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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef LUA_SYNCED_CTRL_H
#define LUA_SYNCED_CTRL_H
struct lua_State;
class LuaSyncedCtrl
{
public:
static bool PushEntries(lua_State* L);
static void CheckAllowGameChanges(lua_State* L);
private:
static bool inCreateUnit;
static bool inDestroyUnit;
static bool inTransferUnit;
static bool inCreateFeature;
static bool inDestroyFeature;
static bool inGiveOrder;
static bool inHeightMap;
static bool inSmoothMesh;
private:
// all LuaHandleSynced
static int SetAlly(lua_State* L);
static int KillTeam(lua_State* L);
static int AssignPlayerToTeam(lua_State* L);
static int GameOver(lua_State* L);
static int SetGlobalLos(lua_State* L);
static int AddTeamResource(lua_State* L);
static int UseTeamResource(lua_State* L);
static int SetTeamResource(lua_State* L);
static int SetTeamShareLevel(lua_State* L);
static int ShareTeamResource(lua_State* L);
static int CallCOBScript(lua_State* L);
static int GetCOBScriptID(lua_State* L);
static int SetGameRulesParam(lua_State* L);
static int SetTeamRulesParam(lua_State* L);
static int SetUnitRulesParam(lua_State* L);
static int SetFeatureRulesParam(lua_State* L);
static int GiveOrderToUnit(lua_State* L);
static int GiveOrderToUnitMap(lua_State* L);
static int GiveOrderToUnitArray(lua_State* L);
static int GiveOrderArrayToUnitMap(lua_State* L);
static int GiveOrderArrayToUnitArray(lua_State* L);
static int CreateUnit(lua_State* L);
static int DestroyUnit(lua_State* L);
static int TransferUnit(lua_State* L);
static int CreateFeature(lua_State* L);
static int DestroyFeature(lua_State* L);
static int TransferFeature(lua_State* L);
static int SetUnitCosts(lua_State* L);
static int SetUnitTooltip(lua_State* L);
static int SetUnitHealth(lua_State* L);
static int SetUnitMaxHealth(lua_State* L);
static int SetUnitStockpile(lua_State* L);
static int SetUnitWeaponState(lua_State* L);
static int SetUnitWeaponDamages(lua_State* L);
static int SetUnitMaxRange(lua_State* L);
static int SetUnitExperience(lua_State* L);
static int SetUnitArmored(lua_State* L);
static int SetUnitLosMask(lua_State* L);
static int SetUnitLosState(lua_State* L);
static int SetUnitCloak(lua_State* L);
static int SetUnitStealth(lua_State* L);
static int SetUnitSonarStealth(lua_State* L);
static int SetUnitAlwaysVisible(lua_State* L);
static int SetUnitResourcing(lua_State* L);
static int SetUnitMetalExtraction(lua_State* L);
static int SetUnitHarvestStorage(lua_State* L);
static int SetUnitBuildSpeed(lua_State* L);
static int SetUnitNanoPieces(lua_State* L);
static int SetUnitBlocking(lua_State* L);
static int SetUnitCrashing(lua_State* L);
static int SetUnitShieldState(lua_State* L);
static int SetUnitFlanking(lua_State* L);
static int SetUnitTravel(lua_State* L);
static int SetUnitFuel(lua_State* L);
static int SetUnitMoveGoal(lua_State* L);
static int SetUnitLandGoal(lua_State* L);
static int ClearUnitGoal(lua_State* L);
static int SetUnitNeutral(lua_State* L);
static int SetUnitTarget(lua_State* L);
static int SetUnitMidAndAimPos(lua_State* L);
static int SetUnitRadiusAndHeight(lua_State* L);
static int SetUnitCollisionVolumeData(lua_State* L);
static int SetUnitPieceCollisionVolumeData(lua_State* L);
static int SetUnitPieceParent(lua_State* L);
static int SetUnitSensorRadius(lua_State* L);
static int SetUnitPosErrorParams(lua_State* L);
static int SetUnitPhysics(lua_State* L);
static int SetUnitMass(lua_State* L);
