l_item.cc File Reference

#include "AppHdr.h"
#include <sstream>
#include "cluautil.h"
#include "l_libs.h"
#include "artefact.h"
#include "colour.h"
#include "command.h"
#include "env.h"
#include "enum.h"
#include "invent.h"
#include "item_use.h"
#include "itemprop.h"
#include "items.h"
#include "output.h"
#include "player.h"
#include "skills2.h"
#include "spl-summoning.h"
#include "stuff.h"

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Classes

struct  item_wrapper
struct  ItemAccessor

Defines

#define IDEF(name)
#define IDEFN(name, closure)
#define ITEM(name, ndx)   item_def *name = clua_get_item(ls, ndx)
#define UDATA_ITEM(name)   ITEM(name, lua_upvalueindex(1))

Functions

void clua_push_item (lua_State *ls, item_def *item)
item_defclua_get_item (lua_State *ls, int ndx)
void lua_push_floor_items (lua_State *ls, int link)
void lua_push_inv_items (lua_State *ls=NULL)
 IDEF (equipped)
 IDEF (subtype)
 IDEF (cursed)
 IDEF (worn)
 IDEF (quantity)
 IDEF (slot)
 IDEF (ininventory)
 IDEF (equip_type)
 IDEF (weap_skill)
 IDEF (dropped)
 IDEF (can_cut_meat)
 IDEF (artefact)
 IDEF (branded)
 IDEF (snakable)
unsigned long str_to_item_status_flags (std::string flag)
 IDEF (base_type)
 IDEF (sub_type)
 IDEF (ego_type)
 IDEF (artefact_name)
 IDEF (is_cursed)
void cluaopen_item (lua_State *ls)

Define Documentation

#define IDEF ( name   ) 

Value:

static int l_item_##name(lua_State *ls, item_def *item,             \
                             const char *attr)                         \

#define IDEFN ( name,
closure   ) 

Value:

static int l_item_##name(lua_State *ls, item_def *item, const char *attrs) \
    {                                                                   \
        clua_push_item(ls, item);                                            \
        lua_pushcclosure(ls, l_item_##closure, 1);                      \
        return (1);                                                     \
    }

#define ITEM ( name,
ndx   )     item_def *name = clua_get_item(ls, ndx)

#define UDATA_ITEM ( name   )     ITEM(name, lua_upvalueindex(1))


Function Documentation

item_def* clua_get_item ( lua_State *  ls,
int  ndx 
)

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void clua_push_item ( lua_State *  ls,
item_def item 
)

void cluaopen_item ( lua_State *  ls  ) 

IDEF ( is_cursed   ) 

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IDEF ( artefact_name   ) 

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IDEF ( ego_type   ) 

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IDEF ( sub_type   ) 

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IDEF ( base_type   ) 

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IDEF ( snakable   ) 

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IDEF ( branded   ) 

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IDEF ( artefact   ) 

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IDEF ( can_cut_meat   ) 

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IDEF ( dropped   ) 

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IDEF ( weap_skill   ) 

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IDEF ( equip_type   ) 

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IDEF ( ininventory   ) 

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IDEF ( slot   ) 

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IDEF ( quantity   ) 

IDEF ( worn   ) 

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IDEF ( cursed   ) 

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IDEF ( subtype   ) 

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IDEF ( equipped   ) 

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void lua_push_floor_items ( lua_State *  ls,
int  link 
)

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void lua_push_inv_items ( lua_State *  ls = NULL  ) 

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unsigned long str_to_item_status_flags ( std::string  flag  ) 


Generated on Thu Jan 13 13:08:09 2011 by  doxygen 1.5.6