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-rw-r--r--lib/core/auto.lua859
-rw-r--r--lib/core/building.lua15
-rw-r--r--lib/core/crpt_aux.lua182
-rw-r--r--lib/core/dungeon.lua55
-rw-r--r--lib/core/gen_idx.lua261
-rw-r--r--lib/core/gods.lua40
-rw-r--r--lib/core/help.lua141
-rw-r--r--lib/core/init.lua83
-rw-r--r--lib/core/load.lua37
-rw-r--r--lib/core/load2.lua56
-rw-r--r--lib/core/mimc_aux.lua96
-rw-r--r--lib/core/monsters.lua16
-rw-r--r--lib/core/objects.lua45
-rw-r--r--lib/core/player.lua135
-rw-r--r--lib/core/quests.lua57
-rw-r--r--lib/core/s_aux.lua716
-rw-r--r--lib/core/stores.lua32
-rw-r--r--lib/core/util.lua158
-rw-r--r--lib/core/xml.lua375
19 files changed, 0 insertions, 3359 deletions
diff --git a/lib/core/auto.lua b/lib/core/auto.lua
deleted file mode 100644
index b758db52..00000000
--- a/lib/core/auto.lua
+++ /dev/null
@@ -1,859 +0,0 @@
--- This file is the core of the Automatizer
--- Please do not touch unless you know what you are doing
-
-__rules = {}
-__rules_max = 0
-
-rule_aux = {}
-
--- Rule apply function, does .. nothing
-function auto_nothing(obj, item)
- return
-end
-
-function auto_inscribe(obj, item, note)
- if obj.note ~= 0 then return end
- msg_print("<Auto-Inscribe {"..note.."}>")
- obj.note = quark_add(note)
- return TRUE
-end
-
--- Rule apply function, pickup object
-function auto_pickup(obj, item)
- if item >= 0 then return end
- if inven_carry_okay(obj) == FALSE then return end
- msg_print("<Auto-pickup>")
- object_pickup(-item)
- return TRUE
-end
-
--- Rule apply function, destroy item
-function auto_destroy(obj, item)
- -- be carefull to what we can destroy
- -- Unaware things won't be destroyed.
- if is_aware(obj) == FALSE then return end
-
- -- Inscribed things won't be destroyed!
- if obj.note ~= 0 then return end
-
- -- Keep Artifacts -- they cannot be destroyed anyway
- if is_artifact(obj) == TRUE then return end
-
- -- Cannot destroy CURSE_NO_DROP objects
- local f1, f2, f3, f4, f5, esp = object_flags(obj);
- if band(f4, TR4_CURSE_NO_DROP) ~= 0 and band(obj.ident, IDENT_CURSED) then return end
-
- msg_print("<Auto-destroy>")
-
- -- Eliminate the item (from the pack)
- if item >= 0 then
- inven_item_increase(item, -obj.number)
- inven_item_describe(item)
- inven_item_optimize(item)
- -- Eliminate the item (from the floor)
- else
- floor_item_increase(0 - item, -obj.number)
- floor_item_describe(0 - item)
- floor_item_optimize(0 - item)
- end
- return TRUE
-end
-
--- Report the status of an object
-function object_status(obj)
- local sense =
- {
- [SENSE_CURSED] = "bad",
- [SENSE_WORTHLESS] = "very bad",
- [SENSE_AVERAGE] = "average",
- [SENSE_GOOD_LIGHT] = "good",
- [SENSE_GOOD_HEAVY] = "good",
- [SENSE_EXCELLENT] = "very good",
- [SENSE_SPECIAL] = "special",
- [SENSE_TERRIBLE] = "terrible",
- }
-
- if is_known(obj) == FALSE then
- if sense[obj.sense] then
- return sense[obj.sense]
- else
- return ""
- end
- else
-if nil then -- test
- local osense = -1
- local type = select_sense(obj, TRUE, TRUE)
- if type == 1 then
- osense = value_check_aux1(obj)
- elseif type == 2 then
- osense = value_check_aux1_magic(obj)
- end
-print("type : "..type)
- if sense[osense] then
- print("sense: "..sense[osense])
- return sense[osense]
- else
- print("sense: ")
- return ""
- end
-
-else -- the real one
-
- local slot = wield_slot_ideal(obj, TRUE)
-
- -- Arts items
- if is_artifact(obj) == TRUE then
- if band(obj.ident, IDENT_CURSED) == 0 then return "special"
- else return "terrible" end
- -- Ego items
- elseif (obj.name2 > 0 or obj.name2b > 0) then
- if band(obj.ident, IDENT_CURSED) == 0 then return "very good"
- else return "very bad" end
- -- weapon
- elseif (slot == INVEN_WIELD) or (slot == INVEN_BOW) or (slot == INVEN_AMMO) or (slot == INVEN_TOOL) then
- if obj.to_h + obj.to_d < 0 then
- return "bad"
- elseif obj.to_h + obj.to_d > 0 then
- return "good"
- else
- return "average"
- end
- -- armor
- elseif (slot >= INVEN_BODY) and (slot <= INVEN_FEET) then
- if obj.to_a < 0 then
- return "bad"
- elseif obj.to_a > 0 then
- return "good"
- else
- return "average"
- end
- -- ring
- elseif slot == INVEN_RING then
- if (obj.to_d + obj.to_h < 0) or (obj.to_a < 0) or (obj.pval < 0) then
- return "bad"
- else
- return "average"
- end
- -- amulet
- elseif slot == INVEN_NECK then
- if (obj.pval < 0) then
- return "bad"
- else
- return "average"
- end
- -- chests
- elseif obj.tval == TV_CHEST then
- if obj.pval == 0 then
- return "empty"
- elseif obj.pval < 0 then
- return "disarmed"
- else
- return "average"
- end
- else
- return "average"
- end
-end
- end
-end
-
--- Recursive function to generate a rule function tree
-function gen_rule_fct(r)
- -- It is a test rule (or, and, ...)
- if r.label == "and" or r.label == "or" then
- local i
- local fct_tbl = {}
- for i = 1, getn(r) do
- if r[i].label ~= "comment" then
- tinsert(fct_tbl, gen_rule_fct(r[i]))
- end
- end
- if r.label == "and" then
- return function(object)
- local fcts = %fct_tbl
- local i
- for i = 1, getn(fcts) do
- if not fcts[i](object) then return end
- end
- return TRUE
- end
- elseif r.label == "or" then
- return function(object)
- local fcts = %fct_tbl
- local i
- for i = 1, getn(fcts) do
- if fcts[i](object) then return TRUE end
- end
- end
- end
- -- It is a condition rule (name, type, level, ...)
- else
- if r.label == "not" then
- local f
- if not r[1] then
- f = function (object) return TRUE end
- else
- f = gen_rule_fct(r[1])
- end
- return function(object) return not %f(object) end
- elseif r.label == "inventory" then
- local f
- if not r[1] then
- f = function(object) return end
- else
- f = gen_rule_fct(r[1])
- end
- return function(object)
- local i = 0
- while i < INVEN_WIELD do
- if %f(player.inventory(i)) then
- return TRUE
- end
- i = i + 1
- end
- end
- elseif r.label == "equipment" then
- local f
- if not r[1] then
- f = function(object) return end
- else
- f = gen_rule_fct(r[1])
- end
- return function(object)
- local i = INVEN_WIELD
- while i < INVEN_TOTAL do
- if %f(player.inventory(i)) then
- return TRUE
- end
- i = i + 1
- end
- end
- elseif r.label == "name" then
- return function(object) if strlower(object_desc(object, -1, 0)) == strlower(%r[1]) then return TRUE end end
- elseif r.label == "contain" then
- return function(object) if strfind(strlower(object_desc(object, -1, 0)), strlower(%r[1])) then return TRUE end end
- elseif r.label == "symbol" then
- return function(object) if strchar(get_kind(object).d_char) == %r[1] then return TRUE end end
- elseif r.label == "inscribed" then
- return function(object) if object.note ~= 0 and strfind(strlower(quark_str(object.note)), strlower(%r[1])) then return TRUE end end
- elseif r.label == "discount" then
- local d1 = r.args.min
- local d2 = r.args.max
- if tonumber(d1) == nil then d1 = getglobal(d1) else d1 = tonumber(d1) end
- if tonumber(d2) == nil then d2 = getglobal(d2) else d2 = tonumber(d2) end
- return function(object) if is_aware(object) == TRUE and object.discount >= %d1 and object.discount <= %d2 then return TRUE end end
- elseif r.label == "tval" then
- local tv = r[1]
- if tonumber(tv) == nil then tv = getglobal(tv) else tv = tonumber(tv) end
- return function(object) if object.tval == %tv then return TRUE end end
- elseif r.label == "sval" then
- assert(r.args.min and r.args.max, "sval rule lacks min or max")
- local sv1 = r.args.min
- local sv2 = r.args.max
- if tonumber(sv1) == nil then sv1 = getglobal(sv1) else sv1 = tonumber(sv1) end
- if tonumber(sv2) == nil then sv2 = getglobal(sv2) else sv2 = tonumber(sv2) end
- return function(object) if is_aware(object) == TRUE and object.sval >= %sv1 and object.sval <= %sv2 then return TRUE end end
- elseif r.label == "status" then
- return function(object) if object_status(object) == strlower(%r[1]) then return TRUE end end
- elseif r.label == "state" then
- if r[1] == "identified" then
- return function(object) if is_known(object) == TRUE then return TRUE end end
- else
- return function(object) if is_known(object) == FALSE then return TRUE end end
- end
- elseif r.label == "race" then
- return function(object) if strlower(get_race_name()) == strlower(%r[1]) then return TRUE end end
- elseif r.label == "subrace" then
- return function(object) if strlower(get_subrace_name()) == strlower(%r[1]) then return TRUE end end
- elseif r.label == "class" then
- return function(object) if strlower(get_class_name()) == strlower(%r[1]) then return TRUE end end
- elseif r.label == "level" then
- assert(r.args.min and r.args.max, "level rule lacks min or max")
- return function(object) if player.lev >= tonumber(%r.args.min) and player.lev <= tonumber(%r.args.max) then return TRUE end end
- elseif r.label == "skill" then
- assert(r.args.min and r.args.max, "skill rule lacks min or max")
- local s = find_skill_i(r[1])
- assert(s ~= -1, "no skill "..r[1])
- return function(object) if get_skill(%s) >= tonumber(%r.args.min) and get_skill(%s) <= tonumber(%r.args.max) then return TRUE end end
- elseif r.label == "ability" then
- local s = find_ability(r[1])
- assert(s ~= -1, "no ability "..r[1])
- return function(object) if has_ability(%s) == TRUE then return TRUE end end
- end
- end
-end
-
-function auto_inscribe_maker(inscription)
- return function(...)
- arg.n = arg.n + 1
- arg[getn(arg)] = %inscription
- return call(auto_inscribe, arg)
- end
-end
-
--- Generate a rule from a table
-function gen_full_rule(t)
- -- only honor rules for this module
- if not t.args.module then
- t.args.module = "ToME"
- end
-
- if not ((t.args.module == "all") or (t.args.module == game_module)) then
- return function() end
- end
-
- -- Check for which action to do
- local apply_fct = auto_nothing
- if t.args.type == "destroy" then apply_fct = auto_destroy
- elseif t.args.type == "pickup" then apply_fct = auto_pickup
- elseif t.args.type == "inscribe" then apply_fct = auto_inscribe_maker(t.args.inscription)
- end
-
- -- create the function tree
- local rf
- if t[1] then
- rf = gen_rule_fct(t[1])
- else
- rf = function (object) end
- end
-
- -- create the final function
- return function(...)
- local rf = %rf
- if rf(arg[1]) then
- if call(%apply_fct, arg) == TRUE then return TRUE end
- end
- end
-end
-
--- Create a function that checks for the rules(passed in xml form)
-function add_ruleset(s)
- local tbl = xml:collect(s)
- local i
-
- -- Add all rules
- for i = 1, getn(tbl) do
- local t = tbl[i]
-
- if t.label == "rule" then
- -- Create the function tree
- local fct = gen_full_rule(t)
-
- -- Create the test function
- __rules[__rules_max] =
- {
- ["table"] = t,
- ["fct"] = fct
- }
- __rules_max = __rules_max + 1
- end
- end
-end
-
--- Apply the current rules to an object
--- call with at least (object, idx)
-function apply_rules(...)
