removed automatically
from the map after a timeout.</span></p>
<p class=MsoPlainText><span lang=EN-GB>&nbsp;</span></p>
@ -3432,8 +3446,8 @@ map.</span></p>
<p class=functioncode0><span lang=EN-GB>&nbsp;</span></p>
<p class=functioncode0><span lang=EN-GB>bool fogTileInRange(ref int tileX, ref
int tileY, int x, int y,</span></p>
<p class=functioncode0><span lang=EN-GB>bool fogTileInRange(ref int tileX, ref int
tileY, int x, int y,</span></p>
<p class=functioncode0><span lang=EN-GB>int rangeX, int rangeY, int
searchRange, int player, int threatRange)</span></p>
@ -3454,8 +3468,8 @@ search conditions were found, returns FALSE otherwise.</span></p>
int range, int player)</span></p>
<p class=normal><span lang=EN-GB>Returns TRUE if there are no unrevealed tiles
left in locations for player player with center x/y and radius range. All
coordinates are in world units.</span></p>
left in locations for player player with center x/y and radius range. All coordinates
are in world units.</span></p>
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
@ -3513,9 +3527,8 @@ numEnemyWeapDroidsInRange(int lookingPlayer, int x, int y,</span></p>
<p class=functioncode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; int
range, bool includeVTOLs)</span></p>
<p class=functioncode0><span lang=EN-GB>int&nbsp;&nbsp;
numEnemyWeapStructsInRange(int lookingPlayer, int x, int y, int
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; range)</span></p>
<p class=functioncode0><span lang=EN-GB>int&nbsp;&nbsp; numEnemyWeapStructsInRange(int
lookingPlayer, int x, int y, int &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; range)</span></p>
<p class=functioncode0><span lang=EN-GB>int&nbsp;&nbsp;
numEnemyWeapObjInRange(int lookingPlayer, int x, int y,</span></p>
@ -3535,8 +3548,8 @@ are ignored.</span></p>
<p class=functioncode0><span lang=EN-GB>int numFriendlyWeapDroidsInRange(int
lookingPlayer, int x, int y,</span></p>
<p class=functioncode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; int
range, bool includeVTOLs)</span></p>
<p class=functioncode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; int range,
bool includeVTOLs)</span></p>
<p class=functioncode0><span lang=EN-GB>int numFriendlyWeapStructsInRange(int
lookingPlayer, int x, int y, int &nbsp; range)</span></p>
@ -3574,9 +3587,9 @@ targetPlayer, int lookingPlayer,</span></p>
<p class=functioncode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; int x,
int y, int range, bool includeVTOLs)</span></p>
<p class=normal><span lang=EN-GB>Returns total number of targetPlayers military
objects (either structures, droids or both) at location x/y and within range
that are visible visible by lookingPlayer.</span></p>
<p class=normal><span lang=EN-GB>Returns total number of targetPlayers
military objects (either structures, droids or both) at location x/y and within
range that are visible visible by lookingPlayer.</span></p>
<p class=normal><span lang=EN-GB>If includeVTOLs is set to FALSE, then VTOLs
are ignored.</span></p>
@ -3590,8 +3603,8 @@ lookingPlayer, int, x, int y, int range, bool includeVTOLs)</span></p>
(structures and units) at location x/y within range range that are visible to
lookingPlayer.</span></p>
<p class=normal><span lang=EN-GB>If includeVTOLs is set to FALSE, then VTOLs
are ignored.</span></p>
<p class=normal><span lang=EN-GB>If includeVTOLs is set to FALSE, then VTOLs are
ignored.</span></p>
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
@ -3727,8 +3740,8 @@ debug output for player
string assertMessage, int player)</span></p>
<p class=normal><span lang=EN-GB>If assertExpression evaluates to FALSE, then
assertMessage is output to the game console. Must turn on debug output for
player with dbgMsgOn() first.</span></p>
assertMessage is output to the game console. Must turn on debug output for player
with dbgMsgOn() first.</span></p>
<p class=note0><span lang=EN-GB>NOTE: in debug game builds failed assertation
will cause&nbsp; game assertation.</span></p>
