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authorRobert Vollmert <rvollmert@gmx.net>2009-10-20 22:01:09 +0200
committerRobert Vollmert <rvollmert@gmx.net>2009-10-20 22:01:09 +0200
commit52818f7c83ffb5143f798412ee8d4800fc9de7b7 (patch)
tree09616a695880f42bcfe2bb56ba614fa30c288796 /crawl-ref/source/l_item.cc
parent30beda4d0f59aa37ee9d33c67d52aba686d53978 (diff)
downloadcrawl-ref-52818f7c83ffb5143f798412ee8d4800fc9de7b7.tar.gz
crawl-ref-52818f7c83ffb5143f798412ee8d4800fc9de7b7.zip
Move library "item" from clua.cc to l_item.cc.
Diffstat (limited to 'crawl-ref/source/l_item.cc')
-rw-r--r--crawl-ref/source/l_item.cc706
1 files changed, 706 insertions, 0 deletions
diff --git a/crawl-ref/source/l_item.cc b/crawl-ref/source/l_item.cc
new file mode 100644
index 0000000000..913f719782
--- /dev/null
+++ b/crawl-ref/source/l_item.cc
@@ -0,0 +1,706 @@
+#include "AppHdr.h"
+
+#include <sstream>
+
+#include "clua.h"
+#include "l_libs.h"
+
+#include "artefact.h"
+#include "command.h"
+#include "initfile.h"
+#include "invent.h"
+#include "item_use.h"
+#include "itemprop.h"
+#include "items.h"
+#include "output.h"
+#include "skills2.h"
+#include "stuff.h"
+
+/////////////////////////////////////////////////////////////////////
+// User bindings to get information on items. We must be careful
+// to only hand out information the player already has.
+//
+
+static const item_def *excl_item = NULL;
+
+item_def *clua_check_item(lua_State *ls, int n)
+{
+ if (!lua_islightuserdata(ls, n))
+ {
+ luaL_argerror(ls, n, "Unexpected arg type");
+ return (NULL);
+ }
+ item_def *item = static_cast<item_def *>(lua_touserdata(ls, n )); \
+ if (excl_item && item != excl_item)
+ {
+ luaL_argerror(ls, n, "Unexpected item");
+ return (NULL);
+ }
+ return (item);
+}
+
+void lua_set_exclusive_item(const item_def *item)
+{
+ excl_item = item;
+}
+
+void lua_push_floor_items(lua_State *ls)
+{
+ lua_push_items(ls, igrd(you.pos()));
+}
+
+void lua_push_inv_items(lua_State *ls = NULL)
+{
+ if (!ls)
+ ls = clua.state();
+ lua_newtable(ls);
+ int index = 0;
+ for (unsigned slot = 0; slot < ENDOFPACK; ++slot)
+ {
+ if (is_valid_item(you.inv[slot]))
+ {
+ lua_pushlightuserdata(ls, &you.inv[slot]);
+ lua_rawseti(ls, -2, ++index);
+ }
+ }
+}
+
+void lua_push_items(lua_State *ls, int link)
+{
+ lua_newtable(ls);
+ int index = 0;
+ for ( ; link != NON_ITEM; link = mitm[link].link)
+ {
+ lua_pushlightuserdata(ls, &mitm[link]);
+ lua_rawseti(ls, -2, ++index);
+ }
+}
+
+static int l_item_inventory(lua_State *ls)
+{
+ lua_push_inv_items(ls);
+ return (1);
+}
+
+static int l_item_index_to_letter(lua_State *ls)
+{
+ int index = luaL_checkint(ls, 1);
+ char sletter[2] = "?";