- local i
- for i = 0, __rules_max - 1 do
- if call(__rules[i].fct, arg) then return TRUE end
- end
- return FALSE
-end
-
--- Clear the current rules
-function clean_ruleset()
- __rules_max = 0
- __rules = {}
-end
-
------- helper fonctions for the GUI
-
-auto_aux = {}
-auto_aux.stack = { n = 0 }
-auto_aux.idx = 1
-auto_aux.rule = 1
-function auto_aux:go_right()
- if auto_aux.rule[1] and type(auto_aux.rule[1]) == "table" then
- tinsert(auto_aux.stack, auto_aux.idx)
- tinsert(auto_aux.stack, auto_aux.rule)
- auto_aux.rule = auto_aux.rule[1]
- auto_aux.idx = 1
- end
-end
-
-function auto_aux:go_left(sel)
- local n = getn(auto_aux.stack)
-
- if n > 0 then
- auto_aux.idx = auto_aux.stack[n - 1]
- auto_aux.rule = auto_aux.stack[n]
- tremove(auto_aux.stack)
- tremove(auto_aux.stack)
- end
-end
-
-function auto_aux:go_down()
- if getn(auto_aux.stack) > 1 then
- if auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx + 1] then
- auto_aux.idx = auto_aux.idx + 1
- auto_aux.rule = auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx]
- end
- end
-end
-
-function auto_aux:go_up()
- if getn(auto_aux.stack) > 1 then
- if auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx - 1] then
- auto_aux.idx = auto_aux.idx - 1
- auto_aux.rule = auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx]
- end
- end
-end
-
-function auto_aux:scroll_up()
- xml.write_off_y = xml.write_off_y - 1
-end
-
-function auto_aux:scroll_down()
- xml.write_off_y = xml.write_off_y + 1
-end
-
-function auto_aux:scroll_left()
- xml.write_off_x = xml.write_off_x + 1
-end
-
-function auto_aux:scroll_right()
- xml.write_off_x = xml.write_off_x - 1
-end
-
-function auto_aux:adjust_current(sel)
- if __rules_max == 0 then return end
-
- xml.write_off_y = 0
- xml.write_off_x = 0
- auto_aux.idx = 1
- auto_aux.stack = { n = 0 }
- auto_aux.rule = __rules[sel].table
-end
-
-function auto_aux:move_up(sel)
- if sel > 0 then
- local u = __rules[sel - 1]
- local d = __rules[sel]
- __rules[sel - 1] = d
- __rules[sel] = u
- return sel - 1
- end
- return sel
-end
-
-function auto_aux:move_down(sel)
- if sel < __rules_max - 1 then
- local u = __rules[sel]
- local d = __rules[sel + 1]
- __rules[sel + 1] = u
- __rules[sel] = d
- return sel + 1
- end
- return sel
-end
-
-function auto_aux:new_rule(sel, nam, typ, arg)
- local r
-
-
- -- nam can also directly be the table itself
- if type(nam) == "table" then
- r =
- {
- ["table"] = nam,
- ["fct"] = function (object) end
- }
- elseif typ == "inscribe" then
- if arg == "" then
- arg = input_box("Inscription?", 79)
- end
- r =
- {
- ["table"] =
- {
- label = "rule",
- args = { name = nam, type = typ, inscription = arg, module = game_module },
- },
- ["fct"] = function (object) end
- }
- else
- r =
- {
- ["table"] =
- {
- label = "rule",
- args = { name = nam, type = typ, module = game_module },
- },
- ["fct"] = function (object) end
- }
- end
- tinsert(__rules, sel, r)
- __rules_max = __rules_max + 1
-end
-
-function auto_aux:rename_rule(sel, nam)
- if sel >= 0 and sel < __rules_max then
- __rules[sel].table.args.name = nam
- end
-end
-
-function auto_aux:save_ruleset()
- xml.write = xml.write_file
-
- print_hook("clean_ruleset()\nadd_ruleset\n[[\n")
- local i
- for i = 0, __rules_max - 1 do
- xml:print_xml(__rules[i].table, '')
- end
- print_hook("]]\n")
-
- xml.write = xml.write_screen
-end
-
-function auto_aux:del_self(sel)
- if auto_aux.rule.label == "rule" then
- tremove(__rules, sel)
- __rules_max = __rules_max - 1
- return sel - 1
- else
- local idx = auto_aux.idx
- auto_aux:go_left(sel)
- tremove(auto_aux.rule, idx)
- return sel
- end
-end
-
-auto_aux.types_desc =
-{
- ["and"] =
- {
- "Check is true if all rules within it are true",
- xml:collect([[<and><foo1>...</foo1><foo2>...</foo2><foo3>...</foo3></and>]]),
- function ()
- return xml:collect("<and></and>")
- end,
- },
- ["or"] =
- {
- "Check is true if at least one rule within it is true",
- xml:collect([[<or><foo1>...</foo1><foo2>...</foo2><foo3>...</foo3></or>]]),
- function ()
- return xml:collect("<or></or>")
- end,
- },
- ["not"] =
- {
- "Invert the result of its child rule",
- xml:collect([[<not><foo1>...</foo1></not>]]),
- function ()
- return xml:collect("<not></not>")
- end,
- },
- ["comment"] =
- {
- "Comments are meaningless",
- xml:collect([[<comment>Comment explaining something</comment>]]),
- function ()
- local n = input_box("Comment?", 79)
- if n == "" then return end
- return xml:collect("<comment>"..n.."</comment>")
- end,
- },
- ["name"] =
- {
- "Check is true if object name matches name",
- xml:collect([[<name>potion of healing</name>]]),
- function ()
- local n = input_box("Object name to match?", 79)
- if n == "" then return end
- return xml:collect("<name>"..n.."</name>")
- end,
- },
- ["contain"] =
- {
- "Check is true if object name contains word",
- xml:collect([[<contain>healing</contain>]]),
- function ()
- local n = input_box("Word to find in object name?", 79)
- if n == "" then return end
- return xml:collect("<contain>"..n.."</contain>")
- end,
- },
- ["inscribed"] =
- {
- "Check is true if object inscription contains word",
- xml:collect([[<inscribed>=g</inscribed>]]),
- function ()
- local n = input_box("Word to find in object inscription?", 79)
- if n == "" then return end
- return xml:collect("<inscribed>"..n.."</inscribed>")
- end,
- },
- ["discount"] =
- {
- "Check is true if object discount is between 2 values",
- xml:collect([[<sval min='50' max='100'></sval>]]),
- function ()
- local s = "<discount "
-
- local n = input_box("Min discount?", 79)
- if n == "" then return end
- s = s.."min='"..n.."' "
-
- n = input_box("Max discount?", 79)
- if n == "" then return end
- s = s.."max='"..n.."'></discount>"
- return xml:collect(s)
- end,
- },
- ["symbol"] =
- {
- "Check is true if object symbol is ok",
- xml:collect([[<symbol>!</symbol>]]),
- function ()
- local n = input_box("Symbol to match?", 1)
- if n == "" then return end
- return xml:collect("<symbol>"..n.."</symbol>")
- end,
- },
- ["status"] =
- {
- "Check is true if object status is ok",
- xml:collect([[<status>good</status>]]),
- function ()
- local n = msg_box("[t]errible, [v]ery bad, [b]ad, [a]verage, [G]ood, [V]ery good, [S]pecial?")
- local t =
- {
- ["t"] = "terrible",
- ["v"] = "very bad",
- ["b"] = "bad",
- ["a"] = "average",
- ["G"] = "good",
- ["V"] = "very good",
- ["S"] = "special",
- }
- if not t[strchar(n)] then return end
- return xml:collect("<status>"..t[strchar(n)].."</status>")
- end,
- },
- ["state"] =
- {
- "Check is true if object is identified/unidentified",
- xml:collect([[<state>identified</state>]]),
- function ()
- local n = msg_box("[i]dentified, [n]on identified?")
- local t =
- {
- ["i"] = "identified",
- ["n"] = "not identified",
- }
- if not t[strchar(n)] then return end
- return xml:collect("<state>"..t[strchar(n)].."</state>")
- end,
- },
- ["tval"] =
- {
- "Check is true if object tval(from k_info.txt) is ok",
- xml:collect([[<tval>55</tval>]]),
- function ()
- local n = input_box("Tval to match?", 79)
- if n == "" then return end
- return xml:collect("<tval>"..n.."</tval>")
- end,
- },
- ["sval"] =
- {
- {
- "Check is true if object sval(from k_info.txt) is between",
- "2 values",
- },
- xml:collect([[<sval min='0' max='100'></sval>]]),
- function ()
- local s = "<sval "
-
- local n = input_box("Min sval?", 79)
- if n == "" then return end
- s = s.."min='"..n.."' "
-
- n = input_box("Max sval?", 79)
- if n == "" then return end
- s = s.."max='"..n.."'></sval>"
- return xml:collect(s)
- end,
- },
- ["race"] =
- {
- "Check is true if player race is ok",
- xml:collect([[<race>dunadan</race>]]),
- function ()
- local n = input_box("Player race to match?", 79)
- if n == "" then return end
- return xml:collect("<race>"..n.."</race>")
- end,
- },
- ["subrace"] =
- {
- "Check is true if player subrace is ok",
- xml:collect([[<subrace>vampire</subrace>]]),
- function ()
- local n = input_box("Player subrace to match?", 79)
- if n == "" then return end
- return xml:collect("<subrace>"..n.."</subrace>")
- end,
- },
- ["class"] =
- {
- "Check is true if player class is ok",
- xml:collect([[<class>sorceror</class>]]),
- function ()
- local n = input_box("Player class to match?", 79)
- if n == "" then return end
- return xml:collect("<class>"..n.."</class>")
- end,
- },
- ["level"] =
- {
- "Check is true if player level is between 2 values",
- xml:collect([[<level min='20' max='50'></level>]]),
- function ()
- local s = "<level "
-
- local n = input_box("Min player level?", 79)
- if n == "" then return end
- s = s.."min='"..n.."' "
-
- n = input_box("Max player level?", 79)
- if n == "" then return end
- s = s.."max='"..n.."'></level>"
-
- return xml:collect(s)
- end,
- },
- ["skill"] =
- {
- "Check is true if player skill level is between 2 values",
- xml:collect([[<skill min='10' max='20'>Divination</skill>]]),
- function ()
- local s = "<skill "
-
- local n = input_box("Min skill level?", 79)
- if n == "" then return end
- s = s.."min='"..n.."' "
-
- n = input_box("Max skill level?", 79)
- if n == "" then return end
- s = s.."max='"..n.."'>"
-
- n = input_box("Skill name?", 79)
- if n == "" then return end
- if find_skill_i(n) == -1 then return end
- s = s..n.."</skill>"
-
- return xml:collect(s)
- end,
- },
- ["ability"] =
- {
- "Check is true if player has the ability",
- xml:collect([[<ability>Ammo creation</ability>]]),
- function()
- local n = input_box("Ability name?", 79)
- if n == "" then return end
- if find_ability(n) == -1 then return end
- return xml:collect("<ability>"..n.."</ability>")
- end,
- },
- ["inventory"] =
- {
- {
- "Check is true if something in player's inventory matches",
- "the contained rule",
- },
- xml:collect([[<inventory><foo1>...</foo1></inventory>]]),
- function ()
- return xml:collect("<inventory></inventory>")
- end,
- },
- ["equipment"] =
- {
- {
- "Check is true if something in player's equipment matches",
- "the contained rule",
- },
- xml:collect([[<equipment><foo1>...</foo1></equipment>]]),
- function ()
- return xml:collect("<equipment></equipment>")
- end,
- },
-}
-
-function auto_aux:display_desc(sel)
- local d = auto_aux.types_desc[sel][1]
- if type(d) == "string" then
- c_prt(TERM_WHITE, d, 1, 17)
- else
- local k, e, i
- i = 0
- for k, e in d do
- c_prt(TERM_WHITE, e, 1 + i, 17)
- i = i + 1
- end
- end
-end
-
-function auto_aux:add_child(sel)
- -- <rule> and <not> contain only one match
- if (auto_aux.rule.label == "rule" or auto_aux.rule.label == "not") and auto_aux.rule[1] then return end
- if (auto_aux.rule.label == "rule" or auto_aux.rule.label == "equipment") and auto_aux.rule[1] then return end
- if (auto_aux.rule.label == "rule" or auto_aux.rule.label == "inventory") and auto_aux.rule[1] then return end
-
- -- Only <and> and <or> can contain
- if auto_aux.rule.label ~= "rule" and auto_aux.rule.label ~= "and" and auto_aux.rule.label ~= "or" and auto_aux.rule.label ~= "not" and auto_aux.rule.label ~= "equipment" and auto_aux.rule.label ~= "inventory" then return end
-
- -- get it
- local r = auto_aux.types_desc[sel][3]()
- if not r then return end
-
- -- Ok add it
- tinsert(auto_aux.rule, r[1])
-end
-
-function auto_aux.regen_ruleset()
- local i
- for i = 0, __rules_max - 1 do
- __rules[i].fct = gen_full_rule(__rules[i].table)
- end
-end
-
-
--- Easily add new rules
-function easy_add_rule(typ, mode, do_status, obj)
- local detect_rule
-
- if mode == "tval" then
- detect_rule = "<tval>"..obj.tval.."</tval>"
- elseif mode == "tsval" then
- detect_rule = "<and><tval>"..obj.tval.."</tval><sval min='"..obj.sval.."' max='"..obj.sval.."'></sval></and>"
- elseif mode == "name" then
- detect_rule = "<name>"..strlower(object_desc(obj, -1, 0)).."</name>"
- end
-
- if do_status == TRUE then
- local status = object_status(obj)
- if status and not (status == "") then
- detect_rule = "<and>"..detect_rule.."<status>"..status.."</status></and>"
- end
- end
-
- local rule = "<rule module='"..game_module.."' name='"..typ.."' type='"..typ.."'>"..detect_rule.."</rule>"
- auto_aux:new_rule(0, xml:collect(rule)[1], '')
- auto_aux.regen_ruleset()
- msg_print("Rule added. Please go to the Automatizer screen (press = then T)")
- msg_print("to save the modified ruleset.")
