コード例 #1
0
/* virtual */ bool COrder_SpellCast::ParseSpecificData(lua_State *l, int &j, const char *value, const CUnit &unit)
{
	if (!strcmp(value, "spell")) {
		++j;
		lua_rawgeti(l, -1, j + 1);
		this->Spell = SpellTypeByIdent(LuaToString(l, -1));
		lua_pop(l, 1);
	} else if (!strcmp(value, "range")) {
		++j;
		lua_rawgeti(l, -1, j + 1);
		this->Range = LuaToNumber(l, -1);
		lua_pop(l, 1);
	} else if (!strcmp(value, "state")) {
		++j;
		lua_rawgeti(l, -1, j + 1);
		this->State = LuaToNumber(l, -1);
		lua_pop(l, 1);
	} else if (!strcmp(value, "tile")) {
		++j;
		lua_rawgeti(l, -1, j + 1);
		CclGetPos(l, &this->goalPos.x , &this->goalPos.y);
		lua_pop(l, 1);
	} else {
		return false;
	}
	return true;
}
コード例 #2
0
ファイル: script_spell.cpp プロジェクト: ajaykon/Stratagus
/**
**  Parse Spell.
**
**  @param l  Lua state.
*/
static int CclDefineSpell(lua_State *l)
{
	const int args = lua_gettop(l);
	const std::string identname = LuaToString(l, 1);
	SpellType *spell = SpellTypeByIdent(identname);
	if (spell != NULL) {
		DebugPrint("Redefining spell-type `%s'\n" _C_ identname.c_str());
	} else {
		spell = new SpellType(SpellTypeTable.size(), identname);
		for (std::vector<CUnitType *>::size_type 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) {
		const char *value = LuaToString(l, i + 1);
		++i;
		if (!strcmp(value, "showname")) {
			spell->Name = LuaToString(l, i + 1);
		} else if (!strcmp(value, "manacost")) {
			spell->ManaCost = 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")) {
			if (!lua_istable(l, i + 1)) {
				LuaError(l, "incorrect argument");
			}
			const int subargs = lua_rawlen(l, i + 1);
			for (int 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.MapSound();
			//  Check for sound.
			if (!spell->SoundWhenCast.Sound) {
				spell->SoundWhenCast.Name.clear();
			}
		} else if (!strcmp(value, "depend-upgrade")) {
			value = LuaToString(l, i + 1);
			spell->DependencyId = UpgradeIdByIdent(value);
			if (spell->DependencyId == -1) {
				lua_pushfstring(l, "Bad upgrade name: %s", value);
			}
		} else {
			LuaError(l, "Unsupported tag: %s" _C_ value);
		}
	}
	return 0;
}
コード例 #3
0
int ParseAnimInt(const CUnit &unit, const char *parseint)
{
	char s[100];
	const CUnit *goal = &unit;

