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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name script_spell.cpp - The spell script functions.. */
//
// (c) Copyright 1998-2016 by Joris Dauphin and Crestez Leonard
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "stratagus.h"
#include "spells.h"
#include "sound.h"
#include "script.h"
#include "missile.h"
#include "unittype.h"
#include "upgrade.h"
// **************************************************************************
// Action parsers for spellAction
// **************************************************************************
/**
** Parse the missile location description for a spell action.
**
** @param l Lua state.
** @param location Pointer to missile location description.
**
** @note This is only here to avoid code duplication. You don't have
** any reason to USE this:)
*/
static void CclSpellMissileLocation(lua_State *l, SpellActionMissileLocation *location)
{
const char *value;
int args;
int j;
Assert(location != NULL);
LuaCheckTable(l, -1);
args = lua_objlen(l, -1);
j = 0;
for (j = 0; j < args; ++j) {
value = LuaToString(l, -1, j + 1);
++j;
if (!strcmp(value, "base")) {
value = LuaToString(l, -1, j + 1);
if (!strcmp(value, "caster")) {
location->Base = LocBaseCaster;
} else if (!strcmp(value, "target")) {
location->Base = LocBaseTarget;
} else {
LuaError(l, "Unsupported missile location base flag: %s" _C_ value);
}
} else if (!strcmp(value, "add-x")) {
location->AddX = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "add-y")) {
location->AddY = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "add-rand-x")) {
location->AddRandX = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "add-rand-y")) {
location->AddRandY = LuaToNumber(l, -1, j + 1);
} else {
LuaError(l, "Unsupported missile location description flag: %s" _C_ value);
}
}
}
/**
** Parse the action for spell.
**
** @param l Lua state.
*/
static SpellActionType *CclSpellAction(lua_State *l)
{
const char *value;
int args;
int j;
LuaCheckTable(l, -1);
args = lua_objlen(l, -1);
j = 0;
value = LuaToString(l, -1, j + 1);
++j;
if (!strcmp(value, "spawn-missile")) {
SpawnMissile *spellaction = new SpawnMissile;
for (; j < args; ++j) {
value = LuaToString(l, -1, j + 1);
++j;
if (!strcmp(value, "damage")) {
spellaction->Damage = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "delay")) {
spellaction->Delay = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "ttl")) {
spellaction->TTL = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "start-point")) {
lua_rawgeti(l, -1, j + 1);
CclSpellMissileLocation(l, &spellaction->StartPoint);
lua_pop(l, 1);
} else if (!strcmp(value, "end-point")) {
lua_rawgeti(l, -1, j + 1);
CclSpellMissileLocation(l, &spellaction->EndPoint);
lua_pop(l, 1);
} else if (!strcmp(value, "missile")) {
value = LuaToString(l, -1, j + 1);
spellaction->Missile = MissileTypeByIdent(value);
if (spellaction->Missile == NULL) {
DebugPrint("in spawn-missile : missile %s does not exist\n" _C_ value);
}
} else {
LuaError(l, "Unsupported spawn-missile tag: %s" _C_ value);
}
}
// Now, checking value.
if (spellaction->Missile == NULL) {
LuaError(l, "Use a missile for spawn-missile (with missile)");
}
return spellaction;
} else if (!strcmp(value, "area-adjust-vitals")) {
AreaAdjustVitals *spellaction = new AreaAdjustVitals;
for (; j < args; ++j) {
value = LuaToString(l, -1, j + 1);
++j;
if (!strcmp(value, "hit-points")) {
spellaction->HP = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "charge-points")) {
spellaction->Charge = LuaToNumber(l, -1, j + 1);
} else {
LuaError(l, "Unsupported area-adjust-vitals tag: %s" _C_ value);
}
}
return spellaction;
} else if (!strcmp(value, "area-bombardment")) {
AreaBombardment *spellaction = new AreaBombardment;
for (; j < args; ++j) {
value = LuaToString(l, -1, j + 1);
++j;
if (!strcmp(value, "fields")) {
spellaction->Fields = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "shards")) {
spellaction->Shards = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "damage")) {
spellaction->Damage = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "start-offset-x")) {
spellaction->StartOffsetX = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "start-offset-y")) {
spellaction->StartOffsetY = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "missile")) {
value = LuaToString(l, -1, j + 1);
spellaction->Missile = MissileTypeByIdent(value);
if (spellaction->Missile == NULL) {
DebugPrint("in area-bombardement : missile %s does not exist\n" _C_ value);
}
} else {
LuaError(l, "Unsupported area-bombardment tag: %s" _C_ value);
}
}
// Now, checking value.
