1 #ifndef HEADER_LEVEL_SCRIPT_H 2 #define HEADER_LEVEL_SCRIPT_H 3 4 extern "C" { 5 #include "lua.h" 6 } 7 8 extern int script_level_save(lua_State *L) throw(); 9 extern int script_level_load(lua_State *L) throw(); 10 11 extern int script_level_action_move(lua_State *L) throw(); 12 extern int script_level_action_save(lua_State *L) throw(); 13 extern int script_level_action_load(lua_State *L) throw(); 14 extern int script_level_action_restart(lua_State *L) throw(); 15 16 extern int script_level_createRoom(lua_State *L) throw(); 17 extern int script_level_getRestartCounter(lua_State *L) throw(); 18 extern int script_level_getDepth(lua_State *L) throw(); 19 extern int script_level_isNewRound(lua_State *L) throw(); 20 extern int script_level_isSolved(lua_State *L) throw(); 21 22 extern int script_level_newDemo(lua_State *L) throw(); 23 extern int script_level_planShow(lua_State *L) throw(); 24 extern int script_level_isShowing(lua_State *L) throw(); 25 26 #endif 27