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-- Ok some functions that we dont need are dangerous
--[[
execute = nil
getenv = nil
setlocale = nil
exit = nil
openfile = nil
writeto = nil
readfrom = nil
appendto = nil
remove = nil
rename = nil
tmpname = nil
]]
modules = {}
current_module = nil
function setup_module(mod)
-- For standart game, nothing needs to be done
if not mod.layout then return end
for k, e in mod.layout do
module_reset_dir(k, e)
end
end
function init_module(i)
setup_module(get_module(i))
end
function max_modules()
local i = 0
for k, e in modules do
if type(k) == "number" and type(e) == "table" then
i = i + 1
end
end
return i
end
function get_module_name(j)
local i = 0
for k, e in modules do
if type(k) == "number" and type(e) == "table" then
if i == j then return e.name end
i = i + 1
end
end
end
function get_module_desc(j)
local i = 0
for k, e in modules do
if type(k) == "number" and type(e) == "table" then
if i == j then return e.desc end
i = i + 1
end
end
end
function get_module(j)
local i = 0
for k, e in modules do
if type(k) == "number" and type(e) == "table" then
if i == j then return e end
i = i + 1
end
end
end
function find_module(name)
local i = 0
for k, e in modules do
if type(k) == "number" and type(e) == "table" then
if name == e.name then return i end
i = i + 1
end
end
end
function assign_current_module(name)
current_module = get_module(find_module(name))
end
function get_module_info(type, subtype)
if subtype then
return current_module[type][subtype]
else
return current_module[type]
end
end
function exec_module_info(type, ...)
return call(current_module[type], arg)
end
function module_savefile_loadable(savefile_mod, savefile_death)
for _, e in current_module.mod_savefiles do
if e[1] == savefile_mod then
if e[2] == "all" then
return TRUE
elseif e[2] == "alive" and savefile_death == FALSE then
return TRUE
elseif e[2] == "dead" and savefile_death == TRUE then
return TRUE
end
end
end
return FALSE
end
function scan_extra_modules()
scansubdir(ANGBAND_DIR_MODULES)
for i = 0, scansubdir_max - 1 do
if (scansubdir_result[i + 1] ~= ".") and (scansubdir_result[i + 1] ~= "..") then
local dir = path_build(ANGBAND_DIR_MODULES, scansubdir_result[i + 1])
local file = path_build(dir, "module.lua")
if file_exist(file) == TRUE then
tome_dofile_anywhere(dir, "module.lua")
end
end
end
end
function add_module(t)
assert(t.name, "No module name")
assert(type(t.version) == "table", "No module version")
assert(t.desc, "No module desc")
assert(t.author, "No module author")
assert(t.mod_savefiles, "No loadable savefiles module mark")
for _, e in modules do
if type(e) == "table" and e.name == t.name then
error("Module name already defined: "..t.name)
end
end
if type(t.author) == "string" then
t.author = { t.author, "unknown@unknown.net" }
end
for k, e in t.mod_savefiles do
if type(e) == "string" then t.mod_savefiles[k] = { e, "all" } end
end
if type(t.desc) == "table" then
local d = ""
for k, e in t.desc do
d = d .. e
if k < getn(t.desc) then
d = d .. "\n"
end
end
t.desc = d
end
if not t.rand_quest then t.rand_quest = FALSE end
if not t.C_quest then t.C_quest = FALSE end
if not t.base_dungeon then t.base_dungeon = 4 end
if not t.death_dungeon then t.death_dungeon = 28 end
if not t.astral_dungeon then t.astral_dungeon = 8 end
if not t.astral_wild_x then t.astral_wild_x = 45 end
if not t.astral_wild_y then t.astral_wild_y = 19 end
if not t.random_artifact_weapon_chance then
t.random_artifact_weapon_chance = 30
end
if not t.random_artifact_armor_chance then
t.random_artifact_armor_chance = 20
end
if not t.random_artifact_jewelry_chance then
t.random_artifact_jewelry_chance = 20
end
if not t.max_plev then t.max_plev = 50 end
if not t.max_skill_overage then t.max_skill_overage = 4 end
if not t.skill_per_level then t.skill_per_level = function() return 6 end end
if not t.allow_birth then t.allow_birth = TRUE end
tinsert(modules, t)
end
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