@ -3760,8 +3773,8 @@ that are constant throughout the game.</span></p>
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
<p class=normal><span class=constantscode><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
NULLOBJECT</span></span><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - used
to check that a BASEOBJECT/FEATURE/STRUCTURE has
NULLOBJECT</span></span><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - used to
check that a BASEOBJECT/FEATURE/STRUCTURE has
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; been
assigned by a function</span></p>
@ -3815,8 +3828,8 @@ INTELMAP</span></p>
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
<p class=normal><span lang=EN-GB>&nbsp;- When flashing an icon - with
scrFlashOn()&nbsp; scrFlashOff()</span></p>
<p class=normal><span lang=EN-GB>&nbsp;- When flashing an icon - with scrFlashOn()&nbsp;
scrFlashOff()</span></p>
<p class=normal><span lang=EN-GB>you can additional use</span></p>
@ -3852,8 +3865,8 @@ IDDES_TEMPLSTART&nbsp;&nbsp; </span></p>
<p class=constantscode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
IDDES_SYSTEMBUTTON </span></p>
<p class=constantscode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; IDDES_BODYBUTTON
</span></p>
<p class=constantscode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
IDDES_BODYBUTTON </span></p>
<p class=constantscode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
IDDES_PROPBUTTON</span></p>
@ -3873,8 +3886,7 @@ CAMP_MSG</span></p>
<p class=constantscode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
MISS_MSG</span></p>
<p class=constantscode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
PROX_MSG</span></p>
<p class=constantscode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; PROX_MSG</span></p>
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
@ -3926,8 +3938,8 @@ to load up an off world map, but having no access to home base</span></p>
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
<p class=normal><span class=constantscode><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
LZ_COMPROMISED_TIME</span></span><span lang=EN-GB> - value to set the reinforcement
time with to display '--:--'</span></p>
LZ_COMPROMISED_TIME</span></span><span lang=EN-GB> - value to set the
reinforcement time with to display '--:--'</span></p>
<p class=normal style='margin-left:106.2pt;text-indent:35.4pt'><span
lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
@ -4145,53 +4157,55 @@ lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nb
<p class=normal><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
</span><span class=constantscode><span lang=EN-GB>DROID_WEAPON</span></span><span
lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
        - Weapon unit</span></p>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Weapon unit</span></p>
<p class=normal><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
</span><span class=constantscode><span lang=EN-GB>DROID_SENSOR</span></span><span
lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
        - Sensor unit</span></p>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Sensor unit</span></p>
<p class=normal><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
</span><span class=constantscode><span lang=EN-GB>DROID_ECM</span></span><span
lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
        - ECM unit</span></p>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- ECM unit</span></p>
<p class=normal><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
</span><span class=constantscode><span lang=EN-GB>DROID_CONSTRUCT&nbsp;&nbsp;&nbsp;
</span></span><span lang=EN-GB>        - Constructor unit</span></p>
</span></span><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-
Constructor unit</span></p>
<p class=normal><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
</span><span class=constantscode><span lang=EN-GB>DROID_PERSON</span></span><span
lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
