lua special level feature flags
Allow des.feature() to set rm flags for the special features.
This commit is contained in:
@@ -232,7 +232,10 @@ Example:
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=== feature
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Create a fountain, a sink, or a pool.
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Create a feature, and set flags for it.
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Valid features are a fountain, a sink, a pool, a throne, or a tree.
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Throne has `looted` flag, tree has `looted` and `swarm`, fountain has `looted` and `warned`,
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sink has `pudding`, `dishwasher`, and `ring`.
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Example:
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@@ -240,6 +243,8 @@ Example:
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des.feature("fountain", {4, 5});
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des.feature({ type = "fountain", x = 12, y = 6 });
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des.feature({ type = "fountain", coord = {4, 6} });
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des.feature({ type = "throne", coord = {4, 6}, looted = true });
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des.feature({ type = "tree", coord = {4, 6}, looted = true, swarm = false });
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=== gold
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55
src/sp_lev.c
55
src/sp_lev.c
@@ -89,6 +89,7 @@ static void FDECL(sel_set_wallify, (int, int, genericptr_t));
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static void NDECL(spo_end_moninvent);
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static void NDECL(spo_pop_container);
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static void FDECL(spo_endroom, (struct sp_coder *));
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static void FDECL(l_table_getset_feature_flag, (lua_State *, int, int, const char *, int));
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static void FDECL(sel_set_ter, (int, int, genericptr_t));
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static void FDECL(sel_set_door, (int, int, genericptr_t));
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static void FDECL(sel_set_feature, (int, int, genericptr_t));
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@@ -4883,19 +4884,41 @@ lua_State *L;
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return 0;
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}
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static void
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l_table_getset_feature_flag(L, x,y, name, flag)
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lua_State *L;
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int x, y;
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const char *name;
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int flag;
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{
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int val = get_table_boolean_opt(L, name, -2);
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if (val != -2) {
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if (val == -1) val = rn2(2);
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if (val)
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levl[x][y].flags |= flag;
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else
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levl[x][y].flags &= ~flag;
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}
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}
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/* feature("fountain", x, y); */
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/* feature("fountain", {x,y}); */
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/* feature({ type="fountain", x=NN, y=NN }); */
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/* feature({ type="fountain", coord={NN, NN} }); */
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/* feature({ type="tree", coord={NN, NN}, swarm=true, looted=false }); */
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int
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lspo_feature(L)
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lua_State *L;
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{
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static const char *const features[] = { "fountain", "sink", "pool", NULL };
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static const int features2i[] = { FOUNTAIN, SINK, POOL, STONE };
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static const char *const features[] = { "fountain", "sink", "pool",
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"throne", "tree", NULL };
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static const int features2i[] = { FOUNTAIN, SINK, POOL,
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THRONE, TREE, STONE };
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schar x,y;
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int typ;
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int argc = lua_gettop(L);
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boolean can_have_flags = FALSE;
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create_des_coder();
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@@ -4917,27 +4940,39 @@ lua_State *L;
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get_table_xy_or_coord(L, &fx, &fy);
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x = fx, y = fy;
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typ = features2i[get_table_option(L, "type", NULL, features)];
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can_have_flags = TRUE;
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}
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get_location_coord(&x, &y, ANY_LOC, g.coder->croom, SP_COORD_PACK(x,y));
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if (typ == STONE)
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impossible("feature has unknown type param.");
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else
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sel_set_feature(x, y, (genericptr_t) &typ);
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if (levl[x][y].typ != typ || !can_have_flags)
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return 0;
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switch (typ) {
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default:
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break;
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case FOUNTAIN:
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typ = FOUNTAIN;
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l_table_getset_feature_flag(L, x, y, "looted", F_LOOTED);
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l_table_getset_feature_flag(L, x, y, "warned", F_WARNED);
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break;
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case SINK:
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typ = SINK;
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l_table_getset_feature_flag(L, x, y, "pudding", S_LPUDDING);
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l_table_getset_feature_flag(L, x, y, "dishwasher", S_LDWASHER);
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l_table_getset_feature_flag(L, x, y, "ring", S_LRING);
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break;
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case POOL:
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typ = POOL;
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case THRONE:
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l_table_getset_feature_flag(L, x, y, "looted", T_LOOTED);
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break;
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case TREE:
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l_table_getset_feature_flag(L, x, y, "looted", TREE_LOOTED);
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l_table_getset_feature_flag(L, x, y, "swarm", TREE_SWARM);
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break;
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}
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if (typ == STONE)
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impossible("feature has unknown type param.");
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else
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sel_set_feature(x, y, (genericptr_t) &typ);
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return 0;
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}
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@@ -21,6 +21,13 @@ function check_loc_name(x, y, name)
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end
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end
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function check_loc_flag(x, y, flag, value)
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local loc = nh.getmap(x, y);
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if (loc.flags[flag] ~= value) then
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error(loc.typ_name .. " at (" .. x .. "," .. y .. ") flag " .. flag .. " is " .. tostring(loc.flags[flag]) .. ", not " .. tostring(value));
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end
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end
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function check_trap_at(x,y, name)
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local t = nh.gettrap(x + 1, y); -- + 1 == g.xstart
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if (t.ttyp_name ~= name) then
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@@ -226,6 +233,8 @@ III]] })
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end
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function test_feature()
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des.reset_level();
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des.level_init({ style = "solidfill", fg = ".", lit = 1 });
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des.feature("fountain", 40, 08);
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check_loc_name(40 + 1, 08, "fountain");
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des.feature("sink", {41, 08});
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@@ -234,6 +243,35 @@ function test_feature()
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check_loc_name(42 + 1, 08, "pool");
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des.feature({ type = "sink", coord = {43, 08} });
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check_loc_name(43 + 1, 08, "sink");
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des.feature({ type = "throne", coord = {44, 08}, looted=true });
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check_loc_name(44 + 1, 08, "throne");
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check_loc_flag(44 + 1, 08, "looted", true);
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des.feature({ type = "throne", coord = {44, 08}, looted=false });
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check_loc_name(44 + 1, 08, "throne");
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check_loc_flag(44 + 1, 08, "looted", false);
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des.feature({ type = "tree", coord = {45, 08}, looted=true, swarm=false });
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check_loc_name(45 + 1, 08, "tree");
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check_loc_flag(45 + 1, 08, "looted", true);
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check_loc_flag(45 + 1, 08, "swarm", false);
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des.feature({ type = "tree", coord = {45, 08}, looted=false, swarm=true });
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check_loc_name(45 + 1, 08, "tree");
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check_loc_flag(45 + 1, 08, "looted", false);
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check_loc_flag(45 + 1, 08, "swarm", true);
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des.feature({ type = "fountain", coord = {46, 08}, looted=false, warned=true });
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check_loc_name(46 + 1, 08, "fountain");
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check_loc_flag(46 + 1, 08, "looted", false);
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check_loc_flag(46 + 1, 08, "warned", true);
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des.feature({ type = "sink", coord = {47, 08}, pudding=false, dishwasher=true, ring=true });
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check_loc_name(47 + 1, 08, "sink");
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check_loc_flag(47 + 1, 08, "pudding", false);
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check_loc_flag(47 + 1, 08, "dishwasher", true);
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check_loc_flag(47 + 1, 08, "ring", true);
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end
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function test_gold()
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