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author | Robert Vollmert <rvollmert@gmx.net> | 2009-10-20 22:01:09 +0200 |
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committer | Robert Vollmert <rvollmert@gmx.net> | 2009-10-20 22:01:09 +0200 |
commit | 52818f7c83ffb5143f798412ee8d4800fc9de7b7 (patch) | |
tree | 09616a695880f42bcfe2bb56ba614fa30c288796 /crawl-ref/source/l_item.cc | |
parent | 30beda4d0f59aa37ee9d33c67d52aba686d53978 (diff) | |
download | crawl-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.cc | 706 |
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); +} |