        - person</span></p>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- person</span></p>
<p class=normal><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
</span><span class=constantscode><span lang=EN-GB>DROID_CYBORG</span></span><span
lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
        - cyborg/super cyborg</span></p>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- cyborg/super cyborg</span></p>
<p class=normal><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
</span><span class=constantscode><span lang=EN-GB>DROID_TRANSPORTER</span></span><span
lang=EN-GB>&nbsp;&nbsp;&nbsp;         - guess what this is!</span></p>
lang=EN-GB>&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-
guess what this is!</span></p>
<p class=normal><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
</span><span class=constantscode><span lang=EN-GB>DROID_COMMAND</span></span><span
lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;         -
Command unit</span></p>
lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Command unit</span></p>
<p class=normal><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
</span><span class=constantscode><span lang=EN-GB>DROID_REPAIR</span></span><span
lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
        - Repair Unit</span></p>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Repair Unit</span></p>
<p class=normal><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
</span><span lang=EN-GB style='font-family:"Courier New"'>DROID_CYBORG_CONSTRUCT</span><span
lang=EN-GB>  - Cyborg engineer</span></p>
lang=EN-GB> &nbsp;- Cyborg engineer</span></p>
<p class=normal><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
</span><span lang=EN-GB style='font-family:"Courier New"'>DROID_CYBORG_REPAIR</span><span
lang=EN-GB>        - Cyborg mechanic</span></p>
lang=EN-GB> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Cyborg mechanic</span></p>
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
@ -4442,10 +4456,10 @@ MT_REPAIRDAM</span></p>
<p class=constantscode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
MT_ENEMYSTR</span></p>
<p class=constantscode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; MT_TRANDROID</span></p>
<p class=constantscode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
MT_OWNDROID</span></p>
MT_TRANDROID</span></p>
<p class=constantscode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; MT_OWNDROID</span></p>
<p class=constantscode0><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
MT_OWNDROIDDAM</span></p>
@ -4536,7 +4550,7 @@ lang=EN-GB>DT_WEAP_ALL</span></span><span lang=EN-GB>&nbsp;&nbsp;&nbsp;&nbsp;&nb
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
<p class=normal><span lang=EN-GB>body types:</span></p>
<p class=normal><span lang=EN-GB>Body types:</span></p>
<p class=constantscode0 style='margin-left:35.4pt'><span lang=EN-GB>DT_LIGHT</span></p>
@ -4568,6 +4582,14 @@ lang=EN-GB>DT_SUPER_HEAVY&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&
<p class=MsoNormal><span lang=EN-GB>&nbsp;</span></p>
<p class=MsoNormal><span lang=EN-GB>Group types:</span></p>
<p class=constantscode0 style='margin-left:35.4pt'><span lang=EN-GB>GT_NORMAL</span></p>
<p class=constantscode0 style='margin-left:35.4pt'><span lang=EN-GB>GT_COMMAND</span></p>
<p class=constantscode0 style='margin-left:35.4pt'><span lang=EN-GB>GT_TRANSPORTER</span></p>
<p class=MsoNormal><span lang=EN-GB>&nbsp;</span></p>
<p class=header><a name="Script_Function_Externals"><span lang=EN-GB>Script
@ -4576,8 +4598,8 @@ Function Externals</span></a></p>
<p class=MsoPlainText><span lang=EN-GB>&nbsp;</span></p>
<p class=normal><span lang=EN-GB>These represent variables that are defined in
the game which can be accessed in the scripts. It will only be possible to set
the value that is held for some of the variables. </span></p>
the game which can be accessed in the scripts. It will only be possible to set the
value that is held for some of the variables. </span></p>
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