-end
diff --git a/lib/core/building.lua b/lib/core/building.lua
deleted file mode 100644
index 8e88888a..00000000
--- a/lib/core/building.lua
+++ /dev/null
@@ -1,15 +0,0 @@
-__building_actions = {}
-
-function add_building_action(a)
- assert(a.index, "No building action index")
- assert(a.action, "No building action action")
- __building_actions[a.index] = a.action
-end
-
-function __bact_activate(bact)
- if __building_actions[bact] then
- return __building_actions[bact]()
- end
-end
-
-add_hook_script(HOOK_BUILDING_ACTION, "__bact_activate", "__bact_activate")
diff --git a/lib/core/crpt_aux.lua b/lib/core/crpt_aux.lua
deleted file mode 100644
index 97f8d4b6..00000000
--- a/lib/core/crpt_aux.lua
+++ /dev/null
@@ -1,182 +0,0 @@
--- Core functions for corruptions
-
-__corruptions = {}
-__corruptions_max = 0
-__corruptions_callbacks_max = 0
-
--- Get the corruption
-function player.corruption(c, set)
- if set then
- player.corruptions_aux[c + 1] = set
- player.redraw = bor(player.redraw, PR_BASIC)
- player.update = bor(player.update, PU_BONUS, PU_TORCH, PU_BODY, PU_POWERS)
- if (set == TRUE) and (__corruptions[c].gain) then
- __corruptions[c].gain()
- end
- if (set == FALSE) and (__corruptions[c].lose) then
- __corruptions[c].lose()
- end
- else
- return player.corruptions_aux[c + 1]
- end
-end
-
--- Test if we have that corruption
--- We must:
--- 1) have it or be willing to get it
--- 2) have all its dependancies
--- 3) have none of its opposing corruptions
--- 4) pass the possible tests
-function test_depend_corrupt(corrupt, can_gain)
- local i, c
-
- if not can_gain then can_gain = FALSE end
-
- if can_gain == TRUE then
- if (player.corruption(corrupt) ~= FALSE) then
- return FALSE
- end
- else
- if (player.corruption(corrupt) ~= TRUE) then
- return FALSE
- end
- end
-
- for c, i in __corruptions[corrupt].depends do
- if test_depend_corrupt(c) ~= TRUE then
- return FALSE
- end
- end
-
- for c, i in __corruptions[corrupt].oppose do
- if test_depend_corrupt(c) ~= FALSE then
- return FALSE
- end
- end
-
- -- are we even allowed to get it?
- if __corruptions[corrupt].can_gain and (not __corruptions[corrupt].can_gain()) then
- return FALSE
- end
-
- return TRUE
-end
-
--- Gain a new corruption
-function gain_corruption(group)
- local i, max
- local pos = {}
-
- -- Get the list of all possible ones
- max = 0
- for i = 0, __corruptions_max - 1 do
- if __corruptions[i].group == group and test_depend_corrupt(i, TRUE) == TRUE and __corruptions[i].random == TRUE and __corruptions[i].allow() then
- pos[max] = i
- max = max + 1
- end
- end
-
- -- Ok now get one of them
- if (max > 0) then
- local ret = rand_int(max)
-
- player.corruption(pos[ret], TRUE)
- cmsg_print(TERM_L_RED, __corruptions[pos[ret]].get_text)
-
- return pos[ret]
- else
- return -1
- end
-end
-
--- Lose an existing corruption
-function lose_corruption()
- local i, max
- local pos = {}
-
- -- Get the list of all possible ones
- max = 0
- for i = 0, __corruptions_max - 1 do
- if test_depend_corrupt(i) == TRUE and __corruptions[i].removable == TRUE then
- pos[max] = i
- max = max + 1
- end
- end
-
- -- Ok now get one of them
- if (max > 0) then
- local ret = rand_int(max)
-
- player.corruption(pos[ret], FALSE)
- cmsg_print(TERM_L_RED, __corruptions[pos[ret]].lose_text)
-
- -- Ok now lets see if it broke some dependancies
- for i = 0, max - 1 do
- if player.corruption(pos[i]) ~= test_depend_corrupt(pos[i]) then
- player.corruption(pos[i], FALSE)
- cmsg_print(TERM_L_RED, __corruptions[pos[i]].lose_text)
- end
- end
-
- return pos[ret]
- else
- return -1
- end
-end
-
--- Lose all corruptions (for e.g. Potion of New Life)
-function lose_all_corruptions()
- local i;
- for i = 0, __corruptions_max - 1 do
- lose_corruption()
- end
- return -1
-end
-
--- Creates a new corruption
-function add_corruption(c)
- assert(c.color, "No corruption color")
- assert(c.name, "No corruption name")
- assert(c.get_text, "No corruption get_text")
- assert(c.lose_text, "No corruption lose_text")
- assert(c.desc, "No corruption desc")
- assert(c.hooks, "Nothing to do for corruption")
- if not c.random then c.random = TRUE end
- if not c.removable then c.removable = TRUE end
- if not c.allow then c.allow = function() return not nil end end
-
- if c.depends == nil then c.depends = {} end
- if c.oppose == nil then c.oppose = {} end
-
- -- We must make sure the other ones opposes too
- local o, i
- for o, i in c.oppose do
- __corruptions[o].oppose[__corruptions_max] = TRUE
- end
-
- local index, h
- for index, h in c.hooks do
- add_hook_script(index, "__lua__corrupt_callback"..__corruptions_callbacks_max, "__lua__corrupt_callback"..__corruptions_callbacks_max)
- setglobal("__lua__corrupt_callback"..__corruptions_callbacks_max,
- function (...)
- if test_depend_corrupt(%__corruptions_max) == TRUE then
- return call(%h, arg)
- end
- end
- )
- __corruptions_callbacks_max = __corruptions_callbacks_max + 1
- end
-
- if type(c.desc) == "table" then
- local new_desc = ""
- for index, h in c.desc do
- new_desc = new_desc..h.."\n"
- end
- c.desc = new_desc
- end
-
- __corruptions[__corruptions_max] = c
- __corruptions_max = __corruptions_max + 1
- return (__corruptions_max - 1)
-end
-
diff --git a/lib/core/dungeon.lua b/lib/core/dungeon.lua
deleted file mode 100644
index d91d785b..00000000
--- a/lib/core/dungeon.lua
+++ /dev/null
@@ -1,55 +0,0 @@
--- Internal lua file in charge of dungeon stuff
-
-function place_dungeon(y, x, d_idx)
- if d_idx then
- wild_map(y, x).entrance = 1000 + d_idx
- else
- wild_map(y, x).entrance = 0
- end
-end
-
-function dungeon(d_idx)
- return d_info[1 + d_idx]
-end
-
-function wild_feat(wild)
- return wf_info[1 + wild.feat]
-end
-
-function explode_dir(dir)
- return ddy[dir + 1], ddx[dir + 1]
-end
-
-function rotate_dir(dir, mov)
- if mov > 0 then
- if dir == 7 then dir = 8
- elseif dir == 8 then dir = 9
- elseif dir == 9 then dir = 6
- elseif dir == 6 then dir = 3
- elseif dir == 3 then dir = 2
- elseif dir == 2 then dir = 1
- elseif dir == 1 then dir = 4
- elseif dir == 4 then dir = 7
- end
- elseif mov < 0 then
- if dir == 7 then dir = 4
- elseif dir == 4 then dir = 1
- elseif dir == 1 then dir = 2
- elseif dir == 2 then dir = 3
- elseif dir == 3 then dir = 6
- elseif dir == 6 then dir = 9
- elseif dir == 9 then dir = 8
- elseif dir == 8 then dir = 7
- end
- end
-
- return dir
-end
-
--- Place a trap for a specific level
-function place_trap(y, x, level)
- local old_dun = dun_level
- dun_level = level
- %place_trap(y, x)
- dun_level = old_dun
-end
diff --git a/lib/core/gen_idx.lua b/lib/core/gen_idx.lua
deleted file mode 100644
index 5f3af435..00000000
--- a/lib/core/gen_idx.lua
+++ /dev/null
@@ -1,261 +0,0 @@
--- Place here the list of files to parse
-files =
-{
- "birth.txt",
- "experien.hlp",
- "gods.txt",
- "explore.hlp",
- "newbie.hlp",
- "advanced.hlp",
- "help.hlp",
- "general.txt",
- "whattome.txt",
- "dungeon.txt",
- "spoiler.hlp",
- "g_melkor.txt",
- "skills.txt",
- "c_bard.txt",
- "c_druid.txt",
- "c_lorema.txt",
- "c_mage.txt",
- "c_mimic.txt",
- "c_mindcr.txt",
- "c_monk.txt",
- "c_palad.txt",
- "c_posses.txt",
- "c_pr_drk.txt",
- "c_pr_eru.txt",
- "c_pr_man.txt",
- "c_symbia.txt",
- "c_alchem.txt",
- "c_archer.txt",
- "c_assass.txt",
- "c_axemas.txt",
- "c_demono.txt",
- "c_geoman.txt",
- "c_hafted.txt",
- "c_necro.txt",
- "c_polear.txt",
- "c_ranger.txt",
- "c_rogue.txt",
- "c_runecr.txt",
- "c_sorcer.txt",
- "c_swordm.txt",
- "c_thaum.txt",
- "c_unbel.txt",
- "c_warper.txt",
- "c_warrio.txt",
- "m_meta.txt",
- "rm_skel.txt",
- "rm_zomb.txt",
- "luckspoi.txt",
- "m_air.txt",
- "dunspoil.txt",
- "g_eru.txt",
- "g_manwe.txt",
- "g_tulkas.txt",
- "m_divin.txt",
- "m_mimic.txt",
- "m_water.txt",
- "magic.txt",
- "r_drkelf.txt",
- "r_dwarf.txt",
- "r_elf.txt",
- "r_hielf.txt",
- "r_hobbit.txt",
- "r_pettyd.txt",
- "r_wodelf.txt",
- "rm_spec.txt",
- "tome_faq.txt",
- "ability.txt",
- "automat.txt",
- "c_summon.txt",
- "command.txt",
- "corspoil.txt",
- "debug.txt",
- "m_music.txt",
- "rm_barb.txt",
- "macrofaq.txt",
- "m_necrom.txt",
- "m_mindcr.txt",
- "m_symbio.txt",
- "m_thaum.txt",
- "magic.hlp",
- "m_convey.txt",
- "m_fire.txt",
- "m_mana.txt",
- "m_mind.txt",
- "m_nature.txt",
- "m_tempo.txt",
- "m_udun.txt",
- "m_geoman.txt",
- "essences.txt",
- "r_ent.txt",
- "g_yavann.txt",
- "defines.txt",
- "rm_vamp.txt",
- "inscrip.txt",
- "m_earth.txt",
- "option.txt",
- "attack.txt",
- "version.txt",
- "m_demono.txt",
- "r_beorn.txt",
- "r_deathm.txt",
- "r_rohank.txt",
- "r_hafogr.txt",
- "r_human.txt",
- "r_kobold.txt",
- "r_maia.txt",
- "r_orc.txt",
- "r_thlord.txt",
- "r_troll.txt",
- "r_yeek.txt",
- "rm_class.txt",
- "rm_herm.txt",
- "rm_lsoul.txt",
- "wishing.txt",
- "c_priest.txt",
- "fatespoi.txt",
- "gambling.txt",
- "r_dunad.txt",
- "r_gnome.txt",
- "r_hafelf.txt",
- "c_merch.txt",
- "spoil_faq.txt",
-}
-
-out_file = "index.txt"
-
-index = {}
-
-function parse_file(file)
- local fff = openfile(path_build(ANGBAND_DIR_HELP, file), "r")
- local line
-
- line = read(fff, "*l")
- while line do
- local i, j, anchor, name, subname = strfind(line, "~~~~~(%d+)|([%d%a -]+)|([%d%a -]+)")
- if not i then
- i, j, anchor, name = strfind(line, "~~~~~(%d+)|([%d%a -]+)")
-
- subname = nil
- end
-
- if i then
- if not index[name] then
- index[name] = {}
- end
- if subname then
- tinsert(index[name], { __name__ = subname, __file__ = file, __anchor__ = anchor})
- else
- tinsert(index[name], { __name__ = "__primary__", __file__ = file, __anchor__ = anchor})
- end
- end
-
- line = read(fff, "*l")
- end
-
- closefile(fff)
-end
-
-function sort_fct(a, b)
- local i, len
-
- a = a.__name__
- b = b.__name__
-
- if strlen(a) > strlen(b) then len = strlen(b) else len = strlen(a) end
-
- for i = 1, len do
- local ac = strbyte(a, i)
- local bc = strbyte(b, i)
-
- if ac < bc then
- return not nil
- elseif ac > bc then
- return nil
- end
- end
- if strlen(a) > strlen(b) then return nil else return not nil end
-end
-
-function generate_index()
- local k, e, index_list
- for _, e in files do
- parse_file(e)
- end
-
- index_list = {}
- for k, e in index do
- -- Ok either my sort function or lua sort function sucks ass ..