+ if (index >= 0 && index <= ENDOFPACK)
+ *sletter = index_to_letter(index);
+ lua_pushstring(ls, sletter);
+ return (1);
+}
+
+static int l_item_letter_to_index(lua_State *ls)
+{
+ const char *s = luaL_checkstring(ls, 1);
+ if (!s || !*s || s[1])
+ return (0);
+ lua_pushnumber(ls, letter_to_index(*s));
+ return (1);
+}
+
+static int l_item_swap_slots(lua_State *ls)
+{
+ int slot1 = luaL_checkint(ls, 1),
+ slot2 = luaL_checkint(ls, 2);
+ bool verbose = lua_toboolean(ls, 3);
+ if (slot1 < 0 || slot1 >= ENDOFPACK
+ || slot2 < 0 || slot2 >= ENDOFPACK
+ || slot1 == slot2 || !is_valid_item(you.inv[slot1]))
+ {
+ return (0);
+ }
+
+ swap_inv_slots(slot1, slot2, verbose);
+
+ return (0);
+}
+
+static int l_item_wield(lua_State *ls)
+{
+ if (you.turn_is_over)
+ return (0);
+
+ LUA_ITEM(item, 1);
+ int slot = -1;
+ if (item && is_valid_item(*item) && in_inventory(*item))
+ slot = item->link;
+ bool res = wield_weapon(true, slot);
+ lua_pushboolean(ls, res);
+ return (1);
+}
+
+static int l_item_wear(lua_State *ls)
+{
+ if (you.turn_is_over)
+ return (0);
+
+ LUA_ITEM(item, 1);
+ if (!item || !in_inventory(*item))
+ return (0);
+
+ bool success = do_wear_armour(item->link, false);
+ lua_pushboolean(ls, success);
+ return (1);
+}
+
+static int l_item_puton(lua_State *ls)
+{
+ if (you.turn_is_over)
+ return (0);
+
+ LUA_ITEM(item, 1);
+ if (!item || !in_inventory(*item))
+ return (0);
+
+ lua_pushboolean(ls, puton_ring(item->link));
+ return (1);
+}
+
+static int l_item_remove(lua_State *ls)
+{
+ if (you.turn_is_over)
+ {
+ mpr("Turn is over");
+ return (0);
+ }
+
+ LUA_ITEM(item, 1);
+ if (!item || !in_inventory(*item))
+ {
+ mpr("Bad item");
+ return (0);
+ }
+
+ int eq = get_equip_slot(item);
+ if (eq < 0 || eq >= NUM_EQUIP)
+ {
+ mpr("Item is not equipped");
+ return (0);
+ }
+
+ bool result = false;
+ if (eq == EQ_WEAPON)
+ result = wield_weapon(true, -1);
+ else if (eq == EQ_LEFT_RING || eq == EQ_RIGHT_RING || eq == EQ_AMULET)
+ result = remove_ring(item->link);
+ else
+ result = takeoff_armour(item->link);
+ lua_pushboolean(ls, result);
+ return (1);
+}
+
+static int l_item_drop(lua_State *ls)
+{
+ if (you.turn_is_over)
+ return (0);
+
+ LUA_ITEM(item, 1);
+ if (!item || !in_inventory(*item))
+ return (0);
+
+ int eq = get_equip_slot(item);
+ if (eq >= 0 && eq < NUM_EQUIP)
+ {
+ lua_pushboolean(ls, false);
+ lua_pushstring(ls, "Can't drop worn items");
+ return (2);
+ }
+
+ int qty = item->quantity;
+ if (lua_isnumber(ls, 2))
+ {
+ int q = luaL_checkint(ls, 2);
+ if (q >= 1 && q <= item->quantity)
+ qty = q;
+ }
+ lua_pushboolean(ls, drop_item(item->link, qty));
+ return (1);
+}
+
+static item_def *dmx_get_item(lua_State *ls, int ndx, int subndx)
