Standardize all core and obj functions with relative coords
This is a large iteration on a previous implementation of making nh.getmap() parse its coordinates as relative to the last defined map or room rather than absolute to the entire level. Now, everything in the nh.* and obj.* functions interprets coords as relative rather than absolute. (By default; if no map or room has been defined, or if the lua code is executing after level creation is done, they will interpret the coordinates as absolute). The general motivation is basically the same - routines that use absolute coordinates are difficult to use in level creation routines, because then the designer has to remember to convert the relative coordinate to an absolute one (and that was impossible before nh.abscoord was added, particularly in themed rooms). And once nh.getmap() takes relative coordinates, it would be very strange to have all the other functions (setting timers, burying objects, etc) remain with absolute ones. In a couple places, code is changed to account for coordinates that are relative to a *room* (which uses g.coder->croom->[lx,ly] as an offset, instead of relative to a *map*, which uses [xstart,ystart]. Specifically, selection.iterate did not account for this, and without this the ice themed room timer was not being started in the proper place. All tests are updated to respect the new behavior. Most of the modified functions are not actually used anywhere in level files; the one exception is starting a timer in a themed room, and that has been adjusted. Documentation updated as well to clarify when various things are tossing around relative and absolute coordinates, both in comments and in lua.adoc.
This commit is contained in:
committed by
Pasi Kallinen
parent
a30a45be46
commit
f71bff3285
@@ -363,6 +363,8 @@ l_obj_at(lua_State *L)
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x = (coordxy) luaL_checkinteger(L, 1);
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y = (coordxy) luaL_checkinteger(L, 2);
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cvt_to_abscoord(&x, &y);
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lua_pop(L, 2);
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(void) l_obj_push(L, g.level.objects[x][y]);
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return 1;
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@@ -386,6 +388,8 @@ l_obj_placeobj(lua_State *L)
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x = (coordxy) luaL_checkinteger(L, 2);
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y = (coordxy) luaL_checkinteger(L, 3);
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cvt_to_abscoord(&x, &y);
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lua_pop(L, 3);
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if (lobj_is_ok(lo)) {
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@@ -569,6 +573,7 @@ l_obj_bury(lua_State *L)
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} else if (argc == 3) {
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x = (coordxy) lua_tointeger(L, 2);
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y = (coordxy) lua_tointeger(L, 3);
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cvt_to_abscoord(&x, &y);
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} else
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nhl_error(L, "l_obj_bury: Wrong args");
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@@ -617,7 +622,7 @@ l_obj_register(lua_State *L)
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luaL_setfuncs(L, l_obj_meta, 0);
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/* metatable.__index points at the object method table. */
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lua_pushvalue(L, -2);
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lua_setfield(L, -2, "__index");
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lua_setfield(L, -2, "__index");
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/* Don't let lua code mess with the real metatable.
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Instead offer a fake one that only contains __gc. */
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11
src/nhlsel.c
11
src/nhlsel.c
@@ -839,7 +839,10 @@ l_selection_gradient(lua_State *L)
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return 1;
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}
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/* sel:iterate(function(x,y) ... end); */
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/* sel:iterate(function(x,y) ... end);
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* The x, y coordinates passed to the function are map- or room-relative
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* rather than absolute, unless there has been no previous map or room defined.