- sort(e, sort_fct)
- sort(e, sort_fct)
- sort(e, sort_fct)
- sort(e, sort_fct)
- sort(e, sort_fct)
- tinsert(index_list, {__name__= k, __table__ = e})
- end
-
- -- Ok either my sort function or lua sort function sucks ass ..
- sort(index_list, sort_fct)
- sort(index_list, sort_fct)
- sort(index_list, sort_fct)
- sort(index_list, sort_fct)
- sort(index_list, sort_fct)
- index = index_list
-end
-
-function out_link(fff, space, name, file, anchor)
- write(fff, space.."*****"..file.."*"..anchor.."["..name.."]\n")
-end
-
-function print_index()
- local i, j, c, new_c
- local fff = openfile(path_build(ANGBAND_DIR_HELP, out_file), "w")
-
- write(fff,
-[[|||||oy
-#####R /----------------------------------------\
-#####R < Help Index >
-#####R \----------------------------------------/
-
-This is the index of everything in the T.o.M.E. documentation.
-
-#####BHit a letter key to jump to the entries for that letter.
-
-Some entries in the index link to the same place as other entries. This is
-intentional, so that the information you want is easy to find.
-
-Don't forget you can browse the help from the *****help.hlp*02[Main menu].
-
-#####sSpotted a problem with the help files, or some content thats missing?
-#####sContact fearoffours@t-o-m-e.net .
-
-]])
-
- c = ' '
- for i = 1, getn(index) do
- new_c = strbyte(index[i].__name__, 1)
- if c ~= new_c then
- c = new_c
- write(fff, "~~~~~"..c.."\n")
- write(fff, "*****/"..strchar(c)..out_file.."*"..c.."["..strchar(c).."]\n")
- end
- for j = 1, getn(index[i].__table__) do
- if index[i].__table__[j].__name__ == "__primary__" then
- out_link(fff, " ", index[i].__name__, index[i].__table__[j].__file__, index[i].__table__[j].__anchor__)
- end
- end
- for j = 1, getn(index[i].__table__) do
- if index[i].__table__[j].__name__ ~= "__primary__" then
- out_link(fff, " ", index[i].__table__[j].__name__, index[i].__table__[j].__file__, index[i].__table__[j].__anchor__)
- end
- end
- end
- closefile(fff)
-end
-
-generate_index()
-
-print_index()
diff --git a/lib/core/gods.lua b/lib/core/gods.lua
deleted file mode 100644
index 77e0aad5..00000000
--- a/lib/core/gods.lua
+++ /dev/null
@@ -1,40 +0,0 @@
--- Gods helper files
-
--- Gods structs
-
-__gods_hook = {}
-__gods_callbacks = {}
-__gods_callbacks_max = 0
-
-function add_god(q)
- local i, index, d, z, qq
-
- assert(q.name, "No god name")
- assert(q.desc, "No god desc")
- assert(q.hooks, "No god hooks")
-
- i = add_new_gods(q.name);
-
- z = 0
- for index, d in q.desc do
- desc_god(i, z, d);
- z = z + 1
- end
-
- __gods_hook[i] = q.hooks
- for index, d in q.hooks do
- add_hook_script(index, "__lua__gods_callback"..__gods_callbacks_max, "__lua__gods_callback"..__gods_callbacks_max)
- setglobal("__lua__gods_callback"..__gods_callbacks_max, d)
- __gods_callbacks_max = __gods_callbacks_max + 1
- end
- if q.data then
- for index, d in q.data do
- -- Besure it exists
- setglobal(index, d)
-
- -- Make it save & load
- add_loadsave(index, d)
- end
- end
- return i
-end
diff --git a/lib/core/help.lua b/lib/core/help.lua
deleted file mode 100644
index a581fe63..00000000
--- a/lib/core/help.lua
+++ /dev/null
@@ -1,141 +0,0 @@
--- Ingame contextual help
-
--- We use our own hook list as to not overburn the hook proccessor
--- with many hooks that would slow down things
--- It would be very meaningless if the option is not even on
-__ingame_hooks = {}
-
-__ingame_help_max = 0
-
-function ingame_help(t, ...)
- -- This function can also be used to call the callbacks
- if type(t) == "string" then
- local f = getglobal("__ingame_help_fct_"..t)
- call(f, arg)
- return
- end
-
- assert(t.desc or t.fct, "no ingame help desc/fct")
- assert(t.hook or t.callback, "no ingame help hook/callback")
- if t.hook then assert(t.event, "no ingame hepl event needed by hook") end
-
- -- Set it to only trigger once
- setglobal("__ingame_help_activated_"..__ingame_help_max, FALSE)
- -- Save/load it
- add_loadsave("__ingame_help_activated_"..__ingame_help_max, FALSE)
-
- if t.hook then
- -- If the hok list didnt exist yet, add it
- if not __ingame_hooks[t.hook] then
- -- Set it to empty, we'll fill it later
- __ingame_hooks[t.hook] = {}
- -- Add the global hook
- add_hooks
- {
- [t.hook] = function (...)
- if option_ingame_help ~= TRUE then return end
- local k, e
- for k, e in __ingame_hooks[%t.hook] do
- if k ~= "n" then
- call(e, arg)
- end
- end
- end
- }
- end
- if t.desc then
- tinsert(__ingame_hooks[t.hook],
- function (...)
- local tbl = %t
- if getglobal("__ingame_help_activated_"..%__ingame_help_max) == FALSE then
- if call(tbl.event, arg) == TRUE then
- local k, e
- for k, e in tbl.desc do
- msg_print(TERM_YELLOW, e)
- end
- setglobal("__ingame_help_activated_"..%__ingame_help_max, TRUE)
- end
- end
- end
- )
- elseif t.fct then
- tinsert(__ingame_hooks[t.hook],
- function (...)
- local tbl = %t
- if getglobal("__ingame_help_activated_"..%__ingame_help_max) == FALSE then
- if call(tbl.event, arg) == TRUE then
- if tbl.fct() == TRUE then
- setglobal("__ingame_help_activated_"..%__ingame_help_max, TRUE)
- end
- end
- end
- end
- )
- end
- else
- local no_test = FALSE
- if t.no_test == TRUE then no_test = TRUE end
- if t.desc then
- setglobal
- (
- "__ingame_help_fct_"..(t.callback),
- function (...)
- local tbl = %t
- if ((option_ingame_help == TRUE) or (%no_test == TRUE)) and (getglobal("__ingame_help_activated_"..%__ingame_help_max) == FALSE) then
- local k, e
- for k, e in tbl.desc do
- msg_print(TERM_YELLOW, e)
- end
- setglobal("__ingame_help_activated_"..%__ingame_help_max, TRUE)
- end
- end
- )
- elseif t.fct then
- setglobal
- (
- "__ingame_help_fct_"..(t.callback),
- function (...)
- local tbl = %t
- if ((option_ingame_help == TRUE) or (%no_test == TRUE)) and (getglobal("__ingame_help_activated_"..%__ingame_help_max) == FALSE) then
- if call(tbl.fct, arg) == TRUE then
- setglobal("__ingame_help_activated_"..%__ingame_help_max, TRUE)
- end
- end
- end
- )
- end
- end
-
- __ingame_help_max = __ingame_help_max + 1
-end
-
--- Clean up the ingame help seen at birth
-add_hooks
-{
- [HOOK_BIRTH_OBJECTS] = function()
- local i
- for i = 0, __ingame_help_max - 1 do
- setglobal("__ingame_help_activated_"..i, FALSE)
- end
- end
-}
-
-function ingame_clean()
- local i
- for i = 0, __ingame_help_max - 1 do
- setglobal("__ingame_help_activated_"..i, FALSE)
- end
-end
-
--- helper function, brings up a doc
-function ingame_help_doc(name, anchor)
- -- Save screen
- screen_save();
-
- -- Peruse the help file
- if not anchor then anchor = 0 end
- show_file(name, 0, -anchor, 0)
-
- -- Load screen
- screen_load()
-end
diff --git a/lib/core/init.lua b/lib/core/init.lua
deleted file mode 100644
index 11b812d5..00000000
--- a/lib/core/init.lua
+++ /dev/null
@@ -1,83 +0,0 @@
---
--- This file is loaded at the initialisation of ToME
--- Load the system functions
---
-
--- Name of globals to save
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "load.lua")
-
--- Very thin xml parser(49 lines ;)
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "xml.lua")
-
--- various vital helper code
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "util.lua")
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "player.lua")
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "objects.lua")
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "monsters.lua")
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "building.lua")
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "dungeon.lua")
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "s_aux.lua")
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "crpt_aux.lua")
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "mimc_aux.lua")
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "quests.lua")
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "gods.lua")
-
--- Load the ingame contextual help
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "help.lua")
-
--- let the store specific stuff happen!
