This unifies the two separate special-room-stocking code paths, one in
the standard dungeon generator and one in the special level generator
(neither of which reacted to themed rooms, which is the reason for this
commit) into the end of makelevel(), placing the special room stocking
as the very last step of level creation.
Under the new system, when a regular or special level decides to create
a special room, it sets that room's rtype, but the room is not stocked
until later. It already worked this way for special levels, so the main
difference here is in the normal level generation, where the mkroom
family of functions identifies and marks a room as a special room, but
stops short of filling it. (I suppose perhaps the mkroom, mkzoo, mkshop
family of functions would be better off changing their names to
"pickroom" and so on.)
This also restructures makelevel() itself a bit, but the only real
change is that the paths that call makemaz don't return immediately
afterward; they continue to the special room stocking code. Also, this
code was lifted from fill_special_rooms, which is now not used
anywhere, so it has been deleted.
I don't really like how fill_ordinary_room is in mklev.c and
fill_special_room is in sp_lev.c; they seem like they'd be better off in
mkroom.c, but in the interest of not making unnecessary code changes,
I'll just recommend it.
The fill_special_rooms function was only stocking two types of rooms:
top-level rooms in g.rooms, and their immediate subrooms. If there were
a special room 2 or more levels down, it would not get filled. (No
special levels currently define such a special room, so this bug is
latent.)
To address this, I changed fill_special_rooms to iterate only through
the top level rooms, and fill_special_room to recurse through all of its
subrooms (if any) before filling itself.
The existing system was a confusing mess of competing names (filled,
needfill, prefilled, etc) that had varying semantics, with prefilled
being the worst offender as it meant at least three different things in
various contexts. This commit unifies everything in the code under
"needfill", and everything in Lua under "filled", which defaults to 0
everywhere.
This also removes the second argument to fill_special_room; that
function now just checks the needfill of the room it's passed. As
before, a filled == 2 value is used for a special room to indicate that
the room should set the appropriate level flag, but shouldn't actually
be stocked with anything (for instance, King Arthur's throne room); the
difference is that this now comes directly from the lua script instead
of being manipulated within sp_lev.c.
The prefilled argument had one use case that is occasionally used in the
level files: if the level designer had specified an ordinary region with
prefilled = 1, it would become a room to control monster arrivals on a
level -- monsters that arrive within the bounds of a room are supposed
to stay there.
However, not all of the places where the comments indicated this was
being used were using it correctly; I tested this by letting a few
monsters fall through the knox portal (they're supposed to be
constrained to the entry room) and waiting a hundred turns, then going
through the portal; they were not constrained to the room and had
"wandered" through its walls.
Instead of trying to maintain this special case, I have added an
optional "arrival_room" boolean argument to des.region, which forces it
to create a room for the purposes of constraining monster arrival.
I have gone through and replaced occurrences of prefilled in lua files
with the appropriate filled option (or arrival, as needed). In some
cases, that resulted in questionable regions such as a filled ordinary
area in a non-themeroom (I just dropped the filled=1), or an area which
didn't do anything, not even lighting (which I deleted).
No code in this function would actually do anything if it were called on
a themed room, but since it is pretty clearly intended for the "regular"
special rooms, it's probably best to explicitly avoid themed rooms as
well.
I noticed that any subrooms created within a themed room were bare -
they never had any monsters, objects, traps, or anything really,
regardless of whether filled = 1 was set on them. As a result, they're
pretty boring.
It turns out that the code in makelevel() responsible for stocking
ordinary rooms with stuff only looped through g.rooms, and completely
ignored subrooms. (Subrooms would not get stocked with items by virtue
of being part of the larger room; I tested this by dialing the item
generation in rooms way up, and none of those items ever got placed in a
subroom.)
To fix this, I've extracted the code that populates an ordinary room
into its own function, fill_ordinary_room, and made it recurse into its
own subrooms. (I also renamed fill_rooms and fill_room to include the
word "special" in their names, because they only deal with special
rooms.) Note that since special rooms follow a separate codepath, an
ordinary subroom of a special room won't get stocked; perhaps these
functions should be unified in the future.
