#include #include // kernel includes #include #include #include #include #include // lua includes #include #include #include using namespace luabind; static unit * add_unit(faction * f, region * r) { if (f->units==NULL) return addplayer(r, f); return createunit(r, f, 0, f->race); } static void unit_setnumber(unit& u, int number) { if (u.number==0) set_number(&u, number); } static int unit_getnumber(const unit& u) { return u.number; } static int unit_getitem(const unit& u, const char * iname) { const item_type * itype = it_find(iname); if (itype!=NULL) { return i_get(u.items, itype); } return -1; } static int unit_additem(unit& u, const char * iname, int number) { const item_type * itype = it_find(iname); if (itype!=NULL) { item * i = i_change(&u.items, itype, number); return i?i->number:0; } // if (itype!=NULL) return -1; } static int unit_getskill(const unit& u, const char * skname) { skill_t sk = sk_find(skname); if (sk!=NOSKILL) { skill * sv = get_skill(&u, sk); return sv->level; } return -1; } static int unit_effskill(const unit& u, const char * skname) { skill_t sk = sk_find(skname); if (sk!=NOSKILL) { return effskill(&u, sk); } return -1; } static int unit_setskill(unit& u, const char * skname, int level) { skill_t sk = sk_find(skname); if (sk!=NOSKILL) { set_level(&u, sk, level); return level; } // if (sk!=NULL) return -1; } void bind_unit(lua_State * L) { module(L)[ def("get_unit", &findunit), def("add_unit", &add_unit), class_("unit") .def_readonly("name", &unit::name) .def_readonly("region", &unit::region) .def_readonly("faction", &unit::faction) .def_readonly("id", &unit::no) .def("get_item", &unit_getitem) .def("add_item", &unit_additem) .def("get_skill", &unit_getskill) .def("eff_skill", &unit_effskill) .def("set_skill", &unit_setskill) .property("number", &unit_getnumber, &unit_setnumber) ]; }