+{
+ if (lua_istable(ls, ndx))
+ {
+ lua_rawgeti(ls, ndx, subndx);
+ item_def *item = util_get_userdata<item_def>(ls, -1);
+ lua_pop(ls, 1);
+
+ return (item);
+ }
+ return util_get_userdata<item_def>(ls, ndx);
+}
+
+static int dmx_get_qty(lua_State *ls, int ndx, int subndx)
+{
+ int qty = -1;
+ if (lua_istable(ls, ndx))
+ {
+ lua_rawgeti(ls, ndx, subndx);
+ if (lua_isnumber(ls, -1))
+ qty = luaL_checkint(ls, -1);
+ lua_pop(ls, 1);
+ }
+ else if (lua_isnumber(ls, ndx))
+ {
+ qty = luaL_checkint(ls, ndx);
+ }
+ return (qty);
+}
+
+static bool l_item_pickup2(item_def *item, int qty)
+{
+ if (!item || in_inventory(*item))
+ return (false);
+
+ int floor_link = item_on_floor(*item, you.pos());
+ if (floor_link == NON_ITEM)
+ return (false);
+
+ return pickup_single_item(floor_link, qty);
+}
+
+static int l_item_pickup(lua_State *ls)
+{
+ if (you.turn_is_over)
+ return (0);
+
+ if (lua_islightuserdata(ls, 1))
+ {
+ LUA_ITEM(item, 1);
+ int qty = item->quantity;
+ if (lua_isnumber(ls, 2))
+ qty = luaL_checkint(ls, 2);
+
+ if (l_item_pickup2(item, qty))
+ lua_pushnumber(ls, 1);
+ else
+ lua_pushnil(ls);
+ return (1);
+ }
+ else if (lua_istable(ls, 1))
+ {
+ int dropped = 0;
+ for (int i = 1; ; ++i)
+ {
+ lua_rawgeti(ls, 1, i);
+ item_def *item = dmx_get_item(ls, -1, 1);
+ int qty = dmx_get_qty(ls, -1, 2);
+ lua_pop(ls, 1);
+
+ if (l_item_pickup2(item, qty))
+ dropped++;
+ else
+ {
+ // Yes, we bail out on first failure.
+ break;
+ }
+ }
+ if (dropped)
+ lua_pushnumber(ls, dropped);
+ else
+ lua_pushnil(ls);
+ return (1);
+ }
+ return (0);
+}
+
+static int l_item_equipped(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ if (!item || !in_inventory(*item))
+ return (0);
+
+ int eq = get_equip_slot(item);
+ if (eq < 0 || eq >= NUM_EQUIP)
+ return (0);
+
+ return (1);
+}
+
+// Returns item equipped in a slot defined in an argument.
+static int l_item_equipped_at(lua_State *ls)
+{
+ int eq = -1;
+ if (lua_isnumber(ls, 1))
+ eq = luaL_checkint(ls, 1);
+ else if (lua_isstring(ls, 1))
+ {
+ const char *eqname = lua_tostring(ls, 1);
+ if (!eqname)
+ return (0);
+ eq = equip_name_to_slot(eqname);
+ }
+
+ if (eq < 0 || eq >= NUM_EQUIP)
+ return (0);
+
+ if (you.equip[eq] != -1)
+ lua_pushlightuserdata(ls, &you.inv[you.equip[eq]]);
+ else
+ lua_pushnil(ls);
+
+ return (1);
+}
+
+static int l_item_class(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ if (item)
+ {
+ bool terse = false;
+ if (lua_isboolean(ls, 2))
+ terse = lua_toboolean(ls, 2);
+
+ std::string s = item_class_name(item->base_type, terse);
+ lua_pushstring(ls, s.c_str());
+ }
+ else
+ lua_pushnil(ls);
+ return (1);
+}
+
+// FIXME: Fold this back into itemname.cc.