	if (!strlen(parseint)) {
		return 0;
	}

	strcpy(s, parseint);
	char *cur = &s[2];
	if (s[0] == 'v' || s[0] == 't') { //unit variable detected
		if (s[0] == 't') {
			if (unit.CurrentOrder()->HasGoal()) {
				goal = unit.CurrentOrder()->GetGoal();
			} else {
				return 0;
			}
		}
		char *next = strchr(cur, '.');
		if (next == NULL) {
			fprintf(stderr, "Need also specify the variable '%s' tag \n", cur);
			ExitFatal(1);
		} else {
			*next = '\0';
		}
		const int index = UnitTypeVar.VariableNameLookup[cur];// User variables
		if (index == -1) {
			if (!strcmp(cur, "ResourcesHeld")) {
				return goal->ResourcesHeld;
			} else if (!strcmp(cur, "ResourceActive")) {
				return goal->Resource.Active;
			} else if (!strcmp(cur, "_Distance")) {
				return unit.MapDistanceTo(*goal);
			}
			fprintf(stderr, "Bad variable name '%s'\n", cur);
			ExitFatal(1);
		}
		if (!strcmp(next + 1, "Value")) {
			return goal->Variable[index].Value;
		} else if (!strcmp(next + 1, "Max")) {
			return goal->Variable[index].Max;
		} else if (!strcmp(next + 1, "Increase")) {
			return goal->Variable[index].Increase;
		} else if (!strcmp(next + 1, "Enable")) {
			return goal->Variable[index].Enable;
		} else if (!strcmp(next + 1, "Percent")) {
			return goal->Variable[index].Value * 100 / goal->Variable[index].Max;
		}
		return 0;
	} else if (s[0] == 'b' || s[0] == 'g') { //unit bool flag detected
		if (s[0] == 'g') {
			if (unit.CurrentOrder()->HasGoal()) {
				goal = unit.CurrentOrder()->GetGoal();
			} else {
				return 0;
			}
		}
		const int index = UnitTypeVar.BoolFlagNameLookup[cur];// User bool flags
		if (index == -1) {
			fprintf(stderr, "Bad bool-flag name '%s'\n", cur);
			ExitFatal(1);
		}
		return goal->Type->BoolFlag[index].value;
	} else if (s[0] == 's') { //spell type detected
		Assert(goal->CurrentAction() == UnitActionSpellCast);
		const COrder_SpellCast &order = *static_cast<COrder_SpellCast *>(goal->CurrentOrder());
		const SpellType &spell = order.GetSpell();
		if (!strcmp(spell.Ident.c_str(), cur)) {
			return 1;
		}
		return 0;
	} else if (s[0] == 'S') { // check if autocast for this spell available
		const SpellType *spell = SpellTypeByIdent(cur);
		if (!spell) {
			fprintf(stderr, "Invalid spell: '%s'\n", cur);
			ExitFatal(1);
		}
		if (unit.AutoCastSpell[spell->Slot]) {
			return 1;
		}
		return 0;
	} else if (s[0] == 'p') { //player variable detected
		char *next;
		if (*cur == '(') {
			++cur;
			char *end = strchr(cur, ')');
			if (end == NULL) {
				fprintf(stderr, "ParseAnimInt: expected ')'\n");
				ExitFatal(1);
			}
			*end = '\0';
			next = end + 1;
		} else {
			next = strchr(cur, '.');
		}
		if (next == NULL) {
			fprintf(stderr, "Need also specify the %s player's property\n", cur);
			ExitFatal(1);
		} else {
			*next = '\0';
		}
		char *arg = strchr(next + 1, '.');
		if (arg != NULL) {
			*arg = '\0';
		}
		return GetPlayerData(ParseAnimPlayer(unit, cur), next + 1, arg + 1);
	} else if (s[0] == 'r') { //random value
		char *next = strchr(cur, '.');
		if (next == NULL) {
			return SyncRand(atoi(cur) + 1);
		} else {
			*next = '\0';
			const int min = atoi(cur);
			return min + SyncRand(atoi(next + 1) - min + 1);
		}
	} else if (s[0] == 'l') { //player number
		return ParseAnimPlayer(unit, cur);

	}
	// Check if we trying to parse a number
	Assert(isdigit(s[0]) || s[0] == '-');
	return atoi(parseint);
}
コード例 #4
0
ファイル: botpanel.cpp プロジェクト: wangtianhang/stratagus
/**
**  FIXME: docu
*/
int AddButton(int pos, int level, const std::string &icon_ident,
			  ButtonCmd action, const std::string &value, void* actionCb, const ButtonCheckFunc func,
			  const std::string &allow, const int key, const std::string &hint, const std::string &descr,
			  const std::string &sound, const std::string &cursor, const std::string &umask,
			  const std::string &popup, bool alwaysShow)
{
	char buf[2048];
	ButtonAction *ba = new ButtonAction;
	Assert(ba);

