Exemple #1
0
/** callback to use lua for spell functions */
static int lua_callspell(castorder * co, const char *fname)
{
    lua_State *L = (lua_State *)global.vm_state;
    unit *caster = co_get_caster(co);
    region * r = co_get_region(co);
    int result = -1;

    lua_getglobal(L, fname);
    if (lua_isfunction(L, -1)) {
        int nparam = 4;
        tolua_pushusertype(L, r, TOLUA_CAST "region");
        tolua_pushusertype(L, caster, TOLUA_CAST "unit");
        lua_pushinteger(L, co->level);
        lua_pushnumber(L, co->force);
        if (co->sp->parameter && co->par->length) {
            const char *synp = co->sp->parameter;
            int i = 0;
            ++nparam;
            lua_newtable(L);
            while (*synp && i < co->par->length) {
                spllprm *param = co->par->param[i];
                char c = *synp;
                if (c == '+') {
                    push_param(L, *(synp - 1), param);
                }
                else {
                    push_param(L, c, param);
                    ++synp;
                }
                lua_rawseti(L, -2, ++i);
            }
        }

        if (lua_pcall(L, nparam, 1, 0) != 0) {
            const char *error = lua_tostring(L, -1);
            log_error("spell(%s) calling '%s': %s.\n", unitname(caster), fname, error);
            lua_pop(L, 1);
        }
        else {
            result = (int)lua_tonumber(L, -1);
            lua_pop(L, 1);
        }
    }
    else {
        int ltype = lua_type(L, -1);
        log_error("spell(%s) calling '%s': not a function, has type %d.\n", unitname(caster), fname, ltype);
        lua_pop(L, 1);
    }

    return result;
}
Exemple #2
0
int sp_summon_alp(struct castorder *co)
{
  unit *alp, *opfer;
  region *r = co_get_region(co);
  unit *mage = co->magician.u;
  int cast_level = co->level;
  spellparameter *pa = co->par;
  const struct race *rc = get_race(RC_ALP);
  struct faction *f = get_monsters();
  struct message *msg;

  opfer = pa->param[0]->data.u;

  /* Der Alp gehört den Monstern, darum erhält der Magier auch keine
   * Regionsberichte von ihm.  Er erhält aber später eine Mitteilung,
   * sobald der Alp sein Opfer erreicht hat.
   */
  alp = create_unit(r, f, 1, rc, 0, NULL, NULL);
  set_level(alp, SK_STEALTH, 7);
  setstatus(alp, ST_FLEE);      /* flieht */

  {
    attrib *a = a_add(&alp->attribs, a_new(&at_alp));
    alp_data *ad = (alp_data *) a->data.v;
    ad->mage = mage;
    ad->target = opfer;
  }

  {
    /* Wenn der Alp stirbt, den Magier nachrichtigen */
    add_trigger(&alp->attribs, "destroy", trigger_unitmessage(mage,
        "trigger_alp_destroy", MSG_EVENT, ML_INFO));
    /* Wenn Opfer oder Magier nicht mehr existieren, dann stirbt der Alp */
    add_trigger(&mage->attribs, "destroy", trigger_killunit(alp));
    add_trigger(&opfer->attribs, "destroy", trigger_killunit(alp));
  }
  msg = msg_message("summon_alp_effect", "mage alp target", mage, alp, opfer);
  r_addmessage(r, mage->faction, msg);
  msg_release(msg);

  return cast_level;
}
Exemple #3
0
/* Name:       Luftschiff
* Stufe:      6
*
* Wirkung:
* Laesst ein Schiff eine Runde lang fliegen.  Wirkt nur auf Boote
* bis Kapazitaet 50.
* Kombinierbar mit "Guenstige Winde", aber nicht mit "Sturmwind".
*
* Flag:
*  (ONSHIPCAST | SHIPSPELL | TESTRESISTANCE)
*/
int sp_flying_ship(castorder * co)
{
    ship *sh;
    unit *u;
    region *r;
    unit *caster;
    int cast_level;
    double power;
    spellparameter *pa;
    message *m = NULL;
    int cno;

    assert(co);
    r = co_get_region(co);
    caster = co_get_caster(co);
    cast_level = co->level;
    power = co->force;
    pa = co->par;

    /* wenn kein Ziel gefunden, Zauber abbrechen */
    if (pa->param[0]->flag == TARGET_NOTFOUND)
        return 0;
    sh = pa->param[0]->data.sh;
    if (sh->type->construction->maxsize > 50) {
        ADDMSG(&caster->faction->msgs, msg_feedback(caster, co->order,
            "error_flying_ship_too_big", "ship", sh));
        return 0;
    }

    /* Duration = 1, nur diese Runde */

    cno = levitate_ship(sh, caster, power, 1);
    if (cno == 0) {
        if (is_cursed(sh->attribs, &ct_flyingship)) {
            /* Auf dem Schiff befindet liegt bereits so ein Zauber. */
            cmistake(caster, co->order, 211, MSG_MAGIC);
        }
        else if (is_cursed(sh->attribs, &ct_shipspeedup)) {
            /* Es ist zu gefaehrlich, ein sturmgepeitschtes Schiff fliegen zu lassen. */
            cmistake(caster, co->order, 210, MSG_MAGIC);
        }
        return 0;
    }
    sh->coast = NODIRECTION;

    /* melden, 1x pro Partei */
    for (u = r->units; u; u = u->next)
        u->faction->flags &= ~FFL_SELECT;
    for (u = r->units; u; u = u->next) {
        /* das sehen natuerlich auch die Leute an Land */
        if (!(u->faction->flags & FFL_SELECT)) {
            u->faction->flags |= FFL_SELECT;
            if (!m) {
                m = msg_message("flying_ship_result", "mage ship", caster, sh);
            }
            add_message(&u->faction->msgs, m);
        }
    }
    if (m) {
        msg_release(m);
    }
    return cast_level;
}