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "stores.lua")
-
---------------------------------------------------------------
---------------------------------------------------------------
---------------------------------------------------------------
--------------Here we load the non vital scripts---------------
------------------------from lib/scpt--------------------------
---------------------------------------------------------------
---------------------------------------------------------------
-tome_dofile("init.lua")
-
--- The dofile functions for each patch
-patch_dofile = {}
-
--- Now load patches
-function load_patches()
- scansubdir(ANGBAND_DIR_PATCH)
- for i = 0, scansubdir_max - 1 do
- if (scansubdir_result[i + 1] ~= ".") and (scansubdir_result[i + 1] ~= "..") then
- local dir = path_build(ANGBAND_DIR_PATCH, scansubdir_result[i + 1])
- local file = path_build(dir, "patch.lua")
- if file_exist(file) == TRUE then
- patch_init = nil
- tome_dofile_anywhere(dir, "patch.lua", TRUE)
- unset_safe_globals()
- if patch_init == nil then
- set_safe_globals()
- quit("Patch in "..file.." did not include a patch_init() function")
- else
- set_safe_globals()
-
- -- create the dofile function
- patch_dofile[scansubdir_result[i + 1]] = function(f)
- tome_dofile_anywhere(%dir, f, TRUE)
- end
-
- local name, version = patch_init()
- if name == nil or version == nil then
- quit("Patch in "..file.." did not return valid name or version.\nIt must return name, version")
- end
- patch_version(name, version)
- end
- end
- end
- end
-end
-load_patches()
-
---------------------------------------------------------------
---------------------------------------------------------------
---------------------------------------------------------------
---
--- Do not thouch after this line
---
-tome_dofile_anywhere(ANGBAND_DIR_CORE, "load2.lua")
diff --git a/lib/core/load.lua b/lib/core/load.lua
deleted file mode 100644
index 9522ec91..00000000
--- a/lib/core/load.lua
+++ /dev/null
@@ -1,37 +0,0 @@
--- Savefile stuff
--- Do not meddle in the affairs of savefiles for they are subtle and quick to be become incompatible
-
-__loadsave_name = {}
-__loadsave_max = 0
-__loadsave_tmp = 0
-
-function add_loadsave(name, default)
- assert(name, "No variable name to save")
- assert(default, "No default value")
-
- -- if it is a table we must create many entries
- if type(default) == "table" then
- for k, e in default do
- add_loadsave(name.."."..k, e)
- end
- else
- __loadsave_name[__loadsave_max] = { name = name, default = default }
- __loadsave_max = __loadsave_max + 1
- end
-end
-
--- Example of how to save a table
--- NOTE: { 1, 2, 3 } will NOT work, the key MUST be a string
---[[
-add_loadsave("t",
-{
- foo = 7,
- tab = {
- a = 1,
- b = 2,
- tab = {
- a=1, b=2, c=3,
- },
- },
-})
-]]
diff --git a/lib/core/load2.lua b/lib/core/load2.lua
deleted file mode 100644
index 7e151d91..00000000
--- a/lib/core/load2.lua
+++ /dev/null
@@ -1,56 +0,0 @@
--- Savefile helpers
-
--- function called when a key in the variable part ofthe savefile is read
--- if the key matches what we need, we use it, otehrwise just ignore it
-function __savefile_load(key, val)
- local index, elem
-
- for index, elem in __loadsave_name do
- if (key == elem.name) then
- dostring(elem.name.." = "..val)
- end
- end
-end
-
--- called when the game is saved, can only save numbers
--- assosiate a key with them to allow the loading code to recognize them
-function __savefile_save()
- local index, elem
- for index, elem in __loadsave_name do
- dostring("__loadsave_tmp = "..elem.name)
- save_number_key(elem.name, __loadsave_tmp);
- end
-end
-
-register_savefile(__loadsave_max)
-add_hook_script(HOOK_LOAD_GAME, "__savefile_load", "__hook_load")
-add_hook_script(HOOK_SAVE_GAME, "__savefile_save", "__hook_save")
-
--- Parse a flattened(i.e: foo.bar.zog) table path and recrate tables
-function reconstruct_table(name)
- for i = 1, strlen(name) - 1 do
- if strsub(name, i, i) == "." then
- local tbl = strsub(name, 1, i - 1)
-
- if dostring("return "..tbl) == nil then
- dostring(tbl.."={}")
- end
- end
- end
-end
-
--- Automagically set unkown variables, otherwise the savefile code
--- might get VERY upset
-do
- local k, e
- -- We need to be able to check for unknown globals
- unset_safe_globals()
- for k, e in __loadsave_name do
- reconstruct_table(e.name)
- if dostring("return "..(e.name)) == nil then
- dostring((e.name).." = "..(e.default))
- end
- end
- -- Now taht we did, we set it back, for it is usefull ;)
- set_safe_globals()
-end
diff --git a/lib/core/mimc_aux.lua b/lib/core/mimc_aux.lua
deleted file mode 100644
index cea1f4dc..00000000
--- a/lib/core/mimc_aux.lua
+++ /dev/null
@@ -1,96 +0,0 @@
--- Mimic shapes helper file
-
-__mimics = {}
-__mimics_max = 1
-__mimics_names = {}
-
-function add_mimic_shape(t)
- assert(t.name, "no mimic name")
- assert(t.desc, "no mimic desc")
- assert(t.calc, "no mimic calc")
- assert(t.level, "no mimic level")
- assert(t.duration, "no mimic duration")
-
- if not t.limit then t.limit = 0 end
-
- if not t.obj_name then
- t.obj_name = t.name
- end
-
- t.show_name = '['..t.name..']'
-
- -- if it needs hooks, add them
- if t.hooks then
- add_hooks(t.hooks)
- end
-
- -- Add it in a name to index hash table
- __mimics_names[t.name] = __mimics_max
-
- __mimics[__mimics_max] = t
- __mimics_max = __mimics_max + 1
-end
-
-function resolve_mimic_name(name)
- if __mimics_names[name] then
- return __mimics_names[name]
- else
- return -1
- end
-end
-
-function find_random_mimic_shape(level, limit, realm)
- local mimic, tries
-
- tries = 1000
- while tries > 0 do
- tries = tries - 1
- mimic = rand_range(1, __mimics_max - 1)
- if (not realm) or (__mimics[mimic].realm == realm) then
- if limit >= __mimics[mimic].limit then
- if (rand_int(__mimics[mimic].level * 3) < level) and (__mimics[mimic].rarity < 100) and (magik(100 - __mimics[mimic].rarity) == TRUE) then
- break
- end
- end
- end
- end
- if tries > 0 then
- return mimic
- else
- return resolve_mimic_name("Abomination")
- end
-end
-
-function get_mimic_info(mimic, info)
- if not __mimics[mimic] then return 0 end
- return __mimics[mimic][info]
-end
-
-function get_mimic_rand_dur(mimic)
- return rand_range(__mimics[mimic].duration[1], __mimics[mimic].duration[2])
-end
-
-function calc_mimic(mimic)
- return __mimics[mimic].calc()
-end
-
-function calc_mimic_power(mimic)
- if __mimics[mimic].power then __mimics[mimic].power() end
-end
-
---- Here comes the only vital shape
-
-add_mimic_shape
-{
- ["name"] = "Abomination",
- ["obj_name"] = "Abominable Cloak",
- ["desc"] = "Abominations are failed experiments of powerful wizards.",
- ["realm"] = nil,
- ["level"] = 1,
- ["rarity"] = 101,
- ["duration"] = {20, 100},
- ["calc"] = function ()
- apply_flags(TR1_SPEED + TR1_STR + TR1_INT + TR1_WIS + TR1_DEX + TR1_CON + TR1_CHR, 0, 0, 0, 0, 0, -10)
- player.xtra_f3 = bor(player.xtra_f3, TR3_AGGRAVATE)
- end,
-}
diff --git a/lib/core/monsters.lua b/lib/core/monsters.lua
deleted file mode 100644
index ca2851a0..00000000
--- a/lib/core/monsters.lua
+++ /dev/null
@@ -1,16 +0,0 @@
--- SYSTEM FILE
---
--- Monster stuff, do not touch
---
-
-function summon_monster(y, x, lev, friend, typ)
- if type(typ) == "number" then
- if friend == TRUE then
- return summon_specific_friendly(y, x, lev, typ, FALSE)
- else
- return summon_specific(y, x, lev, typ)
- end
- else
- return summon_monster_aux(y, x, lev, friend, typ)
- end
-end
diff --git a/lib/core/objects.lua b/lib/core/objects.lua
deleted file mode 100644
index 97320b82..00000000
--- a/lib/core/objects.lua
+++ /dev/null
@@ -1,45 +0,0 @@
--- SYSTEM FILE
---
--- Lua object funtions
---
-
-function create_object(tval, sval)
- local obj = new_object()
- object_prep(obj, lookup_kind(tval, sval))
- return (obj)
-end
-
-function set_item_tester(tester)
- if tolua.type(tester) == "number" then
- lua_set_item_tester(tester, "")
- end
- if tolua.type(tester) == "string" then
- lua_set_item_tester(0, tester)
- end
- if tolua.type(tester) == "function" then
- __get_item_hook_default = tester
- lua_set_item_tester(0, "__get_item_hook_default")
- end
-end
-
-function create_artifact(a_idx)
- local obj
- local tval, sval
-
- tval = a_info[a_idx + 1].tval
- sval = a_info[a_idx + 1].sval
- obj = create_object(tval, sval)
- obj.name1 = a_idx
- apply_magic(obj, -1, TRUE, TRUE, TRUE)
-
- return (obj)
-end
-
-function get_kind(obj)
- return k_info[obj.k_idx + 1]
-end
-
-function get_item(ask, deny, flags, mask)
- set_item_tester(mask)
- return get_item_aux(0, ask, deny, flags)
-end
diff --git a/lib/core/player.lua b/lib/core/player.lua
deleted file mode 100644
index 16878228..00000000
--- a/lib/core/player.lua
+++ /dev/null
@@ -1,135 +0,0 @@
--- SYSTEM FILE
---
--- Lua player funtions
---
-
--- Gods
-function deity(i)
- return deity_info[1 + i]
-end
-
--------- skill stuff ---------
-
--- Easy skill access
-function skill(i)
- return s_info[i + 1]
-end
-
--- Sart a lasting spell
-function player.start_lasting_spell(spl)
- player.music_extra = -spl
-end
-
--- stat mods
-function player.modify_stat(stat, inc)
- player.stat_add[1 + stat] = player.stat_add[1 + stat] + inc
-end
-
--- powers mods
-function player.add_power(pow)
- player.powers[1 + pow] = TRUE
-end
-
--- easier inventory access
-function player.inventory(i)
- return player.inventory_real[i + 1]
-end
-
--- modify mana
--- returns TRUE if there is a pb
-function increase_mana(amt)
- player.csp = player.csp + amt
- player.redraw = bor(player.redraw, PR_MANA)
- if (player.csp < 0) then
- player.csp = 0
- return TRUE
- end
- if (player.csp > player.msp) then
- player.csp = player.msp
- end
- return FALSE
-end
-
-
--- Return the coordinates of the player whether in wild or not
-function player.get_wild_coord()
- if player.wild_mode == TRUE then
- return player.py, player.px
- else
- return player.wilderness_y, player.wilderness_x
- end
-end
-
--- Create a new power
-__power_fct = {}
-function add_power(p)
- local i
-
- assert(p.name, "No power name!")
- assert(p.desc, "No power desc!")
- assert(p.desc_get, "No power desc get!")
- assert(p.desc_lose, "No power desc lose!")
- assert(p.stat, "No power stat!")
- assert(p.level, "No power level!")
- assert(p.cost, "No power cost!")
- assert(p.fail, "No power fail!")
- assert(p.power, "No power power!")
-
- i = add_new_power(p.name, p.desc, p.desc_get, p.desc_lose, p.level, p.cost, p.stat, p.fail)
- __power_fct[i] = p.power
- return i
-end
-
-function __power_fct_activate(power)
- if __power_fct[power] then
- __power_fct[power]()
- return TRUE
- else
- return FALSE
- end
-end
-
--- Register in the hook list
-add_hook_script(HOOK_ACTIVATE_POWER, "__power_fct_activate", "__power_fct_activate")
-
-
---- Mkeys
-
--- Create a new power
-__mkey_fct = {}
-function add_mkey(p)
- local i
-
- assert(p.mkey, "No mkey mkey!")
- assert(p.fct, "No mkeey fct!")
-
- __mkey_fct[p.mkey] = p.fct
-end
-
-function __mkey_fct_activate(power)
- if __mkey_fct[power] then
- __mkey_fct[power]()
- return TRUE
- else
- return FALSE
- end
-end
-
--- Register in the hook list
-add_hook_script(HOOK_MKEY, "__mkey_fct_activate", "__mkey_fct_activate")
-
-
--- Subraces
-function subrace(racem)
- return race_mod_info[racem + 1]
-end
-
-function subrace_add_power(subrace, power)
- for i = 1, 4 do
- if subrace.powers[i] == -1 then
- subrace.powers[i] = power
- return not nil
- end
- end
- return nil
-end
diff --git a/lib/core/quests.lua b/lib/core/quests.lua
deleted file mode 100644
index dfe9db51..00000000
--- a/lib/core/quests.lua
+++ /dev/null
@@ -1,57 +0,0 @@
--- Quest helper files
-
--- Quest structs
-
-__quest_hook = {}
-__quest_callbacks = {}
-__quest_callbacks_max = 0
-__quest_dynamic_desc = {}
-
-function add_quest(q)
- local i, index, d, z, qq
-
- assert(q.global, "No quest global name")
- assert(q.name, "No quest name")
- assert(q.desc, "No quest desc")
- assert(q.level, "No quest level")
- assert(q.hooks, "No quest hooks")
-
- i = new_quest(q.name);
- setglobal(q.global, i)
-
- -- Make it save & load
- add_loadsave("quest("..q.global..").status", QUEST_STATUS_UNTAKEN)
-
- if type(q.desc) == "table" then
- z = 0
- for index, d in q.desc do
- quest_desc(i, z, d);
- z = z + 1
- end
- else
- __quest_dynamic_desc[i] = q.desc
- quest(i).dynamic_desc = TRUE
- end
- quest(i).level = q.level
- if not q.silent then
- quest(i).silent = FALSE
- else
- quest(i).silent = q.silent
- end
- __quest_hook[i] = q.hooks
- for index, d in q.hooks do
- add_hook_script(index, "__lua__quest_callback"..__quest_callbacks_max, "__lua__quest_callback"..__quest_callbacks_max)
- setglobal("__lua__quest_callback"..__quest_callbacks_max, d)
- __quest_callbacks_max = __quest_callbacks_max + 1
- end
- if q.data then
- for index, d in q.data do
- -- Besure it exists
- setglobal(index, d)
-
- -- Make it save & load
- add_loadsave(index, d)
- end
- end
- return i
-end
diff --git a/lib/core/s_aux.lua b/lib/core/s_aux.lua
deleted file mode 100644
index ec609b04..00000000
--- a/lib/core/s_aux.lua
+++ /dev/null
@@ -1,716 +0,0 @@
--- Functions to help with spells, do not touch
-
-__schools = {}
-__schools_num = 0
-
-__tmp_spells = {}
-__tmp_spells_num = 0
-
-function add_school(s)
- __schools[__schools_num] = s
-
- __schools_num = __schools_num + 1
- return (__schools_num - 1)
-end
-
-function finish_school(i)
- local s
-
- s = __schools[i]
- assert(s.name, "No school name!")