	ba->Pos = pos;
	ba->Level = level;
	ba->AlwaysShow = alwaysShow;
	ba->Icon.Name = icon_ident;
	ba->Payload = actionCb;
	// FIXME: check if already initited
	//ba->Icon.Load();
	ba->Action = action;
	if (!value.empty()) {
		ba->ValueStr = value;
		switch (action) {
			case ButtonSpellCast:
				ba->Value = SpellTypeByIdent(value)->Slot;
#ifdef DEBUG
				if (ba->Value < 0) {
					DebugPrint("Spell %s does not exist?\n" _C_ value.c_str());
					Assert(ba->Value >= 0);
				}
#endif
				break;
			case ButtonTrain:
				ba->Value = UnitTypeIdByIdent(value);
				break;
			case ButtonResearch:
				ba->Value = UpgradeIdByIdent(value);
				break;
			case ButtonUpgradeTo:
				ba->Value = UnitTypeIdByIdent(value);
				break;
			case ButtonBuild:
				ba->Value = UnitTypeIdByIdent(value);
				break;
			default:
				ba->Value = atoi(value.c_str());
				break;
		}
	} else {
		ba->ValueStr.clear();
		ba->Value = 0;
	}

	ba->Allowed = func;
	ba->AllowStr = allow;
	ba->Key = key;
	ba->Hint = hint;
	ba->Description = descr;
	ba->CommentSound.Name = sound;
	if (!ba->CommentSound.Name.empty()) {
		ba->CommentSound.MapSound();
	}
	if (!ba->Popup.empty()) {
		CPopup *popup = PopupByIdent(ba->Popup);
		if (!popup) {
			fprintf(stderr, "Popup \"%s\" hasn't defined.\n ", ba->Popup.c_str());
			Exit(1);
		}
	}
	ba->ButtonCursor = cursor;
	ba->Popup = popup;
	// FIXME: here should be added costs to the hint
	// FIXME: johns: show should be nice done?
	if (umask[0] == '*') {
		strcpy_s(buf, sizeof(buf), umask.c_str());
	} else {
		sprintf(buf, ",%s,", umask.c_str());
	}
	ba->UnitMask = buf;
	UnitButtonTable.push_back(ba);
	// FIXME: check if already initited
	//Assert(ba->Icon.Icon != NULL);// just checks, that's why at the end
	return 1;
}
コード例 #5
0
/**
**  Parse unit
**
**  @param l  Lua state.
**
**  @todo  Verify that vision table is always correct (transporter)
**  @todo (PlaceUnit() and host-info).
*/
static int CclUnit(lua_State *l)
{
	const int slot = LuaToNumber(l, 1);

	if (!lua_istable(l, 2)) {
		LuaError(l, "incorrect argument");
	}

	CUnit *unit = NULL;
	CUnitType *type = NULL;
	CUnitType *seentype = NULL;
	CPlayer *player = NULL;

	// Parse the list:
	const int args = lua_rawlen(l, 2);
	for (int j = 0; j < args; ++j) {
		const char *value = LuaToString(l, 2, j + 1);
		++j;

		if (!strcmp(value, "type")) {
			type = UnitTypeByIdent(LuaToString(l, 2, j + 1));
		} else if (!strcmp(value, "seen-type")) {
			seentype = UnitTypeByIdent(LuaToString(l, 2, j + 1));
		} else if (!strcmp(value, "player")) {
			player = &Players[LuaToNumber(l, 2, j + 1)];

			// During a unit's death animation (when action is "die" but the
			// unit still has its original type, i.e. it's still not a corpse)
			// the unit is already removed from map and from player's
			// unit list (=the unit went through LetUnitDie() which
			// calls RemoveUnit() and UnitLost()).  Such a unit should not
			// be put on player's unit list!  However, this state is not
			// easily detected from this place.  It seems that it is
			// characterized by
			// unit->CurrentAction()==UnitActionDie so we have to wait
			// until we parsed at least Unit::Orders[].
			Assert(type);
			unit = &UnitManager.GetSlotUnit(slot);
			unit->Init(*type);
			unit->Seen.Type = seentype;
			unit->Active = 0;
			unit->Removed = 0;
			Assert(UnitNumber(*unit) == slot);
		} else if (!strcmp(value, "current-sight-range")) {
			unit->CurrentSightRange = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "refs")) {
			unit->Refs = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "host-info")) {
			lua_rawgeti(l, 2, j + 1);
			if (!lua_istable(l, -1) || lua_rawlen(l, -1) != 4) {
				LuaError(l, "incorrect argument");
			}
			Vec2i pos;
			int w;
			int h;