if (spellaction->Missile == NULL) {
LuaError(l, "Use a missile for area-bombardment (with missile)");
}
return spellaction;
} else if (!strcmp(value, "demolish")) {
Demolish *spellaction = new Demolish;
for (; j < args; ++j) {
value = LuaToString(l, -1, j + 1);
++j;
if (!strcmp(value, "range")) {
spellaction->Range = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "damage")) {
spellaction->Damage = LuaToNumber(l, -1, j + 1);
} else {
LuaError(l, "Unsupported demolish tag: %s" _C_ value);
}
}
return spellaction;
} else if (!strcmp(value, "adjust-variable")) {
AdjustVariable *spellaction = new AdjustVariable;
lua_rawgeti(l, -1, j + 1);
LuaCheckTable(l, -1);
spellaction->Var = new SpellActionTypeAdjustVariable[UnitTypeVar.NumberVariable];
for (lua_pushnil(l); lua_next(l, -2); lua_pop(l, 1)) {
int i;
i = GetVariableIndex(LuaToString(l, -2));
if (i == -1) {
LuaError(l, "in adjust-variable : Bad variable index : '%s'" _C_ LuaToString(l, -2));
}
if (lua_isnumber(l, -1)) {
spellaction->Var[i].Enable = (LuaToNumber(l, -1) != 0);
spellaction->Var[i].ModifEnable = 1;
spellaction->Var[i].Value = LuaToNumber(l, -1);
spellaction->Var[i].ModifValue = 1;
spellaction->Var[i].Max = LuaToNumber(l, -1);
spellaction->Var[i].ModifMax = 1;
} else if (lua_istable(l, -1)) {
for (lua_pushnil(l); lua_next(l, -2); lua_pop(l, 1)) {
const char *key;
key = LuaToString(l, -2);
if (!strcmp(key, "Enable")) {
spellaction->Var[i].Enable = LuaToBoolean(l, -1);
spellaction->Var[i].ModifEnable = 1;
} else if (!strcmp(key, "Value")) {
spellaction->Var[i].Value = LuaToNumber(l, -1);
spellaction->Var[i].ModifValue = 1;
} else if (!strcmp(key, "Max")) {
spellaction->Var[i].Max = LuaToNumber(l, -1);
spellaction->Var[i].ModifMax = 1;
} else if (!strcmp(key, "Increase")) {
spellaction->Var[i].Increase = LuaToNumber(l, -1);
spellaction->Var[i].ModifIncrease = 1;
} else if (!strcmp(key, "InvertEnable")) {
spellaction->Var[i].InvertEnable = LuaToBoolean(l, -1);
} else if (!strcmp(key, "AddValue")) {
spellaction->Var[i].AddValue = LuaToNumber(l, -1);
} else if (!strcmp(key, "AddMax")) {
spellaction->Var[i].AddMax = LuaToNumber(l, -1);
} else if (!strcmp(key, "AddIncrease")) {
spellaction->Var[i].AddIncrease = LuaToNumber(l, -1);
} else if (!strcmp(key, "IncreaseTime")) {
spellaction->Var[i].IncreaseTime = LuaToNumber(l, -1);
} else if (!strcmp(key, "TargetIsCaster")) {
value = LuaToString(l, -1);
if (!strcmp(value, "caster")) {
spellaction->Var[i].TargetIsCaster = 1;
} else if (!strcmp(value, "target")) {
spellaction->Var[i].TargetIsCaster = 0;
} else { // Error
LuaError(l, "key '%s' not valid for TargetIsCaster in adjustvariable" _C_ value);
}
} else { // Error
LuaError(l, "key '%s' not valid for adjustvariable" _C_ key);
}
}
} else {
LuaError(l, "in adjust-variable : Bad variable value");
}
}
lua_pop(l, 1); // pop table
return spellaction;
} else if (!strcmp(value, "summon")) {
Summon *spellaction = new Summon;
for (; j < args; ++j) {
value = LuaToString(l, -1, j + 1);
++j;
if (!strcmp(value, "unit-type")) {
value = LuaToString(l, -1, j + 1);
spellaction->UnitType = UnitTypeByIdent(value);
if (!spellaction->UnitType) {
spellaction->UnitType = 0;
DebugPrint("unit type \"%s\" not found for summon spell.\n" _C_ value);
}
} else if (!strcmp(value, "time-to-live")) {
spellaction->TTL = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "require-corpse")) {
spellaction->RequireCorpse = 1;
--j;
} else {
LuaError(l, "Unsupported summon tag: %s" _C_ value);
}
}
// Now, checking value.