- assert(s.skill, "No school skill!")
-
- -- Need hooks?
- if s.hooks then
- add_hooks(s.hooks)
- end
-
- new_school(i, s.name, s.skill)
-end
-
-function add_spell(s)
- __tmp_spells[__tmp_spells_num] = s
-
- __tmp_spells_num = __tmp_spells_num + 1
- return (__tmp_spells_num - 1)
-end
-
-function finish_spell(must_i)
- local i, s
-
- s = __tmp_spells[must_i]
- assert(s.name, "No spell name!")
- assert(s.school, "No spell school!")
- assert(s.level, "No spell level!")
- assert(s.mana, "No spell mana!")
- if not s.mana_max then s.mana_max = s.mana end
- assert(s.fail, "No spell failure rate!")
- assert(s.spell, "No spell function!")
- if not s.info then s.info = function() return "" end end
- assert(s.desc, "No spell desc!")
- if not s.random then s.random = SKILL_MAGIC end
- if s.lasting then
- assert(type(s.lasting) == "function", "Spell lasting is not function")
- end
- if s.stick then
- local k, e
- for k, e in s.stick do
- if type(k) == "table" then
- assert(e.base_level, "Arg no stick base level")
- assert(e.max_level, "Arg no stick max level")
- end
- end
- end
-
- i = new_spell(must_i, s.name)
- assert(i == must_i, "ACK ! i != must_i ! please contact the maintainer")
- if type(s.school) == "number" then __spell_school[i] = {s.school}
- else __spell_school[i] = s.school end
- spell(i).mana = s.mana
- spell(i).mana_max = s.mana_max
- spell(i).fail = s.fail
- spell(i).skill_level = s.level
- __spell_spell[i] = s.spell
- __spell_info[i] = s.info
- __spell_desc[i] = s.desc
- return i
-end
-
--- Creates the school books array
-__spell_spell = {}
-__spell_info = {}
-__spell_desc = {}
-__spell_school = {}
-school_book = {}
-
--- Find a spell by name
-function find_spell(name)
- local i
-
- i = 0
- while (i < __tmp_spells_num) do
- if __tmp_spells[i].name == name then return i end
- i = i + 1
- end
- return -1
-end
-
--- Find if the school is under the influence of a god, returns nil or the level
-function get_god_level(sch)
- if __schools[sch].gods[player.pgod] then
- return (s_info[__schools[sch].gods[player.pgod].skill + 1].value * __schools[sch].gods[player.pgod].mul) / __schools[sch].gods[player.pgod].div
- else
- return nil
- end
-end
-
--- Change this fct if I want to switch to learnable spells
-function get_level_school(s, max, min)
- local lvl, sch, index, num, bonus
- local allow_spell_power = TRUE
-
- lvl = 0
- num = 0
- bonus = 0
-
- -- No max specified ? assume 50
- if not max then
- max = 50
- end
- if not min then
- min = 1
- end
-
- -- Do we pass tests?
- if __tmp_spells[s].depend then
- if __tmp_spells[s].depend() ~= TRUE then
- return min, "n/a"
- end
- end
-
- for index, sch in __spell_school[s] do
- local r, s, p, ok = 0, 0, 0, 0
-
- -- Does it require we worship a specific god?
- if __schools[sch].god then
- if __schools[sch].god ~= player.pgod then
- if min then return min, "n/a"
- else return 1, "n/a" end
- end
- end
-
- -- Take the basic skill value
- r = s_info[(school(sch).skill) + 1].value
-
- -- Do we pass tests?
- if __schools[sch].depend then
- if __schools[sch].depend() ~= TRUE then
- return min, "n/a"
- end
- end
-
- -- Are we under sorcery effect ?
- if __schools[sch].sorcery then
- s = s_info[SKILL_SORCERY + 1].value
- end
-
- -- Are we affected by spell power ?
- -- All teh schools must allow it for it to work
- if not __schools[sch].spell_power then
- allow_spell_power = nil
- end
-
- -- Are we under a god effect ?
- if __schools[sch].gods then
- p = get_god_level(sch)
- if not p then p = 0 end
- end
-
- -- Find the higher
- ok = r
- if ok < s then ok = s end
- if ok < p then ok = p end
-
- -- Do we need to add a special bonus ?
- if __schools[sch].bonus_level then
- bonus = bonus + (__schools[sch].bonus_level() * (SKILL_STEP / 10))
- end
-
- -- All schools must be non zero to be able to use it
- if ok == 0 then return min, "n/a" end
-
- -- Apply it
- lvl = lvl + ok
- num = num + 1
- end
-
- -- Add the Spellpower skill as a bonus
- if allow_spell_power then
- bonus = bonus + (get_skill_scale(SKILL_SPELL, 20) * (SKILL_STEP / 10))
- end
-
- -- Add bonus from objects
- bonus = bonus + (player.to_s * (SKILL_STEP / 10))
-
- -- / 10 because otherwise we can overflow a s32b and we can use a u32b because the value can be negative
- -- The loss of information should be negligible since 1 skill = 1000 internally
- lvl = (lvl / num) / 10
- lvl = lua_get_level(s, lvl, max, min, bonus)
-
- return lvl, nil
-end
-
--- This is the function to use when casting through a stick
-function get_level_device(s, max, min)
- local lvl
-
- -- No max specified ? assume 50
- if not max then
- max = 50
- end
-
- lvl = s_info[SKILL_DEVICE + 1].value
- lvl = lvl + (get_level_use_stick * SKILL_STEP)
-
- -- Sticks are limited
- if lvl - ((spell(s).skill_level + 1) * SKILL_STEP) >= get_level_max_stick * SKILL_STEP then
- lvl = (get_level_max_stick + spell(s).skill_level - 1) * SKILL_STEP
- end
-
- -- / 10 because otherwise we can overflow a s32b and we can use a u32b because the value can be negative
- -- The loss of information should be negligible since 1 skill = 1000 internally
- lvl = lvl / 10
- if not min then
- lvl = lua_get_level(s, lvl, max, 1, 0)
- else
- lvl = lua_get_level(s, lvl, max, min, 0)
- end
-
- return lvl
-end
-
--- The real get_level, works for schooled magic and for innate powers
-get_level_use_stick = -1
-get_level_max_stick = -1
-function get_level(s, max, min)
- if type(s) == "number" then
- -- Ahah shall we use Magic device instead ?
- if get_level_use_stick > -1 then
- return get_level_device(s, max, min)
- else
- local lvl, na = get_level_school(s, max, min)
- return lvl
- end
- else
- return get_level_power(s, max, min)
- end
-end
-
--- Can we cast the spell ?
-function is_ok_spell(s, obj)
- if get_level(s, 50, 0) == 0 then return nil end
- if __tmp_spells[s].pval and obj.pval < __tmp_spells[s].pval then return nil end
- return 1
-end
-
--- Get the amount of mana(or power) needed
-function get_mana(s)
- return spell(s).mana + get_level(s, spell(s).mana_max - spell(s).mana, 0)
-end
-
--- Return the amount of power(mana, piety, whatever) for the spell
-function get_power(s)
- if check_affect(s, "piety", FALSE) then
- return player.grace
- else
- return player.csp
- end
-end
-
--- Return the amount of power(mana, piety, whatever) for the spell
-function get_power_name(s)
- if check_affect(s, "piety", FALSE) then
- return "piety"
- else
- return "mana"
- end
-end
-
--- Get the level of a power
-function get_level_power(s, max, min)
- if not max then max = 50 end
- if not min then min = 1 end
-
- return value_scale(s.get_current_level(), 50, max, min)
-end
-
--- Changes the amount of power(mana, piety, whatever) for the spell
-function adjust_power(s, x)
- if check_affect(s, "piety", FALSE) then
- inc_piety(GOD_ALL, x)
- else
- increase_mana(x)
- end
-end
-
--- Get spell school name(s) as a /-separated string.
-function spell_school_name(s)
- local xx, sch_str
- xx = nil
- sch_str = ""
- for index, sch in __spell_school[s] do
- if xx then
- sch_str = sch_str.."/"..school(sch).name
- else
- xx = 1
- sch_str = sch_str..school(sch).name
- end
- end
- return sch_str
-end
-
--- Print the book and the spells
-function print_book(book, spl, obj)
- local x, y, index, sch, size, s
-
- x = 0
- y = 2
- size = 0
-
- -- Hack if the book is 255 it is a random book
- if book == 255 then
- school_book[book] = {spl}
- end
-
- -- Parse all spells
- for index, s in school_book[book] do
- local color = TERM_L_DARK
- local lvl, na = get_level_school(s, 50, -50)
- local xx, sch_str
-
- if is_ok_spell(s, obj) then
- if get_mana(s) > get_power(s) then color = TERM_ORANGE
- else color = TERM_L_GREEN end
- end
-
- sch_str = spell_school_name(s)
-
- if na then
- c_prt(color, format("%c) %-20s%-16s %3s %4s %3d%s %s", size + strbyte("a"), spell(s).name, sch_str, na, get_mana(s), spell_chance(s), "%", __spell_info[s]()), y, x)
- else
- c_prt(color, format("%c) %-20s%-16s %3d %4s %3d%s %s", size + strbyte("a"), spell(s).name, sch_str, lvl, get_mana(s), spell_chance(s), "%", __spell_info[s]()), y, x)
- end
- y = y + 1
- size = size + 1
- end
- prt(format(" %-20s%-16s Level Cost Fail Info", "Name", "School"), 1, x)
- return y
-end
-
--- Output the describtion when it is used as a spell
-function print_spell_desc(s, y)
- local index, desc, x
-
- x = 0
-
- if type(__spell_desc[s]) == "string" then c_prt(TERM_L_BLUE, __spell_desc[s], y, x)
- else
- for index, desc in __spell_desc[s] do
- c_prt(TERM_L_BLUE, desc, y, x)
- y = y + 1
- end
- end
- if check_affect(s, "piety", FALSE) then
- c_prt(TERM_L_WHITE, "It uses piety to cast.", y, x)
- y = y + 1
- end
- if not check_affect(s, "blind") then
- c_prt(TERM_ORANGE, "It is castable even while blinded.", y, x)
- y = y + 1
- end
- if not check_affect(s, "confusion") then
- c_prt(TERM_ORANGE, "It is castable even while confused.", y, x)
- y = y + 1
- end
-end
-
--- Output the desc when sued as a device
-function print_device_desc(s)
- local index, desc
-
- if type(__spell_desc[s]) == "string" then text_out(__spell_desc[s])
- else
- for index, desc in __spell_desc[s] do
- text_out("\n" .. desc)
- end
- end
-end
-
-function book_spells_num(book)
- local size, index, sch
-
- size = 0
-
- -- Hack if the book is 255 it is a random book
- if book == 255 then
- return 1
- end
-
- -- Parse all spells
- for index, s in school_book[book] do
- size = size + 1
- end
- return size
-end
-
-function spell_x(book, spl, s)
- if book == 255 then
- return spl
- else
- local i, x, val
-
- i, val = next(school_book[book], nil)
- x = 0
- while x < s do
- i, val = next(school_book[book], i)
- x = x + 1
- end
- return val
- end
-end
-
-function spell_in_book(book, spell)
- local i, s
-
- for i, s in school_book[book] do
- if s == spell then return TRUE end
- end
- return FALSE
-end
-
--- Returns spell chance of failure for spell
-function spell_chance(s)
- local chance, s_ptr
-
- s_ptr = spell(s)
-
- -- Extract the base spell failure rate
- if get_level_use_stick > -1 then
- chance = lua_spell_device_chance(s_ptr.fail, get_level(s, 50), s_ptr.skill_level)
- else
- chance = lua_spell_chance(s_ptr.fail, get_level(s, 50), s_ptr.skill_level, get_mana(s), get_power(s), get_spell_stat(s))
- end
-
- -- Return the chance
- return chance
-end
-
-function check_affect(s, name, default)
- local s_ptr = __tmp_spells[s]
- local a
-
- if type(s_ptr[name]) == "number" then
- a = s_ptr[name]
- else
- a = default
- end
- if a == FALSE then
- return nil
- else
- return TRUE
- end
-end
-
--- Returns the stat to use for the spell, INT by default
-function get_spell_stat(s)
- if not __tmp_spells[s].stat then return A_INT
- else return __tmp_spells[s].stat end
-end
-
-function cast_school_spell(s, s_ptr, no_cost)
- local use = FALSE
-
- -- No magic
- if (player.antimagic > 0) then
- msg_print("Your anti-magic field disrupts any magic attempts.")
