1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185
|
-- 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
|