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*/
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static int
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l_selection_iterate(lua_State *L)
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{
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@@ -854,9 +857,11 @@ l_selection_iterate(lua_State *L)
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for (y = rect.ly; y <= rect.hy; y++)
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for (x = max(1,rect.lx); x <= rect.hx; x++)
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if (selection_getpoint(x, y, sel)) {
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coordxy tmpx = x, tmpy = y;
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cvt_to_relcoord(&tmpx, &tmpy);
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lua_pushvalue(L, 2);
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lua_pushinteger(L, x - g.xstart);
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lua_pushinteger(L, y - g.ystart);
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lua_pushinteger(L, tmpx);
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lua_pushinteger(L, tmpy);
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if (nhl_pcall(L, 2, 0)) {
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impossible("Lua error: %s", lua_tostring(L, -1));
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/* abort the loops to prevent possible error cascade */
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31
src/nhlua.c
31
src/nhlua.c
@@ -172,7 +172,7 @@ void
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nhl_error(lua_State *L, const char *msg)
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{
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lua_Debug ar;
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char buf[BUFSZ];
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char buf[BUFSZ*2];
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lua_getstack(L, 1, &ar);
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lua_getinfo(L, "lS", &ar);
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@@ -389,6 +389,7 @@ nhl_gettrap(lua_State *L)
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}
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x = (coordxy) lx;
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y = (coordxy) ly;
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cvt_to_abscoord(&x, &y);
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if (isok(x, y)) {
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struct trap *ttmp = t_at(x,y);
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@@ -439,7 +440,8 @@ nhl_deltrap(lua_State *L)
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}
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x = (coordxy) lx;
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y = (coordxy) ly;
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cvt_to_abscoord(&x, &y);
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if (isok(x, y)) {
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struct trap *ttmp = t_at(x,y);
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@@ -452,6 +454,11 @@ nhl_deltrap(lua_State *L)
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/* get parameters (XX,YY) or ({ x = XX, y = YY }) or ({ XX, YY }),
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and set the x and y values.
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return TRUE if there are such params in the stack.
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Note that this does not adjust the values of x and y at all from what is
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specified in the level file; so, it returns absolute coordinates rather than
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map-relative coordinates. Callers of this function must decide if they want
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to interpret the values as absolute or as map-relative, and adjust
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accordingly.
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*/
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boolean
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nhl_get_xy_params(lua_State *L, lua_Integer *x, lua_Integer *y)
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@@ -487,23 +494,9 @@ nhl_getmap(lua_State *L)
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nhl_error(L, "Incorrect arguments");
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return 0;
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}
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if (g.in_mklev) {
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/* xstart and ystart are set by the des.map() command to give
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* coordinates relative to the 0,0 of that map. It can be quite useful
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* to check what terrain is on a given space. But without compensating
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* for the change in xstart and ystart here, this will lead to results
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* like des.terrain(4,6,'L') and then nh.getmap(4,6) not being lava.
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*
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* Only valid during mklev, because xstart and ystart are not saved
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* with the level and can change during the level creating process when
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* additional des.map() are executed. They will not necessarily be the
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* same later. */
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x += g.xstart;
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y += g.ystart;
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}
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x = (coordxy) lx;
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y = (coordxy) ly;
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cvt_to_abscoord(&x, &y);
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if (isok(x, y)) {
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char buf[BUFSZ];
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@@ -1177,6 +1170,7 @@ nhl_timer_has_at(lua_State *L)
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x = (coordxy) lx;
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y = (coordxy) ly;
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cvt_to_abscoord(&x, &y);
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if (isok(x, y)) {
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when = spot_time_expires(x, y, timertype);
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@@ -1205,6 +1199,7 @@ nhl_timer_peek_at(lua_State *L)
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x = (coordxy) lx;
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y = (coordxy) ly;
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cvt_to_abscoord(&x, &y);
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if (timer_is_pos(timertype) && isok(x, y))
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when = spot_time_expires(x, y, timertype);
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@@ -1230,6 +1225,7 @@ nhl_timer_stop_at(lua_State *L)
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x = (coordxy) lx;
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y = (coordxy) ly;
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cvt_to_abscoord(&x, &y);
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if (timer_is_pos(timertype) && isok(x, y))
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spot_stop_timers(x, y, timertype);
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@@ -1254,6 +1250,7 @@ nhl_timer_start_at(lua_State *L)
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x = (coordxy) lx;
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y = (coordxy) ly;
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cvt_to_abscoord(&x, &y);
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if (timer_is_pos(timertype) && isok(x, y)) {
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long where = ((long) x << 16) | (long) y;
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75
src/sp_lev.c
75
src/sp_lev.c
@@ -1150,11 +1150,15 @@ rndtrap(void)
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}
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/*
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* Coordinates in special level files are handled specially:
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* Translate a given coordinate from a special level definition into an actual
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* location on the map.