- return
- end
-
- -- No magic
- if (player.anti_magic == TRUE) then
- msg_print("Your anti-magic shell disrupts any magic attempts.")
- return
- end
-
- -- if it costs something then some condition must be met
- if not no_cost then
- -- Require lite
- if (check_affect(s, "blind")) and ((player.blind > 0) or (no_lite() == TRUE)) then
- msg_print("You cannot see!")
- return
- end
-
- -- Not when confused
- if (check_affect(s, "confusion")) and (player.confused > 0) then
- msg_print("You are too confused!")
- return
- end
-
- -- Enough mana
- if (get_mana(s) > get_power(s)) then
- if (get_check("You do not have enough "..get_power_name(s)..", do you want to try anyway?") == FALSE) then return end
- end
-
- -- Invoke the spell effect
- if (magik(spell_chance(s)) == FALSE) then
- if (__spell_spell[s]() ~= nil) then
- use = TRUE
- end
- else
- local index, sch
-
- -- added because this is *extremely* important --pelpel
- if (flush_failure) then flush() end
-
- msg_print("You failed to get the spell off!")
- for index, sch in __spell_school[s] do
- if __schools[sch].fail then
- __schools[sch].fail(spell_chance(s))
- end
- end
- use = TRUE
- end
- else
- __spell_spell[s]()
- end
-
- if use == TRUE then
- -- Reduce mana
- adjust_power(s, -get_mana(s))
-
- -- Take a turn
- if is_magestaff() == TRUE then energy_use = 80
- else energy_use = 100 end
- end
-
- player.redraw = bor(player.redraw, PR_MANA)
- player.window = bor(player.window, PW_PLAYER)
-end
-
-
--- Can the spell be randomly found(in random books)
-function can_spell_random(i)
- return __tmp_spells[i].random
-end
-
--- Find a random spell
-function get_random_spell(typ, level)
- local spl, tries
-
- tries = 1000
- while tries > 0 do
- tries = tries - 1
- spl = rand_int(__tmp_spells_num)
- if (can_spell_random(spl) == typ) and (rand_int(spell(spl).skill_level * 3) < level) then
- break
- end
- end
- if tries > 0 then
- return spl
- else
- return -1
- end
-end
-
--- Execute a lasting spell
-function exec_lasting_spell(spl)
- assert(__tmp_spells[spl].lasting, "No lasting effect for spell "..__tmp_spells[spl].name.." but called as such")
- return __tmp_spells[spl].lasting()
-end
-
--- Helper function for spell effect to know if they are or not obvious
-function is_obvious(effect, old)
- if old then
- if old == TRUE or effect == TRUE then
- return TRUE
- else
- return FALSE
- end
- else
- return effect
- end
-end
-
--------------------------Sticks-------------------------
-
--- Fire off the spell
-function activate_stick(spl)
- local ret = __spell_spell[spl]()
- local charge, obvious
- if not ret then
- charge = FALSE
- obvious = FALSE
- else
- charge = TRUE
- obvious = ret
- end
- return obvious, charge
-end
-
------------------------------------ Wand, Staves, Rods specific functions ----------------------------
-
--- Get a spell for a given stick(wand, staff, rod)
-function get_random_stick(stick, level)
- local spl, tries
-
- tries = 1000
- while tries > 0 do
- tries = tries - 1
- spl = rand_int(__tmp_spells_num)
- if __tmp_spells[spl].stick and (type(__tmp_spells[spl].stick[stick]) == "table") then
- if (rand_int(spell(spl).skill_level * 3) < level) and (magik(100 - __tmp_spells[spl].stick[stick].rarity) == TRUE) then
- break
- end
- end
- end
- if tries > 0 then
- return spl
- else
- return -1
- end
-end
-
--- Get a random base level
-function get_stick_base_level(stick, level, spl)
- -- Paranoia
- if spl < 0 or spl >= __tmp_spells_num or not __tmp_spells[spl].stick[stick] then return 0 end
-
- local min, max = __tmp_spells[spl].stick[stick].base_level[1], __tmp_spells[spl].stick[stick].base_level[2]
- local range = max - min;
-
- -- Ok the basic idea is to have a max possible level of half the dungeon level
- if range * 2 > level then range = level / 2 end
-
- -- Randomize a bit
- range = m_bonus(range, dun_level)
-
- -- And get the result
- return min + range
-end
-
--- Get a random max level
-function get_stick_max_level(stick, level, spl)
- -- Paranoia
- if spl < 0 or spl >= __tmp_spells_num or not __tmp_spells[spl].stick[stick] then return 0 end
-
- local min, max = __tmp_spells[spl].stick[stick].max_level[1], __tmp_spells[spl].stick[stick].max_level[2]
- local range = max - min;
-
- -- Ok the basic idea is to have a max possible level of half the dungeon level
- if range * 2 > level then range = level / 2 end
-
- -- Randomize a bit
- range = m_bonus(range, dun_level)
-
- -- And get the result
- return min + range
-end
-
--- Get the number of desired charges
-function get_stick_charges(spl)
- return __tmp_spells[spl].stick.charge[1] + randint(__tmp_spells[spl].stick.charge[2]);
-end
-
--- Get activation desc
-function get_activation_desc(spl)
- local turns
- if type(__tmp_spells[spl].activate) == 'number' then
- turns = __tmp_spells[spl].activate
- else
- turns = __tmp_spells[spl].activate[1] .. '+d' .. __tmp_spells[spl].activate[2]
- end
- return __tmp_spells[spl].desc[1] .. ' every ' .. turns .. ' turns'
-end
-
--- Compute the timeout of an activation
-function get_activation_timeout(spl)
- if type(__tmp_spells[spl].activate) == 'number' then
- return __tmp_spells[spl].activate
- else
- return __tmp_spells[spl].activate[1] + randint(__tmp_spells[spl].activate[2])
- end
-end
-
--- Fire off the spell
-function activate_activation(spl, item)
- __spell_spell[spl](item)
-end
-
-
-------- Add new GF type ----------
-max_gf = MAX_GF
-function add_spell_type(t)
- t.index = max_gf
- max_gf = max_gf + 1
- assert(t.color, "No GF color")
- if not t.monster then t.monster = function() end end
- if not t.angry then t.angry = function() end end
- if not t.object then t.object = function() end end
- if not t.player then t.player = function() end end
- if not t.grid then t.grid = function() end end
-
- add_hooks
- {
- [HOOK_GF_COLOR] = function (gf, new_gfx)
- local t = %t
- if gf == t.index then return TRUE, t.color[new_gfx + 1] end
- end,
- [HOOK_GF_EXEC] = function (action, who, gf, dam, rad, y, x, extra)
- local t = %t
- if t.index == gf then
- return t[action](who, dam, rad, y, x, extra)
- end
- end,
- }
- return t.index
-end
diff --git a/lib/core/stores.lua b/lib/core/stores.lua
deleted file mode 100644
index d4a63168..00000000
--- a/lib/core/stores.lua
+++ /dev/null
@@ -1,32 +0,0 @@
--- Take care of all concerning stores
-function store_buy_list(t)
- assert(type(t) == "table", "store_buy_list got no table")
- add_hooks
- {
- [HOOK_STORE_BUY] = function (index, name, obj)
- local tbl = %t
- local elt = tbl[index]
- if not elt then
- elt = tbl[name]
- end
- if elt then
- if elt then
- if type(elt) == "function" then
- return TRUE, elt(obj)
- elseif type(elt) == "table" then
- local k, e
- for k, e in elt do
- if type(e) == "number" then
- if obj.tval == e then return TRUE, TRUE end
- else
- if (obj.tval == e[1]) and (obj.sval >= e[2]) and (obj.sval <= e[3]) then return TRUE, TRUE end
- end
- end
- elseif elt == -1 then
- return TRUE, FALSE
- end
- end
- end
- end,
- }
-end
diff --git a/lib/core/util.lua b/lib/core/util.lua
deleted file mode 100644
index eea13014..00000000
--- a/lib/core/util.lua
+++ /dev/null
@@ -1,158 +0,0 @@
--- various stuff to make scripters life easier
-
--- Beware of the scary undefined globals
-function safe_getglobal(x)
- local v = rawget(globals(), x)
-
- if v then
- return v
- else
- error("undefined global variable '"..x.."'")
- end
-end
-
-function set_safe_globals()
- settagmethod(tag(nil), "getglobal", safe_getglobal)
-end
-function unset_safe_globals()
- settagmethod(tag(nil), "getglobal", nil)
-end
-
-set_safe_globals()
-
--- Patch modules
-__patch_modules = {}
-
-function patch_version(name, version)
- assert(not __patch_modules[name], "Patch " .. name .. " already loaded!!!")
- __patch_modules[name] = version
-end
-
-function patchs_list()
- local k, e, first
- first = FALSE
- for k, e in __patch_modules do
- if first == FALSE then print_hook("\n\n [Patch modules]\n") first = TRUE end
- print_hook("\n "..k.." version "..e)
- end
- if first == TRUE then print_hook("\n") end
-end
-
-function patchs_display()
- local k, e
- for k, e in __patch_modules do
- msg_print("Patch: "..k.." version "..e)
- end
-end
-
-
--- Better hook interface
-__hooks_list_callback = {}
-__hooks_list_callback_max = 0
-
-function add_hooks(h_table, name_prefix)
- local k, e
-
- if not name_prefix then name_prefix = "" end
- for k, e in h_table do
- add_hook_script(k, "__"..name_prefix.."__hooks_list_callback"..__hooks_list_callback_max, "__"..name_prefix.."__hooks_list_callback"..__hooks_list_callback_max)
- setglobal("__"..name_prefix.."__hooks_list_callback"..__hooks_list_callback_max, e)
- __hooks_list_callback_max = __hooks_list_callback_max + 1
- end
-end
-
--- Wrapper for the real msg_print and cmsg_print
--- it understands if we want color or not
-function msg_print(c, m)
- if type(c) == "number" then
- cmsg_print(c, m)
- else
- call(%msg_print, { c })
- end
-end
-
--- better timer add function
-__timers_callback_max = 0
-
-function new_timer(t)
- assert(t.delay > 0, "no timer delay")
- assert(t.enabled, "no timer enabled state")
- assert(t.callback, "no timer callback")
-
- local timer
- if type(t.callback) == "function" then
- setglobal("__timers_callback_"..__timers_callback_max, t.callback)
- timer = %new_timer("__timers_callback_"..__timers_callback_max, t.delay)
- __timers_callback_max = __timers_callback_max + 1
- else
- timer = %new_timer(t.callback, t.delay)
- end
-
- timer.enabled = t.enabled
-
- return timer
-end
-
--- saves all timer values
-function save_timer(name)
- add_loadsave(name..".enabled", FALSE)
- add_loadsave(name..".delay", 1)
- add_loadsave(name..".countdown", 1)
-end
-
-
--- displays a scrolling list
-function display_list(y, x, h, w, title, list, begin, sel, sel_color)
- local l = create_list(getn(list))
-
- for i = 1, getn(list) do
- add_to_list(l, i - 1, list[i])
- end
-
- %display_list(y, x, h, w, title, l, getn(list), begin - 1, sel - 1, sel_color)
-
- delete_list(l, getn(list))
-end
-
--- Easier access to special gene stuff
-function set_monster_generation(monster, state)
- if type(monster) == "string" then
- m_allow_special[test_monster_name(monster) + 1] = state
- else
- m_allow_special[monster + 1] = state
- end
-end
-function set_object_generation(obj, state)
- if type(obj) == "string" then
- m_allow_special[test_item_name(obj) + 1] = state
- else
- m_allow_special[obj + 1] = state
- end
-end
-function set_artifact_generation(obj, state)
- m_allow_special[obj + 1] = state
-end
-
--- Strings
-function strcap(str)
- if strlen(str) > 1 then
- return strupper(strsub(str, 1, 1))..strsub(str, 2)
- elseif strlen(str) == 1 then
- return strupper(str)
- else
- return str
- end
-end
-
-function msg_format(...)