@ -4689,9 +4711,9 @@ Function Callbacks</span></a></p>
<p class=MsoPlainText><span lang=EN-GB>&nbsp;</span></p>
<p class=normal><span lang=EN-GB>These are used in the place of a trigger and
are for events that are to be called at specific times in the game. They will cause
the event they are associated with to be called every time unless the trigger
for the event is set to inactive.</span></p>
are for events that are to be called at specific times in the game. They will
cause the event they are associated with to be called every time unless the
trigger for the event is set to inactive.</span></p>
<p class=normal><span lang=EN-GB>&nbsp;</span></p>
@ -4729,8 +4751,8 @@ lang=EN-GB> - this is triggered when CTRL + 'B' is pressed so that the script
can end a mission</span></p>
<p class=normal><span class=callbackcode><span lang=EN-GB>CALL_VIDEO_QUIT</span></span><span
lang=EN-GB> - this is triggered when the CURRENT video sequence is over - either
end of anim or when 'ESC' has been pressed</span></p>
lang=EN-GB> - this is triggered when the CURRENT video sequence is over -
either end of anim or when 'ESC' has been pressed</span></p>
<p class=normal><span class=callbackcode><span lang=EN-GB>CALL_LAUNCH_TRANSPORTER</span></span><span
lang=EN-GB> - this is triggered when the 'Launch' button is pressed on the
@ -4805,8 +4827,8 @@ NULLOBJECT)</span></p>
<p class=callbackcode0><span lang=EN-GB>CALL_TRANSPORTER_OFFMAP, player</span></p>
<p class=normal><span lang=EN-GB>triggered when a transporter for player exits the
map.</span></p>
<p class=normal><span lang=EN-GB>triggered when a transporter for player exits
the map.</span></p>
<p class=callbackcode0><span lang=EN-GB>&nbsp;</span></p>
@ -4860,8 +4882,8 @@ buttonID is pressed</span></p>
<p class=callbackcode0><span lang=EN-GB>&nbsp;</span></p>
<p class=callbackcode0><span lang=EN-GB>CALL_OBJ_DESTROYED, int player, ref BASEOBJ
object</span></p>
<p class=callbackcode0><span lang=EN-GB>CALL_OBJ_DESTROYED, int player, ref
BASEOBJ object</span></p>
<p class=normal><span lang=EN-GB>triggered when either a unit or a structure
for player is destroyed</span></p>
@ -4883,8 +4905,7 @@ destroyed</span></p>
<p class=callbackcode0><span lang=EN-GB>&nbsp;</span></p>
<p class=callbackcode0><span lang=EN-GB>CALL_FEATURE_DESTROYED, ref FEATURE
feature</span></p>
<p class=callbackcode0><span lang=EN-GB>CALL_FEATURE_DESTROYED, ref FEATURE feature</span></p>
<p class=normal><span lang=EN-GB>triggered when either a unit or a structure
for player is destroyed</span></p>

View File

@ -716,6 +716,28 @@ BOOL scrCmdDroidAddDroid(void)
return TRUE;
}
// returns max number of droids in a commander group
BOOL scrCmdDroidMaxGroup(void)
{
DROID *psCommander;
if (!stackPopParams(1, ST_DROID, &psCommander))
{
return FALSE;
}
ASSERT(psCommander != NULL,
"scrCmdDroidMaxGroup: NULL pointer passed");
scrFunctionResult.v.ival = cmdDroidMaxGroup(psCommander);
if (!stackPushResult(VAL_INT, &scrFunctionResult))
{
return FALSE;
}
return TRUE;
}
// store the prefered and ignore targets for the target functions
UDWORD scrStructPref, scrStructIgnore;
UDWORD scrDroidPref, scrDroidIgnore;
@ -1429,12 +1451,32 @@ BOOL scrSkCanBuildTemplate(void)
goto failTempl;
}
break;
case DROID_CYBORG_REPAIR:
if( apCompLists[player][COMP_REPAIRUNIT][psTempl->asParts[COMP_REPAIRUNIT]] != AVAILABLE )
{
goto failTempl;
}
break;
case DROID_COMMAND:
case DROID_CONSTRUCT: // Constructor droid
if( apCompLists[player][COMP_BRAIN][psTempl->asParts[COMP_BRAIN]] != AVAILABLE )
{
goto failTempl;
}
break;
case DROID_CONSTRUCT:
if( apCompLists[player][COMP_CONSTRUCT][psTempl->asParts[COMP_CONSTRUCT]] != AVAILABLE )
{
goto failTempl;
}
break;
case DROID_CYBORG_CONSTRUCT:
if( apCompLists[player][COMP_CONSTRUCT][psTempl->asParts[COMP_CONSTRUCT]] != AVAILABLE )
{
goto failTempl;
}
break;
case DROID_PERSON: // person
case DROID_CYBORG_CONSTRUCT: // cyborg-construct thang
case DROID_CYBORG_REPAIR: // cyborg-repair thang
case DROID_TRANSPORTER: // guess what this is!