if (spellaction->UnitType == NULL) {
LuaError(l, "Use a unittype for summon (with unit-type)");
}
return spellaction;
} else if (!strcmp(value, "spawn-portal")) {
SpawnPortal *spellaction = new SpawnPortal;
for (; j < args; ++j) {
value = LuaToString(l, -1, j + 1);
++j;
if (!strcmp(value, "portal-type")) {
value = LuaToString(l, -1, j + 1);
spellaction->PortalType = UnitTypeByIdent(value);
if (!spellaction->PortalType) {
spellaction->PortalType = 0;
DebugPrint("unit type \"%s\" not found for spawn-portal.\n" _C_ value);
}
} else {
LuaError(l, "Unsupported spawn-portal tag: %s" _C_ value);
}
}
// Now, checking value.
if (spellaction->PortalType == NULL) {
LuaError(l, "Use a unittype for spawn-portal (with portal-type)");
}
return spellaction;
} else if (!strcmp(value, "capture")) {
Capture *spellaction = new Capture;
for (; j < args; ++j) {
value = LuaToString(l, -1, j + 1);
++j;
if (!strcmp(value, "sacrifice")) {
spellaction->SacrificeEnable = 1;
} else if (!strcmp(value, "damage")) {
spellaction->Damage = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "percent")) {
spellaction->DamagePercent = LuaToNumber(l, -1, j + 1);
} else {
LuaError(l, "Unsupported Capture tag: %s" _C_ value);
}
}
return spellaction;
} else if (!strcmp(value, "polymorph")) {
Polymorph *spellaction = new Polymorph;
for (; j < args; ++j) {
value = LuaToString(l, -1, j + 1);
++j;
if (!strcmp(value, "new-form")) {
value = LuaToString(l, -1, j + 1);
spellaction->NewForm = UnitTypeByIdent(value);
if (!spellaction->NewForm) {
spellaction->NewForm= 0;
DebugPrint("unit type \"%s\" not found for polymorph spell.\n" _C_ value);
}
// FIXME: temp polymorphs? hard to do.
} else if (!strcmp(value, "player-neutral")) {
spellaction->PlayerNeutral = 1;
--j;
} else {
LuaError(l, "Unsupported polymorph tag: %s" _C_ value);
}
}
// Now, checking value.
if (spellaction->NewForm == NULL) {
LuaError(l, "Use a unittype for polymorph (with new-form)");
}
return spellaction;
} else if (!strcmp(value, "adjust-vitals")) {
AdjustVitals *spellaction = new AdjustVitals;
for (; j < args; ++j) {
value = LuaToString(l, -1, j + 1);
++j;
if (!strcmp(value, "hit-points")) {
spellaction->HP = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "charge-points")) {
spellaction->Charge = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "max-multi-cast")) {
spellaction->MaxMultiCast = LuaToNumber(l, -1, j + 1);
} else {
LuaError(l, "Unsupported adjust-vitals tag: %s" _C_ value);
}
}
return spellaction;
} else {
LuaError(l, "Unsupported action type: %s" _C_ value);
}
return NULL;
}
/**
** Get a condition value from a scm object.
**
** @param l Lua state.
** @param value scm value to convert.
**
** @return CONDITION_TRUE, CONDITION_FALSE, CONDITION_ONLY or -1 on error.
** @note This is a helper function to make CclSpellCondition shorter
** and easier to understand.
*/
char Ccl2Condition(lua_State *l, const char *value)
{
if (!strcmp(value, "true")) {
return CONDITION_TRUE;
} else if (!strcmp(value, "false")) {
return CONDITION_FALSE;
} else if (!strcmp(value, "only")) {
return CONDITION_ONLY;
} else {
LuaError(l, "Bad condition result: %s" _C_ value);
return -1;
}
}
/**
** Parse the Condition for spell.
**
** @param l Lua state.
** @param condition pointer to condition to fill with data.
**
** @note Conditions must be allocated. All data already in is LOST.
*/
static void CclSpellCondition(lua_State *l, ConditionInfo *condition)
{
const char *value;
int i;
int args;
int j;
//
// Initializations:
//
// Flags are defaulted to 0(CONDITION_TRUE)
condition->Variable = new ConditionInfoVariable[UnitTypeVar.NumberVariable];
// Initialize min/max stuff to values with no effect.
for (i = 0; i < UnitTypeVar.NumberVariable; i++) {
condition->Variable[i].MinValue = -1;
condition->Variable[i].MaxValue = -1;
condition->Variable[i].MinMax = -1;
condition->Variable[i].MinValuePercent = -8;
condition->Variable[i].MaxValuePercent = 1024;
}
// Now parse the list and set values.
