Added Items::createItem function.

develop
expwnent 2014-07-03 10:36:55 -04:00
parent e65a99f252
commit 2fb8faf3e6
4 changed files with 100 additions and 43 deletions

@ -1,6 +1,7 @@
DFHack future
Internals:
Items module: added createItem function
EventManager:
EQUIPMENT_CHANGE now triggers for new units
new events:

@ -1479,6 +1479,7 @@ static const LuaWrapper::FunctionReg dfhack_items_module[] = {
WRAPM(Items, getSubtypeDef),
WRAPM(Items, getItemBaseValue),
WRAPM(Items, getValue),
WRAPM(Items, createItem),
WRAPN(moveToGround, items_moveToGround),
WRAPN(moveToContainer, items_moveToContainer),
WRAPN(moveToBuilding, items_moveToBuilding),

@ -179,5 +179,8 @@ DFHACK_EXPORT int getItemBaseValue(int16_t item_type, int16_t item_subtype, int1
/// Gets the value of a specific item, ignoring civ values and trade agreements
DFHACK_EXPORT int getValue(df::item *item);
DFHACK_EXPORT int32_t createItem(df::item_type type, int16_t item_subtype, int16_t mat_type, int32_t mat_index, df::unit* creator);
}
}

@ -22,69 +22,72 @@ must not be misrepresented as being the original software.
distribution.
*/
#include "Core.h"
#include "Error.h"
#include "Internal.h"
#include "MemAccess.h"
#include "MiscUtils.h"
#include "Types.h"
#include "VersionInfo.h"
#include <string>
#include <sstream>
#include <vector>
#include <cstdio>
#include <map>
#include <sstream>
#include <string>
#include <vector>
#include <set>
using namespace std;
#include "Types.h"
#include "VersionInfo.h"
#include "MemAccess.h"
#include "ModuleFactory.h"
#include "modules/MapCache.h"
#include "modules/Materials.h"
#include "modules/Items.h"
#include "modules/Units.h"
#include "modules/MapCache.h"
#include "ModuleFactory.h"
#include "Core.h"
#include "Error.h"
#include "MiscUtils.h"
#include "df/ui.h"
#include "df/world.h"
#include "df/item.h"
#include "df/body_part_raw.h"
#include "df/body_part_template_flags.h"
#include "df/building.h"
#include "df/building_actual.h"
#include "df/tool_uses.h"
#include "df/itemdef_weaponst.h"
#include "df/itemdef_trapcompst.h"
#include "df/itemdef_toyst.h"
#include "df/itemdef_toolst.h"
#include "df/itemdef_instrumentst.h"
#include "df/itemdef_armorst.h"
#include "df/caste_raw.h"
#include "df/creature_raw.h"
#include "df/general_ref.h"
#include "df/general_ref_building_holderst.h"
#include "df/general_ref_contained_in_itemst.h"
#include "df/general_ref_contains_itemst.h"
#include "df/general_ref_projectile.h"
#include "df/general_ref_unit_itemownerst.h"
#include "df/general_ref_unit_holderst.h"
#include "df/historical_entity.h"
#include "df/item.h"
#include "df/item_type.h"
#include "df/itemdef_ammost.h"
#include "df/itemdef_siegeammost.h"
#include "df/itemdef_armorst.h"
#include "df/itemdef_foodst.h"
#include "df/itemdef_glovesst.h"
#include "df/itemdef_shoesst.h"
#include "df/itemdef_shieldst.h"
#include "df/itemdef_helmst.h"
#include "df/itemdef_instrumentst.h"
#include "df/itemdef_pantsst.h"
#include "df/itemdef_foodst.h"
#include "df/trapcomp_flags.h"
#include "df/itemdef_shieldst.h"
#include "df/itemdef_shoesst.h"
#include "df/itemdef_siegeammost.h"
#include "df/itemdef_toolst.h"
#include "df/itemdef_toyst.h"
#include "df/itemdef_trapcompst.h"
#include "df/itemdef_weaponst.h"
#include "df/job_item.h"
#include "df/general_ref.h"
#include "df/general_ref_unit_itemownerst.h"
#include "df/general_ref_contains_itemst.h"
#include "df/general_ref_contained_in_itemst.h"
#include "df/general_ref_building_holderst.h"
#include "df/general_ref_projectile.h"
#include "df/viewscreen_itemst.h"
#include "df/vermin.h"
#include "df/map_block.h"
#include "df/proj_itemst.h"
#include "df/proj_list_link.h"
#include "df/unit_inventory_item.h"
#include "df/body_part_raw.h"
#include "df/reaction_product_itemst.h"
#include "df/tool_uses.h"
#include "df/trapcomp_flags.h"
#include "df/ui.h"
#include "df/unit.h"
#include "df/creature_raw.h"
#include "df/caste_raw.h"
#include "df/body_part_template_flags.h"
#include "df/general_ref_unit_holderst.h"
#include "df/unit_inventory_item.h"
#include "df/vermin.h"
#include "df/viewscreen_itemst.h"
#include "df/world.h"
#include "df/world_site.h"
using namespace DFHack;
using namespace df::enums;
@ -1330,3 +1333,52 @@ int Items::getValue(df::item *item)
}
return value;
}
int32_t Items::createItem(df::item_type item_type, int16_t item_subtype, int16_t mat_type, int32_t mat_index, df::unit* unit) {
//based on Quietust's plugins/createitem.cpp
df::map_block* block = Maps::getTileBlock(unit->pos.x, unit->pos.y, unit->pos.z);
CHECK_NULL_POINTER(block);
df::reaction_product_itemst* prod = df::allocate<df::reaction_product_itemst>();
prod->item_type = item_type;
prod->item_subtype = item_subtype;
prod->mat_type = mat_type;
prod->mat_index = mat_index;
prod->probability = 100;
prod->count = 1;
switch(item_type) {
case df::item_type::BAR:
case df::item_type::POWDER_MISC:
case df::item_type::LIQUID_MISC:
case df::item_type::DRINK:
prod->product_dimension = 150;
break;
case df::item_type::THREAD:
prod->product_dimension = 15000;
break;
case df::item_type::CLOTH:
prod->product_dimension = 10000;
break;
default:
prod->product_dimension = 1;
break;
}
//makeItem
vector<df::item*> out_items;
vector<df::reaction_reagent*> in_reag;
vector<df::item*> in_items;
df::enums::game_type::game_type type = *df::global::gametype;
prod->produce(unit, &out_items, &in_reag, &in_items, 1, job_skill::NONE,
df::historical_entity::find(unit->civ_id),
((type == df::enums::game_type::DWARF_MAIN) || (type == df::enums::game_type::DWARF_RECLAIM)) ? df::world_site::find(df::global::ui->site_id) : NULL);
if ( out_items.size() != 1 )
return -1;
for (size_t a = 0; a < out_items.size(); a++ ) {
out_items[a]->moveToGround(unit->pos.x, unit->pos.y, unit->pos.z);
}
return out_items[0]->id;
}