static int SetUnitPosition(lua_State* L);
static int SetUnitRotation(lua_State* L);
static int SetUnitDirection(lua_State* L);
static int SetUnitVelocity(lua_State* L);
static int AddUnitDamage(lua_State* L);
static int AddUnitImpulse(lua_State* L);
static int AddUnitSeismicPing(lua_State* L);
static int AddUnitResource(lua_State* L);
static int UseUnitResource(lua_State* L);
static int RemoveBuildingDecal(lua_State* L);
static int AddGrass(lua_State* L);
static int RemoveGrass(lua_State* L);
static int SetFeatureAlwaysVisible(lua_State* L);
static int SetFeatureHealth(lua_State* L);
static int SetFeatureReclaim(lua_State* L);
static int SetFeatureResurrect(lua_State* L);
static int SetFeatureMoveCtrl(lua_State* L);
static int SetFeaturePhysics(lua_State* L);
static int SetFeatureMass(lua_State* L);
static int SetFeaturePosition(lua_State* L);
static int SetFeatureRotation(lua_State* L);
static int SetFeatureDirection(lua_State* L);
static int SetFeatureVelocity(lua_State* L);
static int SetFeatureBlocking(lua_State* L);
static int SetFeatureNoSelect(lua_State* L);
static int SetFeatureMidAndAimPos(lua_State* L);
static int SetFeatureRadiusAndHeight(lua_State* L);
static int SetFeatureCollisionVolumeData(lua_State* L);
static int SetFeaturePieceCollisionVolumeData(lua_State* L);
static int SetProjectileAlwaysVisible(lua_State* L);
static int SetProjectileMoveControl(lua_State* L);
static int SetProjectilePosition(lua_State* L);
static int SetProjectileVelocity(lua_State* L);
static int SetProjectileCollision(lua_State* L);
static int SetProjectileTarget(lua_State* L);
static int SetProjectileIsIntercepted(lua_State* L);
static int SetProjectileDamages(lua_State* L);
static int SetProjectileIgnoreTrackingError(lua_State* L);
static int SetProjectileGravity(lua_State* L);
static int SetProjectileSpinAngle(lua_State* L); // DEPRECATED
static int SetProjectileSpinSpeed(lua_State* L); // DEPRECATED
static int SetProjectileSpinVec(lua_State* L); // DEPRECATED
static int SetPieceProjectileParams(lua_State* L);
static int SetProjectileCEG(lua_State* L);
static int LevelHeightMap(lua_State* L);
static int AdjustHeightMap(lua_State* L);
static int RevertHeightMap(lua_State* L);
static int AddHeightMap(lua_State* L);
static int SetHeightMap(lua_State* L);
static int SetHeightMapFunc(lua_State* L);
static int LevelSmoothMesh(lua_State* L);
static int AdjustSmoothMesh(lua_State* L);
static int RevertSmoothMesh(lua_State* L);
static int AddSmoothMesh(lua_State* L);
static int SetSmoothMesh(lua_State* L);
static int SetSmoothMeshFunc(lua_State* L);
static int SetMapSquareTerrainType(lua_State* L);
static int SetTerrainTypeData(lua_State* L);
static int SetSquareBuildingMask(lua_State* L);
static int UnitWeaponFire(lua_State* L);
static int UnitWeaponHoldFire(lua_State* L);
static int UnitAttach(lua_State* L);
static int UnitDetach(lua_State* L);
static int UnitDetachFromAir(lua_State* L);
static int SetUnitLoadingTransport(lua_State* L);
static int SpawnProjectile(lua_State* L);
static int DeleteProjectile(lua_State* L);
static int SpawnCEG(lua_State* L);
// LuaRules (fullCtrl)
static int EditUnitCmdDesc(lua_State* L);
static int InsertUnitCmdDesc(lua_State* L);
static int RemoveUnitCmdDesc(lua_State* L);
static int SetNoPause(lua_State* L);
static int SetUnitToFeature(lua_State* L);
static int SetExperienceGrade(lua_State* L);
static int SetRadarErrorParams(lua_State* L);
};
#endif /* LUA_SYNCED_CTRL_H */
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