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