			pos.x = LuaToNumber(l, -1, 1);
			pos.y = LuaToNumber(l, -1, 2);
			w = LuaToNumber(l, -1, 3);
			h = LuaToNumber(l, -1, 4);
			MapSight(*player, pos, w, h, unit->CurrentSightRange, MapMarkTileSight);
			// Detectcloak works in container
			if (unit->Type->DetectCloak) {
				MapSight(*player, pos, w, h, unit->CurrentSightRange, MapMarkTileDetectCloak);
			}
			// Radar(Jammer) not.
			lua_pop(l, 1);
		} else if (!strcmp(value, "tile")) {
			lua_rawgeti(l, 2, j + 1);
			CclGetPos(l, &unit->tilePos.x , &unit->tilePos.y, -1);
			lua_pop(l, 1);
			unit->Offset = Map.getIndex(unit->tilePos);
		} else if (!strcmp(value, "seen-tile")) {
			lua_rawgeti(l, 2, j + 1);
			CclGetPos(l, &unit->Seen.tilePos.x , &unit->Seen.tilePos.y, -1);
			lua_pop(l, 1);
		} else if (!strcmp(value, "stats")) {
			unit->Stats = &type->Stats[LuaToNumber(l, 2, j + 1)];
		} else if (!strcmp(value, "pixel")) {
			lua_rawgeti(l, 2, j + 1);
			CclGetPos(l, &unit->IX , &unit->IY, -1);
			lua_pop(l, 1);
		} else if (!strcmp(value, "seen-pixel")) {
			lua_rawgeti(l, 2, j + 1);
			CclGetPos(l, &unit->Seen.IX , &unit->Seen.IY, -1);
			lua_pop(l, 1);
		} else if (!strcmp(value, "frame")) {
			unit->Frame = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "seen")) {
			unit->Seen.Frame = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "not-seen")) {
			unit->Seen.Frame = UnitNotSeen;
			--j;
		} else if (!strcmp(value, "direction")) {
			unit->Direction = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "damage-type")) {
			unit->DamagedType = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "attacked")) {
			// FIXME : unsigned long should be better handled
			unit->Attacked = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "auto-repair")) {
			unit->AutoRepair = 1;
			--j;
		} else if (!strcmp(value, "burning")) {
			unit->Burning = 1;
			--j;
		} else if (!strcmp(value, "destroyed")) {
			unit->Destroyed = 1;
			--j;
		} else if (!strcmp(value, "removed")) {
			unit->Removed = 1;
			--j;
		} else if (!strcmp(value, "selected")) {
			unit->Selected = 1;
			--j;
		} else if (!strcmp(value, "summoned")) {
			unit->Summoned = 1;
			--j;
		} else if (!strcmp(value, "waiting")) {
			unit->Waiting = 1;
			--j;
		} else if (!strcmp(value, "mine-low")) {
			unit->MineLow = 1;
			--j;
		} else if (!strcmp(value, "rescued-from")) {
			unit->RescuedFrom = &Players[LuaToNumber(l, 2, j + 1)];
		} else if (!strcmp(value, "seen-by-player")) {
			const char *s = LuaToString(l, 2, j + 1);
			unit->Seen.ByPlayer = 0;
			for (int i = 0; i < PlayerMax && *s; ++i, ++s) {
				if (*s == '-' || *s == '_' || *s == ' ') {
					unit->Seen.ByPlayer &= ~(1 << i);
				} else {
					unit->Seen.ByPlayer |= (1 << i);
				}
			}
		} else if (!strcmp(value, "seen-destroyed")) {
			const char *s = LuaToString(l, 2, j + 1);
			unit->Seen.Destroyed = 0;
			for (int i = 0; i < PlayerMax && *s; ++i, ++s) {
				if (*s == '-' || *s == '_' || *s == ' ') {
					unit->Seen.Destroyed &= ~(1 << i);
				} else {
					unit->Seen.Destroyed |= (1 << i);
				}
			}
		} else if (!strcmp(value, "constructed")) {