case DROID_DEFAULT: // Default droid
case DROID_ANY:

View File

@ -89,6 +89,9 @@ extern BOOL scrIterateCluster(void);
// add a droid to a commander
extern BOOL scrCmdDroidAddDroid(void);
// returns max number of droids in a commander group
extern BOOL scrCmdDroidMaxGroup(void);
// types for structure targets
typedef enum _scr_struct_tar

View File

@ -7104,6 +7104,12 @@ BOOL scrNumDroidsByComponent(void)
break;
}
break;
case ST_BRAIN:
if (psDroid->asBits[ST_BRAIN].nStat == comp)
{
numFound++;
}
break;
default:
debug(LOG_ERROR, "scrNumDroidsByComponent(): unknown component type");
ASSERT( FALSE, "scrNumDroidsByComponent: unknown component type" );
@ -8269,28 +8275,28 @@ BOOL scrNumStructsByStatInRange(void)
if (player >= MAX_PLAYERS)
{
ASSERT( FALSE, "scrStructureBuiltInRange:player number is too high" );
ASSERT( FALSE, "scrNumStructsByStatInRange:player number is too high" );
return FALSE;
}
if (x < (SDWORD)0 || (x >> TILE_SHIFT) > (SDWORD)mapWidth)
{
ASSERT( FALSE, "scrStructureBuiltInRange : invalid X coord" );
ASSERT( FALSE, "scrNumStructsByStatInRange : invalid X coord" );
return FALSE;
}
if (y < (SDWORD)0 || (y >> TILE_SHIFT) > (SDWORD)mapHeight)
{
ASSERT( FALSE,"scrStructureBuiltInRange : invalid Y coord" );
ASSERT( FALSE,"scrNumStructsByStatInRange : invalid Y coord" );
return FALSE;
}
if (index < (SDWORD)0 || index > (SDWORD)numStructureStats)
{
ASSERT( FALSE, "scrStructureBuiltInRange : Invalid structure stat" );
ASSERT( FALSE, "scrNumStructsByStatInRange : Invalid structure stat" );
return FALSE;
}
if (range < (SDWORD)0)
{
ASSERT( FALSE, "scrStructureBuiltInRange : Rnage is less than zero" );
ASSERT( FALSE, "scrNumStructsByStatInRange : Rnage is less than zero" );
return FALSE;
}
@ -11180,7 +11186,7 @@ BOOL scrCalcDroidPower(void)
"scrDebugModeEnabled: can't calculate cost of a null-droid");
scrFunctionResult.v.ival = (SDWORD)calcDroidPower(psDroid);
if (!stackPushResult(VAL_BOOL, &scrFunctionResult))
if (!stackPushResult(VAL_INT, &scrFunctionResult))
{
debug(LOG_ERROR, "scrDebugModeEnabled(): failed to push result");
return FALSE;

View File

@ -303,7 +303,16 @@ BOOL scrBaseObjGet(UDWORD index)
}
break;
case OBJID_GROUP:
if (psObj->type != OBJ_DROID)
{
debug(LOG_ERROR, "scrBaseObjGet: group only valid for a droid");
return FALSE;
}
type = (INTERP_TYPE)ST_GROUP;
scrFunctionResult.v.oval = ((DROID *)psObj)->psGroup;
break;
default:
debug(LOG_ERROR, "scrBaseObjGet: unknown variable index");
return FALSE;
@ -502,6 +511,14 @@ BOOL scrGroupObjGet(UDWORD index)