- msg_print(call(format, arg))
-end
-
--- A way to check if the game is now running(as opposed to initialization/character gen)
-game = {}
-add_hooks
-{
- [HOOK_GAME_START] = function ()
- game.started = TRUE
- end
-}
diff --git a/lib/core/xml.lua b/lib/core/xml.lua
deleted file mode 100644
index 14f0511f..00000000
--- a/lib/core/xml.lua
+++ /dev/null
@@ -1,375 +0,0 @@
--- The xml module
-xml = {}
-
-function xml:parseargs (s)
- local arg = {}
- gsub(s, "(%w+)=([\"'])(.-)%2", function (w, _, a)
- %arg[w] = a
- end)
- return arg
-end
-
--- s is a xml stream, returns a table
-function xml:collect (s)
- local stack = {n=0}
- local top = {n=0}
- tinsert(stack, top)
- local ni,c,label,args, empty
- local i, j = 1, 1
- while 1 do
- ni,j,c,label,args, empty = strfind(s, "<(%/?)(%w+)(.-)(%/?)>", j)
- if not ni then break end
- local text = strsub(s, i, ni-1)
- if not strfind(text, "^%s*$") then
- tinsert(top, text)
- end
- if empty == "/" then -- empty element tag
- tinsert(top, {n=0, label=label, args=xml:parseargs(args), empty=1})
- elseif c == "" then -- start tag
- top = {n=0, label=label, args=xml:parseargs(args)}
- tinsert(stack, top) -- new level
- else -- end tag
- local toclose = tremove(stack) -- remove top
- top = stack[stack.n]
- if stack.n < 1 then
- error("nothing to close with "..label)
- end
- if toclose.label ~= label then
- error("trying to close "..toclose.label.." with "..label)
- end
- tinsert(top, toclose)
- end
- i = j+1
- end
- local text = strsub(s, i)
- if not strfind(text, "^%s*$") then
- tinsert(stack[stack.n], text)
- end
- if stack.n > 1 then
- error("unclosed "..stack[stack.n].label)
- end
- return stack[1]
-end
-
--- Viewport coordinates
-xml.write_out_y = 0
-xml.write_out_x = 0
-xml.write_out_h = 24
-xml.write_out_w = 80
-
--- Offsets
-xml.write_off_y = 0
-xml.write_off_x = 0
-
--- Current position
-xml.write_y = 0
-xml.write_x = 0
-
-xml.write_screen = function(color, s)
- local i
- for i = 1, strlen(s) do
- local c = strsub(s, i, i + 1)
- if c ~= "\n" then
- if xml.write_y - xml.write_off_y >= 0 and xml.write_y - xml.write_off_y < xml.write_out_h and xml.write_x - xml.write_off_x >= 0 and xml.write_x - xml.write_off_x < xml.write_out_w then
- Term_putch(xml.write_x - xml.write_off_x + xml.write_out_x, xml.write_y - xml.write_off_y + xml.write_out_y, color, strbyte(c))
- end
- xml.write_x = xml.write_x + 1
- else
- xml.write_x = 0
- xml.write_y = xml.write_y + 1
- end
- end
-end
-
-xml.write_file = function (color, s)
- print_hook(s)
-end
-
-xml.write = xml.write_screen
-
-xml.rule2string = {
- ['name'] = {"Its ", "name", " is"},
- ['contain'] = {"Its ", "name", " contains"},
- ['symbol'] = {"Its ", "symbol", " is"},
- ['inscribed'] = {"Its ", "inscription", " contains"},
- ['state'] = {"Its ", "state", " is"},
- ['status'] = {"Its ", "status", " is"},
- ['tval'] = {"Its ", "tval", " is"},
- ['race'] = {"Your ", "race", " is"},
- ['subrace'] = {"Your ", "subrace", " is"},
- ['class'] = {"Your ", "class", " is"},
- ['foo1'] = {"The result of ", "test 1 ", "is"},
- ['foo2'] = {"The result of ", "test 2 ", "is"},
- ['foo3'] = {"The result of ", "test 3 ", "is"},
-}
-
-xml.display_english = 1
-function xml:display_xml(t, tab)
- if xml.display_english then
- xml:english_xml(t, tab)
- else
- xml:print_xml(t, tab)
- end
-end
-
-function xml:english_xml(t, tab, not_flag)
- local i, k, e
- local pre, post, recurse
- local children_not_flag
- local nextlevel
- local bcol, ecol = TERM_L_GREEN, TERM_GREEN
-
- if xml.write_active and t == auto_aux.rule then bcol, ecol = TERM_VIOLET, TERM_VIOLET end
-
- nextlevel = tab .. " "
-
- recurse = 1
-
- if t.label == "rule" then
- if t.args.type == "inscribe" then
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "A rule named \"")
- xml.write(TERM_WHITE, tostring(t.args.name))
- xml.write(ecol, "\" to ")
- xml.write(bcol, "inscribe")
- xml.write(ecol, " an item with \"")
- xml.write(TERM_WHITE, t.args.inscription)
- xml.write(ecol, "\" when")
- xml.write(TERM_WHITE, "\n")
- else
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "A rule named \"")
- xml.write(TERM_WHITE, tostring(t.args.name))
- xml.write(ecol, "\" to ")
- xml.write(bcol, t.args.type)
- xml.write(ecol, " when")
- xml.write(TERM_WHITE, "\n")
- end
- elseif t.label == "and" then
- if not_flag then
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "At least one of the following is false:")
- xml.write(TERM_WHITE, "\n")
- else
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "All of the following are true:")
- xml.write(TERM_WHITE, "\n")
- end
- elseif t.label == "or" then
- if not_flag then
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "All of the following are false:")
- xml.write(TERM_WHITE, "\n")
- else
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "At least one of the following are true:")
- xml.write(TERM_WHITE, "\n")
- end
- elseif t.label == "not" then
- if bcol == TERM_VIOLET or getn(t) == 0 then
- xml.write(ecol, "(a negating rule)")
- xml.write(TERM_WHITE, "\n")
- else
- nextlevel = tab
- end
- children_not_flag = not nil
- elseif t.label == "inventory" then
- if not_flag then
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "Nothing in your ")
- xml.write(bcol, "inventory")
- xml.write(ecol, " matches the following:")
- xml.write(TERM_WHITE, "\n")
- else
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "Something in your ")
- xml.write(bcol, "inventory")
- xml.write(ecol, " matches the following:")
- xml.write(TERM_WHITE, "\n")
- end
- elseif t.label == "equipment" then
- if not_flag then
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "Nothing in your ")
- xml.write(bcol, "equipment")
- xml.write(ecol, " matches the following:")
- xml.write(TERM_WHITE, "\n")
- else
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "Something in your ")
- xml.write(bcol, "equipment")
- xml.write(ecol, " matches the following:")
- xml.write(TERM_WHITE, "\n")
- end
- elseif t.label == "comment" then
- xml.write(TERM_WHITE, tab)
- xml.write(TERM_WHITE, "(" .. t[1] .. ")")
- xml.write(TERM_WHITE, "\n")
- elseif t.label == "skill" then
- local s = t[1]
- if not_flag then
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "Your skill in ")
- xml.write(bcol, s)
- xml.write(ecol, " is not from ")
- xml.write(TERM_WHITE, tostring(t.args.min))
- xml.write(ecol, " to ")
- xml.write(TERM_WHITE, tostring(t.args.max))
- xml.write(TERM_WHITE, "\n")
- else
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "Your skill in ")
- xml.write(bcol, s)
- xml.write(ecol, " is from ")
- xml.write(TERM_WHITE, tostring(t.args.min))
- xml.write(ecol, " to ")
- xml.write(TERM_WHITE, tostring(t.args.max))
- xml.write(TERM_WHITE, "\n")
- end
- elseif t.label == "ability" then
- local s = t[1]
- if not_flag then
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "You do not have the ")
- xml.write(bcol, s)
- xml.write(ecol, " ability")
- xml.write(TERM_WHITE, "\n")
- else
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "You have the ")
- xml.write(bcol, s)
- xml.write(ecol, " ability")
- xml.write(TERM_WHITE, "\n")
- end
- elseif t.label == "level" then
- if not_flag then
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "Your ")
- xml.write(bcol, "level")
- xml.write(ecol, " is not from ")
- xml.write(TERM_WHITE, tostring(t.args.min))
- xml.write(ecol, " to ")
- xml.write(TERM_WHITE, tostring(t.args.max))
- xml.write(TERM_WHITE, "\n")
- else
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "Your ")
- xml.write(bcol, "level")
- xml.write(ecol, " is from ")
- xml.write(TERM_WHITE, tostring(t.args.min))
- xml.write(ecol, " to ")
- xml.write(TERM_WHITE, tostring(t.args.max))
- xml.write(TERM_WHITE, "\n")
- end
- elseif t.label == "sval" then
- if not_flag then
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "Its ")
- xml.write(bcol, "sval")
- xml.write(ecol, " is not from ")
- xml.write(TERM_WHITE, tostring(t.args.min))
- xml.write(ecol, " to ")
- xml.write(TERM_WHITE, tostring(t.args.max))
- xml.write(TERM_WHITE, "\n")
- else
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "Its ")
- xml.write(bcol, "sval")
- xml.write(ecol, " is from ")
- xml.write(TERM_WHITE, tostring(t.args.min))
- xml.write(ecol, " to ")
- xml.write(TERM_WHITE, tostring(t.args.max))
- xml.write(TERM_WHITE, "\n")
- end
- elseif t.label == "discount" then
- if not_flag then
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "Its ")
- xml.write(bcol, "discount")
- xml.write(ecol, " is not from ")
- xml.write(TERM_WHITE, tostring(t.args.min))
- xml.write(ecol, " to ")
- xml.write(TERM_WHITE, tostring(t.args.max))
- xml.write(TERM_WHITE, "\n")
- else
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, "Its ")
- xml.write(bcol, "discount")
- xml.write(ecol, " is from ")
- xml.write(TERM_WHITE, tostring(t.args.min))
- xml.write(ecol, " to ")
- xml.write(TERM_WHITE, tostring(t.args.max))
- xml.write(TERM_WHITE, "\n")
- end
- else
- if xml.rule2string[t.label] then
- local rule = xml.rule2string[t.label]
- a, b, c = rule[1], rule[2], rule[3]
- if not_flag then c = c .. " not" end
- xml.write(TERM_WHITE, tab)
- xml.write(ecol, a)
- xml.write(bcol, b)
- xml.write(ecol, c)
- xml.write(ecol, " \"")
- xml.write(TERM_WHITE, t[1])
- xml.write(ecol, "\"")
- xml.write(TERM_WHITE, "\n")
- else
- if not_flag then
- xml.write(bcol, "Not:\n")
- tab = tab .. " "
- xml:print_xml(t, tab)
- return
- end
- end
- end
-
- for i = 1, getn(t) do
- if type(t[i]) == "string" then
- -- xml.write(TERM_WHITE, t[i].."\n")
- else
- xml:english_xml(t[i], nextlevel, children_not_flag)
- end
- end
-end
-
-function xml:print_xml(t, tab)
- local i, k, e
- local inside = nil
- local bcol, ecol = TERM_L_GREEN, TERM_GREEN
-
- if xml.write_active and t == auto_aux.rule then bcol, ecol = TERM_VIOLET, TERM_VIOLET end
-
- xml.write(bcol, tab.."<"..t.label)
- for k, e in t.args do
- xml.write(TERM_L_BLUE, " "..k)
- xml.write(TERM_WHITE, "=\"")
- xml.write(TERM_YELLOW, e)
- xml.write(TERM_WHITE, "\"")
- end
- xml.write(bcol, ">")
-
- for i = 1, getn(t) do
- if type(t[i]) == "string" then
- xml.write(TERM_WHITE, t[i])
- else
- if not inside then xml.write(TERM_WHITE, "\n") end
- inside = not nil
- xml:print_xml(t[i], tab.." ")
- end
- end
-
- if not inside then
- xml.write(ecol, "</"..t.label..">\n")
- else
- xml.write(ecol, tab.."</"..t.label..">\n")
- end
-end
-
--- t is a table representing xml, outputs the xml code via xml.write()
-function xml:output(t)
- local i
- for i = 1, getn(t) do
- xml:print_xml(t[i], "")
- end
-end