server/src/bind_monsters.c

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#include <platform.h>
#include "spells/shipcurse.h"
#include "monster.h"
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#include <kernel/equipment.h>
#include <kernel/faction.h>
#include <kernel/race.h>
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#include <kernel/ship.h>
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#include <kernel/spellbook.h>
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#include <kernel/unit.h>
#include <quicklist.h>
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#include <tolua.h>
#include <stdlib.h>
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static int tolua_levitate_ship(lua_State * L)
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{
ship *sh = (ship *)tolua_tousertype(L, 1, 0);
unit *mage = (unit *)tolua_tousertype(L, 2, 0);
float power = (float)tolua_tonumber(L, 3, 0);
int duration = (int)tolua_tonumber(L, 4, 0);
int cno = levitate_ship(sh, mage, power, duration);
lua_pushinteger(L, cno);
return 1;
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}
extern void spawn_undead(void);
extern void spawn_dragons(void);
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extern void plan_monsters(struct faction *f);
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static int tolua_planmonsters(lua_State * L)
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{
faction *f = (faction *)tolua_tousertype(L, 1, get_monsters());
if (f) {
plan_monsters(f);
}
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return 0;
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}
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static int tolua_spawn_dragons(lua_State * L)
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{
spawn_dragons();
return 0;
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}
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static int tolua_spawn_undead(lua_State * L)
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{
spawn_undead();
return 0;
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}
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static int fix_familiars(struct lua_State *L)
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{
faction *f;
for (f = factions; f; f = f->next) {
unit *u;
for (u = f->units; u; u = u->nextF) {
struct sc_mage *mage = get_mage(u);
if (mage && is_familiar(u)) {
if (mage->spellbook && mage->magietyp == M_GRAY) {
equipment *eq;
char buffer[64];
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spellbook_clear(mage->spellbook);
free(mage->spellbook);
mage->spellbook = 0;
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_snprintf(buffer, sizeof(buffer), "%s_familiar", u_race(u)->_name);
eq = get_equipment(buffer);
if (eq) {
equip_unit_mask(u, eq, EQUIP_SPELLS);
}
}
}
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}
}
return 0;
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}
void bind_monsters(struct lua_State *L)
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{
tolua_module(L, NULL, 0);
tolua_beginmodule(L, NULL);
{
tolua_function(L, TOLUA_CAST "levitate_ship", tolua_levitate_ship);
tolua_function(L, TOLUA_CAST "plan_monsters", tolua_planmonsters);
tolua_function(L, TOLUA_CAST "spawn_undead", tolua_spawn_undead);
tolua_function(L, TOLUA_CAST "spawn_dragons", tolua_spawn_dragons);
tolua_function(L, TOLUA_CAST "fix_familiars", &fix_familiars);
}
tolua_endmodule(L);
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}