+static const char *ring_types[] =
+{
+ "regeneration",
+ "protection",
+ "protection from fire",
+ "poison resistance",
+ "protection from cold",
+ "strength",
+ "slaying",
+ "see invisible",
+ "invisibility",
+ "hunger",
+ "teleportation",
+ "evasion",
+ "sustain abilities",
+ "sustenance",
+ "dexterity",
+ "intelligence",
+ "wizardry",
+ "magical power",
+ "levitation",
+ "life protection",
+ "protection from magic",
+ "fire",
+ "ice",
+ "teleport control"
+};
+
+static const char *amulet_types[] =
+{
+ "rage", "resist slowing", "clarity", "warding", "resist corrosion",
+ "gourmand", "conservation", "controlled flight", "inaccuracy",
+ "resist mutation"
+};
+
+static int l_item_subtype(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ if (item)
+ {
+ if (item_type_known(*item))
+ {
+ const char *s = NULL;
+ if (item->base_type == OBJ_JEWELLERY)
+ {
+ if (jewellery_is_amulet(*item))
+ s = amulet_types[ item->sub_type - AMU_RAGE ];
+ else
+ s = ring_types[item->sub_type];
+ }
+ else if (item->base_type == OBJ_POTIONS)
+ {
+ if (item->sub_type == POT_BLOOD)
+ s = "blood";
+ else if (item->sub_type == POT_BLOOD_COAGULATED)
+ s = "coagulated blood";
+ else if (item->sub_type == POT_WATER)
+ s = "water";
+ else if (item->sub_type == POT_PORRIDGE)
+ s = "porridge";
+ else if (item->sub_type == POT_BERSERK_RAGE)
+ s = "berserk";
+ else if (item->sub_type == POT_GAIN_STRENGTH
+ || item->sub_type == POT_GAIN_DEXTERITY
+ || item->sub_type == POT_GAIN_INTELLIGENCE)
+ {
+ s = "gain ability";
+ }
+ else if (item->sub_type == POT_CURE_MUTATION)
+ s = "cure mutation";
+ }
+ else if (item->base_type == OBJ_BOOKS)
+ {
+ if (item->sub_type == BOOK_MANUAL)
+ s = "manual";
+ else
+ s = "spellbook";
+ }
+
+ if (s)
+ lua_pushstring(ls, s);
+ else
+ lua_pushnil(ls);
+
+ lua_pushnumber(ls, item->sub_type);
+ return (2);
+ }
+ }
+
+ lua_pushnil(ls);
+ lua_pushnil(ls);
+ return (2);
+}
+
+static int l_item_cursed(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ bool cursed = item && item_ident(*item, ISFLAG_KNOW_CURSE)
+ && item_cursed(*item);
+ lua_pushboolean(ls, cursed);
+ return (1);
+}
+
+static int l_item_worn(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ int worn = get_equip_slot(item);
+ if (worn != -1)
+ lua_pushnumber(ls, worn);
+ else
+ lua_pushnil(ls);
+ if (worn != -1)
+ lua_pushstring(ls, equip_slot_to_name(worn));
+ else
+ lua_pushnil(ls);
+ return (2);
+}
+
+static std::string _item_name(lua_State *ls, item_def* item)
+{
+ description_level_type ndesc = DESC_PLAIN;
+ if (lua_isstring(ls, 2))
+ ndesc = description_type_by_name(lua_tostring(ls, 2));
+ else if (lua_isnumber(ls, 2))
+ ndesc = static_cast<description_level_type>(luaL_checkint(ls, 2));
+ bool terse = lua_toboolean(ls, 3);
+ return (item->name(ndesc, terse));
+}
+
+static int l_item_name(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ if (item)
+ {
+ std::string name = _item_name(ls, item);
+ lua_pushstring(ls, name.c_str());
+ }
+ else
+ lua_pushnil(ls);
+ return (1);
+}
+
+static int l_item_name_coloured(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ if (item)
+ {
+ std::string name = _item_name(ls, item);
+ int col = menu_colour(name, menu_colour_item_prefix(*item));
+ std::string colstr = colour_to_str(col);
+
+ std::ostringstream out;
+
+ out << "<" << colstr << ">" << name << "</" << colstr << ">";
+
+ lua_pushstring(ls, out.str().c_str());
+ }
+ else
+ lua_pushnil(ls);
+ return (1);
+}
+
+static int l_item_quantity(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ lua_pushnumber(ls, item? item->quantity : 0);
+ return (1);
+}
+
+static int l_item_inslot(lua_State *ls)
+{
+ int index = luaL_checkint(ls, 1);
+ if (index >= 0 && index < 52 && is_valid_item(you.inv[index]))