type = VAL_INT;
scrFunctionResult.v.ival = lgHealth;
break;
case GROUPID_TYPE:
type = VAL_INT;
scrFunctionResult.v.ival = psGroup->type;
break;
case GROUPID_CMD:
type = ST_DROID;
scrFunctionResult.v.oval = psGroup->psCommander;
break;
default:
ASSERT( FALSE, "scrGroupObjGet: unknown variable index" );
return FALSE;

View File

@ -48,8 +48,9 @@ enum _objids
OBJID_ORDERX, // order coords.106
OBJID_ORDERY,
OBJID_ACTION,
OBJID_SELECTED, //if droid is selected (humans only)
OBJID_TARGET, //added object->psTarget
OBJID_SELECTED, // if droid is selected (humans only)
OBJID_TARGET, // added object->psTarget
OBJID_GROUP, // group a droid belongs to
};
// id's for group variables
@ -59,6 +60,8 @@ enum _groupids
GROUPID_POSY, // average y of a group
GROUPID_MEMBERS, // number of units in a group
GROUPID_HEALTH, // average health of a group
GROUPID_TYPE, // group type, one of: GT_NORMAL, GT_COMMAND or GT_TRANSPORTER
GROUPID_CMD, // commander of the group if group type == GT_COMMAND
};
// Get values from a base object

View File

@ -357,6 +357,10 @@ FUNC_SYMBOL asFuncTable[] =
2, { (INTERP_TYPE)ST_STRUCTURESTAT, VAL_INT },
0, 0, NULL, 0, 0, NULL, NULL },
{ "getStructureVis", scrGetStructureVis, (INTERP_TYPE)ST_STRUCTURE,
3, { (INTERP_TYPE)ST_STRUCTURESTAT, VAL_INT, VAL_INT },
0, 0, NULL, 0, 0, NULL, NULL },
{ "getTemplate", scrGetTemplate, (INTERP_TYPE)ST_TEMPLATE,
2, { (INTERP_TYPE)ST_COMPONENT, VAL_INT },
0, 0, NULL, 0, 0, NULL, NULL },
@ -690,13 +694,20 @@ FUNC_SYMBOL asFuncTable[] =
{ "initIterateCluster", scrInitIterateCluster, VAL_VOID,
1, { VAL_INT },
0, 0, NULL, 0, 0, NULL, NULL },
{ "iterateCluster", scrIterateCluster, (INTERP_TYPE)ST_BASEOBJECT,
0, { VAL_VOID },
0, 0, NULL, 0, 0, NULL, NULL },
//Commander functions
{ "cmdDroidAddDroid", scrCmdDroidAddDroid, VAL_VOID,
2, { (INTERP_TYPE)ST_DROID, (INTERP_TYPE)ST_DROID },
0, 0, NULL, 0, 0, NULL, NULL },
{ "cmdDroidMaxGroup", scrCmdDroidMaxGroup, VAL_INT,
1, { (INTERP_TYPE)ST_DROID},
0, 0, NULL, 0, 0, NULL, NULL },
// a couple of example functions
{ "numMessageBox", scrNumMB, VAL_VOID,
1, { VAL_INT },
@ -1164,10 +1175,6 @@ FUNC_SYMBOL asFuncTable[] =
5, { VAL_INT , VAL_INT, VAL_INT, VAL_INT, VAL_INT },
0, 0, NULL, 0, 0, NULL, NULL },
{ "getStructureVis", scrGetStructureVis, (INTERP_TYPE)ST_STRUCTURE,
3, { (INTERP_TYPE)ST_STRUCTURESTAT, VAL_INT, VAL_INT },
0, 0, NULL, 0, 0, NULL, NULL },
{ "chooseValidLoc", scrChooseValidLoc, VAL_BOOL,
6, { VAL_REF|VAL_INT, VAL_REF|VAL_INT, VAL_INT, VAL_INT, VAL_INT, VAL_INT },