LuaCheckTable(l, -1);
args = lua_objlen(l, -1);
for (j = 0; j < args; ++j) {
value = LuaToString(l, -1, j + 1);
++j;
if (!strcmp(value, "alliance")) {
condition->Alliance = Ccl2Condition(l, LuaToString(l, -1, j + 1));
} else if (!strcmp(value, "opponent")) {
condition->Opponent = Ccl2Condition(l, LuaToString(l, -1, j + 1));
} else if (!strcmp(value, "self")) {
condition->TargetSelf = Ccl2Condition(l, LuaToString(l, -1, j + 1));
} else if (!strcmp(value, "Building")) {
condition->Building = Ccl2Condition(l, LuaToString(l, -1, j + 1));
} else if (!strcmp(value, "Organic")) {
condition->Organic = Ccl2Condition(l, LuaToString(l, -1, j + 1));
} else {
i = GetVariableIndex(value);
if (i != -1) { // Valid index.
lua_rawgeti(l, -1, j + 1);
LuaCheckTable(l, -1);
for (lua_pushnil(l); lua_next(l, -2); lua_pop(l, 1)) {
const char *key;
key = LuaToString(l, -2);
if (!strcmp(key, "Enable")) {
condition->Variable[i].Enable = Ccl2Condition(l, LuaToString(l, -1));
} else if (!strcmp(key, "MinValue")) {
condition->Variable[i].MinValue = LuaToNumber(l, -1);
} else if (!strcmp(key, "MaxValue")) {
condition->Variable[i].MaxValue = LuaToNumber(l, -1);
} else if (!strcmp(key, "MinMax")) {
condition->Variable[i].MinMax = LuaToNumber(l, -1);
} else if (!strcmp(key, "MinValuePercent")) {
condition->Variable[i].MinValuePercent = LuaToNumber(l, -1);
} else if (!strcmp(key, "MaxValuePercent")) {
condition->Variable[i].MaxValuePercent = LuaToNumber(l, -1);
} else if (!strcmp(key, "ConditionApplyOnCaster")) {
condition->Variable[i].ConditionApplyOnCaster = LuaToBoolean(l, -1);
} else { // Error
LuaError(l, "%s invalid for Variable in condition" _C_ key);
}
}
lua_pop(l, 1); // lua_rawgeti()
continue;
}
LuaError(l, "Unsupported condition tag: %s" _C_ value);
}
}
}
/**
** Parse the Condition for spell.
**
** @param l Lua state.
** @param autocast pointer to autocast to fill with data.
**
** @note: autocast must be allocated. All data already in is LOST.
*/
static void CclSpellAutocast(lua_State *l, AutoCastInfo *autocast)
{
const char *value;
int args;
int j;
LuaCheckTable(l, -1);
args = lua_objlen(l, -1);
for (j = 0; j < args; ++j) {
value = LuaToString(l, -1, j + 1);
++j;
if (!strcmp(value, "range")) {
autocast->Range = LuaToNumber(l, -1, j + 1);
} else if (!strcmp(value, "combat")) {
autocast->Combat = Ccl2Condition(l, LuaToString(l, -1, j + 1));
} else if (!strcmp(value, "condition")) {
if (!autocast->Condition) {
autocast->Condition = new ConditionInfo;
}
lua_rawgeti(l, -1, j + 1);
CclSpellCondition(l, autocast->Condition);
lua_pop(l, 1);
} else {
LuaError(l, "Unsupported autocast tag: %s" _C_ value);