			unit->Constructed = 1;
			--j;
		} else if (!strcmp(value, "seen-constructed")) {
			unit->Seen.Constructed = 1;
			--j;
		} else if (!strcmp(value, "seen-state")) {
			unit->Seen.State = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "active")) {
			unit->Active = 1;
			--j;
		} else if (!strcmp(value, "ttl")) {
			// FIXME : unsigned long should be better handled
			unit->TTL = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "threshold")) {
			// FIXME : unsigned long should be better handled
			unit->Threshold = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "group-id")) {
			unit->GroupId = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "last-group")) {
			unit->LastGroup = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "resources-held")) {
			unit->ResourcesHeld = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "current-resource")) {
			lua_rawgeti(l, 2, j + 1);
			lua_pushvalue(l, -1);
			unit->CurrentResource = CclGetResourceByName(l);
			lua_pop(l, 1);
		} else if (!strcmp(value, "pathfinder-input")) {
			lua_rawgeti(l, 2, j + 1);
			lua_pushvalue(l, -1);
			unit->pathFinderData->input.Load(l);
			lua_pop(l, 1);
		} else if (!strcmp(value, "pathfinder-output")) {
			lua_rawgeti(l, 2, j + 1);
			lua_pushvalue(l, -1);
			unit->pathFinderData->output.Load(l);
			lua_pop(l, 1);
		} else if (!strcmp(value, "wait")) {
			unit->Wait = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "anim-data")) {
			lua_rawgeti(l, 2, j + 1);
			CAnimations::LoadUnitAnim(l, *unit, -1);
			lua_pop(l, 1);
		} else if (!strcmp(value, "wait-anim-data")) {
			lua_rawgeti(l, 2, j + 1);
			CAnimations::LoadWaitUnitAnim(l, *unit, -1);
			lua_pop(l, 1);
		} else if (!strcmp(value, "blink")) {
			unit->Blink = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "moving")) {
			unit->Moving = 1;
			--j;
		} else if (!strcmp(value, "re-cast")) {
			unit->ReCast = 1;
			--j;
		} else if (!strcmp(value, "boarded")) {
			unit->Boarded = 1;
			--j;
		} else if (!strcmp(value, "next-worker")) {
			lua_rawgeti(l, 2, j + 1);
			lua_pushvalue(l, -1);
			unit->NextWorker = CclGetUnitFromRef(l);
			lua_pop(l, 1);
		} else if (!strcmp(value, "resource-workers")) {
			lua_rawgeti(l, 2, j + 1);
			lua_pushvalue(l, -1);
			unit->Resource.Workers = CclGetUnitFromRef(l);
			lua_pop(l, 1);
		} else if (!strcmp(value, "resource-assigned")) {
			lua_rawgeti(l, 2, j + 1);
			lua_pushvalue(l, -1);
			unit->Resource.Assigned = LuaToNumber(l, -1);
			lua_pop(l, 1);
		} else if (!strcmp(value, "resource-active")) {
			lua_rawgeti(l, 2, j + 1);
			lua_pushvalue(l, -1);
			unit->Resource.Active = LuaToNumber(l, -1);
			lua_pop(l, 1);
		} else if (!strcmp(value, "units-boarded-count")) {
			unit->BoardCount = LuaToNumber(l, 2, j + 1);
		} else if (!strcmp(value, "units-contained")) {
			int subargs;
			int k;
			lua_rawgeti(l, 2, j + 1);
			if (!lua_istable(l, -1)) {
				LuaError(l, "incorrect argument");
			}
			subargs = lua_rawlen(l, -1);
			for (k = 0; k < subargs; ++k) {
				lua_rawgeti(l, -1, k + 1);