0, 0, NULL, 0, 0, NULL, NULL },
@ -1502,6 +1509,8 @@ VAR_SYMBOL asObjTable[] =
(INTERP_TYPE)ST_DROID, OBJID_ORDERX, scrBaseObjGet, NULL, 0, {0}, NULL },
{ "ordery", VAL_INT, ST_OBJECT,
(INTERP_TYPE)ST_DROID, OBJID_ORDERY, scrBaseObjGet, NULL, 0, {0}, NULL },
{ "group", (INTERP_TYPE)ST_GROUP, ST_OBJECT,
(INTERP_TYPE)ST_DROID, OBJID_GROUP, scrBaseObjGet, NULL, 0, {0}, NULL },
// structure variables
//{ "stat", (INTERP_TYPE)ST_STRUCTURESTAT, ST_OBJECT, (INTERP_TYPE)ST_STRUCTURE, OBJID_STRUCTSTAT,
@ -1517,6 +1526,10 @@ VAR_SYMBOL asObjTable[] =
(INTERP_TYPE)ST_GROUP, GROUPID_MEMBERS,scrGroupObjGet, NULL, 0, {0}, NULL },
{ "health", VAL_INT, ST_OBJECT,
(INTERP_TYPE)ST_GROUP, GROUPID_HEALTH, scrGroupObjGet, NULL, 0, {0}, NULL },
{ "type", VAL_INT, ST_OBJECT,
(INTERP_TYPE)ST_GROUP, GROUPID_TYPE, scrGroupObjGet, NULL, 0, {0}, NULL },
{ "commander", (INTERP_TYPE)ST_DROID, ST_OBJECT,
(INTERP_TYPE)ST_GROUP, GROUPID_CMD, scrGroupObjGet, NULL, 0, {0}, NULL },
/* new member variables */
//similiar to .order
@ -1684,6 +1697,7 @@ CONST_SYMBOL asConstantTable[] =
{ "DORDER_DISEMBARK", VAL_INT, FALSE, DORDER_DISEMBARK, NULL, NULL, 0.0f },
{ "DORDER_SCOUT", VAL_INT, FALSE, DORDER_SCOUT, NULL, NULL, 0.0f },
{ "DORDER_DROIDREPAIR", VAL_INT, FALSE, DORDER_DROIDREPAIR, NULL, NULL, 0.0f },
{ "DORDER_GUARD", VAL_INT, FALSE, DORDER_GUARD, NULL, NULL, 0.0f },
//new member varialbe - constants for .action
@ -1893,6 +1907,11 @@ CONST_SYMBOL asConstantTable[] =
{ "ALLIANCES", VAL_INT, FALSE, ALLIANCES, NULL, NULL, 0.0f },
{ "ALLIANCES_TEAMS",VAL_INT, FALSE, ALLIANCES_TEAMS, NULL, NULL, 0.0f },
//Group types
{ "GT_NORMAL", VAL_INT, FALSE, GT_NORMAL, NULL, NULL, 0.0f },
{ "GT_COMMAND", VAL_INT, FALSE, GT_COMMAND, NULL, NULL, 0.0f },
{ "GT_TRANSPORTER", VAL_INT, FALSE, GT_TRANSPORTER, NULL, NULL, 0.0f },
/* some key constants */
{ "KEY_LCTRL", VAL_INT, FALSE, KEY_LCTRL, NULL, NULL, 0.0f },
{ "KEY_RCTRL", VAL_INT, FALSE, KEY_RCTRL, NULL, NULL, 0.0f },
@ -2110,6 +2129,7 @@ TYPE_EQUIV asEquivTable[] =
{ (INTERP_TYPE)ST_STRUCTURE, 1, { (INTERP_TYPE)ST_POINTER_O, } },
{ (INTERP_TYPE)ST_FEATURE, 1, { (INTERP_TYPE)ST_POINTER_O, } },
{ (INTERP_TYPE)ST_BASEOBJECT, 1, { (INTERP_TYPE)ST_POINTER_O, } },
{ (INTERP_TYPE)ST_GROUP, 1, { (INTERP_TYPE)ST_POINTER_O, } },
{ (INTERP_TYPE)ST_TEMPLATE, 1, { (INTERP_TYPE)ST_POINTER_T, } },
{ (INTERP_TYPE)ST_BODY, 1, { (INTERP_TYPE)ST_POINTER_S, } },
{ (INTERP_TYPE)ST_PROPULSION, 1, { (INTERP_TYPE)ST_POINTER_S, } },