}
}
}
/**
** Parse Spell.
**
** @param l Lua state.
*/
static int CclDefineSpell(lua_State *l)
{
std::string identname;
SpellType *spell;
const char *value;
int args;
args = lua_gettop(l);
identname = LuaToString(l, 1);
spell = SpellTypeByIdent(identname);
if (spell != NULL) {
DebugPrint("Redefining spell-type `%s'\n" _C_ identname.c_str());
} else {
spell = new SpellType(SpellTypeTable.size(), identname);
for (size_t i = 0; i < UnitTypes.size(); ++i) { // adjust array for caster already defined
if (UnitTypes[i]->CanCastSpell) {
char *newc = new char[(SpellTypeTable.size() + 1) * sizeof(char)];
memcpy(newc, UnitTypes[i]->CanCastSpell, SpellTypeTable.size() * sizeof(char));
delete[] UnitTypes[i]->CanCastSpell;
UnitTypes[i]->CanCastSpell = newc;
UnitTypes[i]->CanCastSpell[SpellTypeTable.size()] = 0;
}
if (UnitTypes[i]->AutoCastActive) {
char *newc = new char[(SpellTypeTable.size() + 1) * sizeof(char)];
memcpy(newc, UnitTypes[i]->AutoCastActive, SpellTypeTable.size() * sizeof(char));
delete[] UnitTypes[i]->AutoCastActive;
UnitTypes[i]->AutoCastActive = newc;
UnitTypes[i]->AutoCastActive[SpellTypeTable.size()] = 0;
}
}
SpellTypeTable.push_back(spell);
}
for (int i = 1; i < args; ++i) {
value = LuaToString(l, i + 1);
++i;
if (!strcmp(value, "showname")) {
spell->Name = LuaToString(l, i + 1);
} else if (!strcmp(value, "chargecost")) {
spell->ChargeCost = LuaToNumber(l, i + 1);
} else if (!strcmp(value, "range")) {
if (!lua_isstring(l, i + 1) && !lua_isnumber(l, i + 1)) {
LuaError(l, "incorrect argument");
}
if (lua_isstring(l, i + 1) && !strcmp(lua_tostring(l, i + 1), "infinite")) {
spell->Range = INFINITE_RANGE;
} else if (lua_isnumber(l, i + 1)) {
spell->Range = static_cast<int>(lua_tonumber(l, i + 1));
} else {
LuaError(l, "Invalid range");
}
} else if (!strcmp(value, "repeat-cast")) {
spell->RepeatCast = 1;
--i;
} else if (!strcmp(value, "target")) {
value = LuaToString(l, i + 1);
if (!strcmp(value, "self")) {
spell->Target = TargetSelf;
} else if (!strcmp(value, "unit")) {
spell->Target = TargetUnit;
} else if (!strcmp(value, "position")) {
spell->Target = TargetPosition;
} else {
LuaError(l, "Unsupported spell target type tag: %s" _C_ value);
}
} else if (!strcmp(value, "action")) {
int subargs;
int k;
LuaCheckTable(l, i + 1);
subargs = lua_objlen(l, i + 1);
for (k = 0; k < subargs; ++k) {
lua_rawgeti(l, i + 1, k + 1);
spell->Action.push_back(CclSpellAction(l));
lua_pop(l, 1);
}
} else if (!strcmp(value, "condition")) {
if (!spell->Condition) {
spell->Condition = new ConditionInfo;
}
lua_pushvalue(l, i + 1);
CclSpellCondition(l, spell->Condition);
lua_pop(l, 1);
} else if (!strcmp(value, "autocast")) {
if (!spell->AutoCast) {
spell->AutoCast = new AutoCastInfo();
}
lua_pushvalue(l, i + 1);
CclSpellAutocast(l, spell->AutoCast);
lua_pop(l, 1);
} else if (!strcmp(value, "ai-cast")) {
if (!spell->AICast) {
spell->AICast = new AutoCastInfo();
}
lua_pushvalue(l, i + 1);
CclSpellAutocast(l, spell->AICast);
lua_pop(l, 1);
} else if (!strcmp(value, "sound-when-cast")) {
// Free the old name, get the new one
spell->SoundWhenCast.Name = LuaToString(l, i + 1);
spell->SoundWhenCast.Sound = SoundForName(spell->SoundWhenCast.Name);
// Check for sound.
if (!spell->SoundWhenCast.Sound) {
spell->SoundWhenCast.Name.clear();
}
} else {
LuaError(l, "Unsupported tag: %s" _C_ value);
}
}
return 0;
}
/**
** Register CCL features for Spell.
*/
void SpellCclRegister(void)
{
lua_register(Lua, "DefineSpell", CclDefineSpell);
}
//@}
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