server/src/eressea/lua/unit.cpp
2004-04-11 00:20:46 +00:00

248 lines
5.2 KiB
C++

#include <config.h>
#include <eressea.h>
#include "list.h"
// Atributes includes
#include <attributes/racename.h>
// kernel includes
#include <kernel/race.h>
#include <kernel/region.h>
#include <kernel/item.h>
#include <kernel/faction.h>
#include <kernel/skill.h>
#include <kernel/unit.h>
#include <kernel/magic.h>
#include <kernel/spell.h>
// lua includes
#include <lua.hpp>
#include <luabind/luabind.hpp>
#include <luabind/iterator_policy.hpp>
using namespace luabind;
class bind_spell_ptr {
public:
static spell_ptr * next(spell_ptr * node) { return node->next; }
static spell * value(spell_ptr * node) { return find_spellbyid(node->spellid); }
};
static eressea::list<spell, spell_ptr, bind_spell_ptr>
unit_spells(const unit& u) {
sc_mage * mage = get_mage(&u);
if (mage==NULL) return eressea::list<spell, spell_ptr, bind_spell_ptr>(NULL);
spell_ptr * splist = mage->spellptr;
return eressea::list<spell, spell_ptr, bind_spell_ptr>(splist);
}
class bind_spell_list {
public:
static spell_list * next(spell_list * node) { return node->next; }
static spell * value(spell_list * node) { return node->data; }
};
static eressea::list<spell, spell_list, bind_spell_list>
unit_familiarspells(const unit& u) {
spell_list * spells = familiarspells(u.race);
return eressea::list<spell, spell_list, bind_spell_list>(spells);
}
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);
u.hp = unit_max_hp(&u) * number;
} else {
scale_number(&u, number);
}
}
static void
unit_setracename(unit& u, const char * name)
{
set_racename(&u.attribs, name);
}
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);
if (sv==NULL) return 0;
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;
}
static const char *
unit_getrace(const unit& u)
{
return u.race->_name[0];
}
static void
unit_setrace(unit& u, const char * rcname)
{
race * rc = rc_find(rcname);
if (rc!=NULL) {
u.race = rc;
}
}
static void
unit_addspell(unit& u, const char * name)
{
bool add = false;
spell_list * slist = spells;
while (slist!=NULL) {
spell * sp = slist->data;
if (strcmp(name, sp->sname)==0) {
if (add) log_error(("two spells are called %s.\n", name));
addspell(&u, sp->id);
add = true;
}
slist=slist->next;
}
if (!add) log_error(("spell %s could not be found\n", name));
}
static bool
unit_isfamiliar(const unit& u)
{
return is_familiar(&u)!=0;
}
static void
unit_removespell(unit& u, const spell * sp)
{
sc_mage * mage = get_mage(&u);
if (mage!=NULL) {
spell_ptr ** isptr = &mage->spellptr;
while (*isptr && (*isptr)->spellid != sp->id) {
isptr = &(*isptr)->next;
}
if (*isptr) {
spell_ptr * sptr = *isptr;
*isptr = sptr->next;
free(sptr);
}
}
}
static int
unit_hpmax(const unit& u)
{
return unit_max_hp(&u);
}
static void
unit_setregion(unit& u, region& r)
{
move_unit(&u, &r, NULL);
}
static region *
unit_getregion(const unit& u)
{
return u.region;
}
static const char *
unit_getname(const unit& u)
{
return u.name;
}
static void
unit_setname(unit& u, const char * name)
{
set_string(&u.name, name);
}
void
bind_unit(lua_State * L)
{
module(L)[
def("get_unit", &findunit),
def("add_unit", &add_unit),
class_<struct unit>("unit")
.property("name", &unit_getname, &unit_setname)
.def_readonly("faction", &unit::faction)
.def_readonly("id", &unit::no)
.def_readwrite("hp", &unit::hp)
.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)
.def("set_racename", &unit_setracename)
.def("add_spell", &unit_addspell)
.def("remove_spell", &unit_removespell)
.property("region", &unit_getregion, &unit_setregion)
.property("is_familiar", &unit_isfamiliar)
.property("spells", &unit_spells, return_stl_iterator)
.property("familiarspells", &unit_familiarspells, return_stl_iterator)
.property("number", &unit_getnumber, &unit_setnumber)
.property("race", &unit_getrace, &unit_setrace)
.property("hp_max", &unit_hpmax)
];
}