+ lua_pushlightuserdata(ls, &you.inv[index]);
+ else
+ lua_pushnil(ls);
+ return (1);
+}
+
+static int l_item_slot(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ if (item)
+ {
+ int slot = in_inventory(*item) ? item->link
+ : letter_to_index(item->slot);
+ lua_pushnumber(ls, slot);
+ }
+ else
+ lua_pushnil(ls);
+ return (1);
+}
+
+static int l_item_ininventory(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ lua_pushboolean(ls, item && in_inventory(*item));
+ return (1);
+}
+
+static int l_item_equip_type(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ if (!item || !is_valid_item(*item))
+ return (0);
+
+ equipment_type eq = EQ_NONE;
+
+ if (item->base_type == OBJ_WEAPONS || item->base_type == OBJ_STAVES)
+ eq = EQ_WEAPON;
+ else if (item->base_type == OBJ_ARMOUR)
+ eq = get_armour_slot(*item);
+ else if (item->base_type == OBJ_JEWELLERY)
+ eq = item->sub_type >= AMU_RAGE? EQ_AMULET : EQ_RINGS;
+
+ if (eq != EQ_NONE)
+ {
+ lua_pushnumber(ls, eq);
+ lua_pushstring(ls, equip_slot_to_name(eq));
+ }
+ else
+ {
+ lua_pushnil(ls);
+ lua_pushnil(ls);
+ }
+ return (2);
+}
+
+static int l_item_weap_skill(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ if (!item || !is_valid_item(*item))
+ return (0);
+
+ int skill = range_skill(*item);
+ if (skill == SK_THROWING)
+ skill = weapon_skill(*item);
+ if (skill == SK_FIGHTING)
+ return (0);
+
+ lua_pushstring(ls, skill_name(skill));
+ lua_pushnumber(ls, skill);
+ return (2);
+}
+
+static int l_item_dropped(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ if (!item || !is_valid_item(*item))
+ return (0);
+
+ lua_pushboolean(ls, item->flags & ISFLAG_DROPPED);
+
+ return (1);
+}
+
+static int l_item_can_cut_meat(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ if (!item || !is_valid_item(*item))
+ return (0);
+
+ lua_pushboolean(ls, can_cut_meat(*item));
+
+ return (1);
+}
+
+static int l_item_artefact(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ if (!item || !is_valid_item(*item))
+ return (0);
+
+ lua_pushboolean(ls, item_ident(*item, ISFLAG_KNOW_PROPERTIES)
+ && is_artefact(*item));
+ return (1);
+}
+
+static int l_item_branded(lua_State *ls)
+{
+ LUA_ITEM(item, 1);
+ if (!item || !is_valid_item(*item) || !item_type_known(*item))
+ return (0);
+
+ bool branded = false;
+ switch (item->base_type)
+ {
+ case OBJ_WEAPONS:
+ branded = get_weapon_brand(*item) != SPWPN_NORMAL;
+ break;
+ case OBJ_ARMOUR:
+ branded = get_armour_ego_type(*item) != SPARM_NORMAL;
+ break;
+ case OBJ_MISSILES:
+ branded = get_ammo_brand(*item) != SPMSL_NORMAL;
+ break;
+ default:
+ break;
+ }
+ lua_pushboolean(ls, branded);
+ return (1);
+}
+
+static const struct luaL_reg item_lib[] =
+{
+ { "artefact", l_item_artefact },
+ { "branded", l_item_branded },
+ { "class", l_item_class },
+ { "subtype", l_item_subtype },
+ { "cursed", l_item_cursed },
+ { "worn", l_item_worn },
+ { "name", l_item_name },
+ { "name_coloured", l_item_name_coloured },
+ { "quantity", l_item_quantity },
+ { "inslot", l_item_inslot },
+ { "slot", l_item_slot },
+ { "ininventory", l_item_ininventory },
+ { "inventory", l_item_inventory },
+ { "letter_to_index", l_item_letter_to_index },
+ { "index_to_letter", l_item_index_to_letter },
+ { "swap_slots", l_item_swap_slots },
+ { "wield", l_item_wield },
+ { "wear", l_item_wear },
+ { "puton", l_item_puton },
+ { "remove", l_item_remove },
+ { "drop", l_item_drop },
+ { "pickup", l_item_pickup },
+ { "equipped_at", l_item_equipped_at },
+ { "equipped", l_item_equipped },
+ { "equip_type", l_item_equip_type },
+ { "weap_skill", l_item_weap_skill },
+ { "dropped", l_item_dropped },
+ { "can_cut_meat", l_item_can_cut_meat },
+
+ { NULL, NULL },
+};
+
+void cluaopen_item(lua_State *ls)
+{
+ luaL_openlib(ls, "item", item_lib, 0);
+}