				CUnit *u = CclGetUnitFromRef(l);
				lua_pop(l, 1);
				u->AddInContainer(*unit);
			}
			lua_pop(l, 1);
		} else if (!strcmp(value, "orders")) {
			lua_rawgeti(l, 2, j + 1);
			lua_pushvalue(l, -1);
			CclParseOrders(l, *unit);
			lua_pop(l, 1);
			// now we know unit's action so we can assign it to a player
			Assert(player != NULL);
			unit->AssignToPlayer(*player);
			if (unit->CurrentAction() == UnitActionBuilt) {
				DebugPrint("HACK: the building is not ready yet\n");
				// HACK: the building is not ready yet
				unit->Player->UnitTypesCount[type->Slot]--;
				if (unit->Active) {
					unit->Player->UnitTypesAiActiveCount[type->Slot]--;
				}
			}
		} else if (!strcmp(value, "critical-order")) {
			lua_rawgeti(l, 2, j + 1);
			lua_pushvalue(l, -1);
			CclParseOrder(l, *unit , &unit->CriticalOrder);
			lua_pop(l, 1);
		} else if (!strcmp(value, "saved-order")) {
			lua_rawgeti(l, 2, j + 1);
			lua_pushvalue(l, -1);
			CclParseOrder(l, *unit, &unit->SavedOrder);
			lua_pop(l, 1);
		} else if (!strcmp(value, "new-order")) {
			lua_rawgeti(l, 2, j + 1);
			lua_pushvalue(l, -1);
			CclParseOrder(l, *unit, &unit->NewOrder);
			lua_pop(l, 1);
		} else if (!strcmp(value, "goal")) {
			unit->Goal = &UnitManager.GetSlotUnit(LuaToNumber(l, 2, j + 1));
		} else if (!strcmp(value, "auto-cast")) {
			const char *s = LuaToString(l, 2, j + 1);
			Assert(SpellTypeByIdent(s));
			if (!unit->AutoCastSpell) {
				unit->AutoCastSpell = new char[SpellTypeTable.size()];
				memset(unit->AutoCastSpell, 0, SpellTypeTable.size());
			}
			unit->AutoCastSpell[SpellTypeByIdent(s)->Slot] = 1;
		} else if (!strcmp(value, "spell-cooldown")) {
			lua_rawgeti(l, 2, j + 1);
			if (!lua_istable(l, -1) || lua_rawlen(l, -1) != SpellTypeTable.size()) {
				LuaError(l, "incorrect argument");
			}
			if (!unit->SpellCoolDownTimers) {
				unit->SpellCoolDownTimers = new int[SpellTypeTable.size()];
				memset(unit->SpellCoolDownTimers, 0, SpellTypeTable.size() * sizeof(int));
			}
			for (size_t k = 0; k < SpellTypeTable.size(); ++k) {
				unit->SpellCoolDownTimers[k] = LuaToNumber(l, -1, k + 1);
			}
			lua_pop(l, 1);
		} else {
			const int index = UnitTypeVar.VariableNameLookup[value];// User variables
			if (index != -1) { // Valid index
				lua_rawgeti(l, 2, j + 1);
				DefineVariableField(l, unit->Variable + index, -1);
				lua_pop(l, 1);
				continue;
			}
			LuaError(l, "Unit: Unsupported tag: %s" _C_ value);
		}
	}

	// Unit may not have been assigned to a player before now. If not,
	// do so now. It is only assigned earlier if we have orders.
	// for loading of units from a MAP, and not a savegame, we won't
	// have orders for those units.  They should appear here as if
	// they were just created.
	if (!unit->Player) {
		Assert(player);
		unit->AssignToPlayer(*player);
		UpdateForNewUnit(*unit, 0);
	}

	//  Revealers are units that can see while removed
	if (unit->Removed && unit->Type->Revealer) {
		MapMarkUnitSight(*unit);
	}

	// Fix Colors for rescued units.
	if (unit->RescuedFrom) {
		unit->Colors = &unit->RescuedFrom->UnitColors;
	}

	return 0;
}