#include #include "spells/shipcurse.h" #include "monster.h" #include "monsters.h" #include #include #include #include #include #include #include #include #include #include static int tolua_levitate_ship(lua_State * L) { 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; } extern void spawn_undead(void); extern void plan_monsters(struct faction *f); static int tolua_planmonsters(lua_State * L) { faction *f = (faction *)tolua_tousertype(L, 1, get_monsters()); if (f) { plan_monsters(f); } return 0; } static int tolua_spawn_dragons(lua_State * L) { spawn_dragons(); return 0; } static int tolua_spawn_undead(lua_State * L) { spawn_undead(); return 0; } static int fix_familiars(struct lua_State *L) { 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]; spellbook_clear(mage->spellbook); free(mage->spellbook); mage->spellbook = 0; _snprintf(buffer, sizeof(buffer), "%s_familiar", u_race(u)->_name); eq = get_equipment(buffer); if (eq) { equip_unit_mask(u, eq, EQUIP_SPELLS); } } } } } return 0; } void bind_monsters(struct lua_State *L) { 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); }