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*
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* if x or y is < 0, we generate a random coordinate.
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* The "humidity" flag is used to ensure that engravings aren't
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* created underwater, or eels on dry land.
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* If x or y is negative, we generate a random coordinate within the area. If
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* not negative, they are interpreted as relative to the last defined map or
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* room, and are output as absolute g.level.locations coordinates.
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*
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* The "humidity" flag is used to ensure that engravings aren't created
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* underwater, or eels on dry land.
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*/
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static void
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get_location(
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@@ -3085,6 +3089,12 @@ get_table_montype(lua_State *L, int *mgender)
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return ret;
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}
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/* Get x and y values from a table (which the caller has already checked for the
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* existence of), handling both a table with x= and y= specified and a table
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* with coord= specified.
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* Returns absolute rather than map-relative coordinates; the caller of this
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* function must decide if it wants to interpret the coordinates as map-relative
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* and adjust accordingly. */
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static void
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get_table_xy_or_coord(lua_State *L, lua_Integer *x, lua_Integer *y)
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{
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@@ -5237,7 +5247,56 @@ l_table_getset_feature_flag(
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}
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}
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/* convert relative coordinate to map-absolute.
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/* guts of nhl_abs_coord; convert a coordinate relative to a map or room into an
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* absolute coordinate in g.level.locations.
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*
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* If there is no enclosing map or room, the coordinates are assumed to be
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* absolute already.
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*
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* Part of the reason this is a function is to make it clearer in the calling
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* code that this conversion is what is intended.
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*
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* NOTE: if the coordinates are going to get passed to one of the get_location
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* family of functions, this should NOT be called; get_location already makes
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* an adjustment like this. (What this function supports which get_location
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* doesn't is the input coordinates being negative. get_location will treat that
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* as "level designer wants a random coordinate".) */
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void
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cvt_to_abscoord(coordxy *x, coordxy *y)
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{
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/* since commit 99715e0, xstart and ystart are only relevant in mklev when
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* maps are being used, and 0 otherwise. It is possible in the future that
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* map positions and dimensions can be saved and retrieved outside of mklev
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* which would reintroduce nonzero xstart/ystart/xsiz/ysiz, but this is not
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* currently implemented, so this function can be assumed to have no effect
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* outside of mklev.
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*/
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if (g.coder && g.coder->croom) {
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*x += g.coder->croom->lx;
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*y += g.coder->croom->ly;
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}
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else {
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*x += g.xstart;
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*y += g.ystart;
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}
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}
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/* inverse of cvt_to_abscoord; turn an absolute g.level.locations coordinate
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* into one relative to the current map or room. */
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void
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cvt_to_relcoord(coordxy *x, coordxy *y)
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{
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if (g.coder && g.coder->croom) {
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*x -= g.coder->croom->lx;
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*y -= g.coder->croom->ly;
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}
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else {
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*x -= g.xstart;
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*y -= g.ystart;
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}
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}
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/* convert map-relative coordinate to absolute.
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local ax,ay = nh.abscoord(rx, ry);
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local pt = nh.abscoord({ x = 10, y = 5 });
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*/
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@@ -5250,16 +5309,14 @@ nhl_abs_coord(lua_State *L)
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if (argc == 2) {
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x = (coordxy) lua_tointeger(L, 1);
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y = (coordxy) lua_tointeger(L, 2);
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x += g.xstart;
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y += g.ystart;
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cvt_to_abscoord(&x, &y);
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lua_pushinteger(L, x);
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lua_pushinteger(L, y);
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return 2;
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} else if (argc == 1 && lua_type(L, 1) == LUA_TTABLE) {
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x = (coordxy) get_table_int(L, "x");
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y = (coordxy) get_table_int(L, "y");
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x += g.xstart;
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y += g.ystart;
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cvt_to_abscoord(&x, &y);
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lua_newtable(L);
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nhl_add_table_entry_int(L, "x", x);
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nhl_add_table_entry_int(L, "y", y);
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