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-rw-r--r--crawl-ref/source/clua.cc671
1 files changed, 1 insertions, 670 deletions
diff --git a/crawl-ref/source/clua.cc b/crawl-ref/source/clua.cc
index 92212e37e6..e05a378af4 100644
--- a/crawl-ref/source/clua.cc
+++ b/crawl-ref/source/clua.cc
@@ -591,7 +591,6 @@ bool CLua::callfn(const char *fn, int nargs, int nret)
// structs
extern void luaopen_kills(lua_State *ls);
-void luaopen_item(lua_State *ls);
void luaopen_food(lua_State *ls);
void luaopen_file(lua_State *ls);
void luaopen_globals(lua_State *ls);
@@ -617,7 +616,7 @@ void CLua::init_lua()
// Open Crawl bindings
luaopen_kills(_state);
cluaopen_you(_state);
- luaopen_item(_state);
+ cluaopen_item(_state);
luaopen_food(_state);
cluaopen_crawl(_state);
luaopen_file(_state);
@@ -723,674 +722,6 @@ void clua_register_metatable(lua_State *ls, const char *tn,
}
/////////////////////////////////////////////////////////////////////
-// Bindings to get information on items. We must be extremely careful
-// to only hand out information the player already has.
-//
-
-static const item_def *excl_item = NULL;
-
-#define LUA_ITEM(name, n) \
- if (!lua_islightuserdata(ls, n)) \
- { \
- luaL_argerror(ls, n, "Unexpected arg type"); \
- return (0); \
- } \
- \
- item_def *name = static_cast<item_def *>( lua_touserdata(ls, n ) ); \
- if (excl_item && name != excl_item) \
- { \
- luaL_argerror(ls, n, "Unexpected item"); \
- return (0); \
- }
-
-void lua_push_inv_items(lua_State *ls);
-
-void lua_set_exclusive_item(const item_def *item)
-{
- excl_item = item;
-}
-
-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 luaopen_item(lua_State *ls)
-{
- luaL_openlib(ls, "item", item_lib, 0);
-}
-
-/////////////////////////////////////////////////////////////////////
// Food information.
static int food_do_eat(lua_State *ls)