Add some player lua methods

Adds u.clear_inventory() and u.giveobj(new.obj("rock")) and some other minor stuff.
This commit is contained in:
Pasi Kallinen
2020-01-04 16:55:50 +02:00
parent d6bc9f0bb3
commit 1d312ee3fe
3 changed files with 59 additions and 1 deletions

View File

@@ -1676,6 +1676,7 @@ E int FDECL(l_selection_register, (lua_State *));
/* ### nhlobj.c ### */
#if !defined(CROSSCOMPILE) || defined(CROSSCOMPILE_TARGET)
E void FDECL(nhl_push_obj, (lua_State *, struct obj *));
E int FDECL(nhl_obj_u_giveobj, (lua_State *));
E int FDECL(l_obj_register, (lua_State *));
#endif

View File

@@ -136,6 +136,32 @@ lua_State *L;
return 0;
}
/* Put object into player's inventory */
/* u.giveobj(obj.new("rock")); */
int
nhl_obj_u_giveobj(L)
lua_State *L;
{
struct _lua_obj *lo = l_obj_check(L, 1);
struct obj *otmp;
int refs;
if (!lobj_is_ok(lo) || lo->obj->where == OBJ_INVENT)
return 0;
refs = lo->obj->lua_ref_cnt;
obj_extract_self(lo->obj);
otmp = addinv(lo->obj);
if (otmp != lo->obj) {
lo->obj->lua_ref_cnt += refs;
lo->obj = otmp;
}
return 0;
}
/* Get a table of object class data. */
/* local odata = obj.class(otbl.otyp); */
/* local odata = obj.class(obj.new("rock")); */
@@ -413,7 +439,7 @@ lua_State *L;
{
struct _lua_obj *lo = l_obj_check(L, 1);
lua_pushboolean(L, lobj_is_ok(lo));
lua_pushboolean(L, !lobj_is_ok(lo));
return 1;
}

View File

@@ -830,6 +830,13 @@ lua_State *L;
{ "mh", &(u.mh), ANY_INT },
{ "mhmax", &(u.mhmax), ANY_INT },
{ "mtimedone", &(u.mtimedone), ANY_INT },
{ "dlevel", &(u.uz.dlevel), ANY_SCHAR }, /* actually xchar */
{ "dnum", &(u.uz.dnum), ANY_SCHAR }, /* actually xchar */
{ "uluck", &(u.uluck), ANY_SCHAR },
{ "uhp", &(u.uhp), ANY_INT },
{ "uhpmax", &(u.uhpmax), ANY_INT },
{ "uen", &(u.uen), ANY_INT },
{ "uenmax", &(u.uenmax), ANY_INT },
};
int i;
@@ -856,11 +863,35 @@ lua_State *L;
return 0;
}
static int
nhl_u_clear_inventory(L)
lua_State *L;
{
while (g.invent)
useupall(g.invent);
return 0;
}
/* Put object into player's inventory */
/* u.giveobj(obj.new("rock")); */
static int
nhl_u_giveobj(L)
lua_State *L;
{
return nhl_obj_u_giveobj(L);
}
static const struct luaL_Reg nhl_u_functions[] = {
{ "clear_inventory", nhl_u_clear_inventory },
{ "giveobj", nhl_u_giveobj },
};
void
init_u_data(L)
lua_State *L;
{
lua_newtable(L);
luaL_setfuncs(L, nhl_u_functions, 0);
lua_newtable(L);
lua_pushcfunction(L, nhl_meta_u_index);
lua_setfield(L, -2, "__index");