The fill_ordinary_room code is pretty much a verbatim cut and paste from
makelevel, so there is not currently any consideration for the size of
the subroom or the fact that it is a subroom with respect to how many
monsters, traps, objects, etc get placed.
I'm not sure whether other things such as stair selection will ever
select themed room subrooms, or whether they too only look at g.rooms.
"When a room is created and passed down to a contents function in
Lua, the width and height properties of that room are computed by
subtracting lx from hx and ly from hy, which means e.g. a room
which is 8 floor squares wide and 5 tall appears to the contents
function as having a width of 7 and height of 4. This patch fixes
that off-by-one."
I don't understand the details here: should a room's dimensions
include its boundary walls or just the inner amount? This change
didn't seem to cause any problems so I've put it in.
Closes#345
Part of pull request #308: when using des.terrain to set terrain,
default for lit state becomes 'unchanged' rather than 'unlit'.
des.replace_terrain already operates that way. Replace lit state
magic numbers -1 and -2 with SET_LIT_RANDOM and SET_LIT_NOCHANGE.
Also change SET_TYPLIT() to not operate on map column 0 and move
it from rm.h to sp_lev.h. It never belonged there, is only used
in sp_lev.c, and now because of the SET_LIT_ macros it couldn't be
used anywhere else unless sp_lev.h gets included too.
../src/sp_lev.c: In function 'flip_level':
../src/sp_lev.c:816:24: warning: cast from pointer to integer of different size [-Wpointer-to-int-cast]
long ty = ((long) timer->arg.a_void) & 0xffff;
^
../src/sp_lev.c:817:25: warning: cast from pointer to integer of different size [-Wpointer-to-int-cast]
long tx = (((long) timer->arg.a_void) >> 16) & 0xffff;
^
../src/sp_lev.c:823:33: warning: cast to pointer from integer of different size [-Wint-to-pointer-cast]
timer->arg.a_void = (genericptr_t) ((tx << 16) | ty);
I added -Wmissing-prototypes to my CFLAGS and got a bunch of warnings.
This fixes the core ones (there are more for X11 that I haven't looked
at yet). While fixing these, I discovered a few option processing
issues: the non-Amiga 'altmeta' should be settable while the game is
in progress (not sure about the Amiga variation so left that as-is),
'altmeta' and 'menucolor' are booleans so shouldn't have had optfn_XXX
functions; 'MACgraphics' and 'subkeyvalue' were conditionally defined
differently in options.c than in optlist.h.
In a lua script, if object was created inside a container, it
might've merged with another object.
Also prevent stacking, lighting, and burying contained objects.
Allows creating shaped or themed rooms for the Dungeons of Doom
via lua script.
Invalidates bones and saves.
Makefiles updated for unix/linux by adding themerms.lua, but other
OSes need to have that added.
This was already allowed for the other montype-compatible objects like
statues, corpses, eggs and tins. I don't see a reason why figurines
shouldn't be part of this group; perhaps it was an oversight.
When matching a terrain, allow using a "w" placeholder that matches
any solid wall:
For example:
local s = selection.match([[w.w]]);
would match all floor locations with a wall to the left and right of it.
The walls can be solid stone, horizontal, vertical, etc.
This applies to selection.match(), selection.filter_mapchar(), and
des.replace_terrain()
Adds a new level init type which directly creates a maze,
optionally setting corridor width and wall thickness,
and removing dead ends.
des.level_init({ style = "maze", corrwid = 3, wallthick = 1, deadends = false });
Uncomments and makes available selection.gradient in Lua. (The backend C
code for this still existed, it just wasn't used.)
The only valid way to specify a gradient is with a table. I considered
adding non-table versions, but decided that there are too many
independent variables that can be optional. A non-table version, without
named parameters, would be confusing to read, especially since most of
the arguments are ints.
Also adds an impossible in the (possibly unreachable) case that
selection_do_gradient gets called with a bad gradient type.
Before this commit, the name of a novel in the level files was ignored for
setting novelidx. But the name was set nevertheless, so you got a named novel
that showed quotes from a different novel.
Now, 'des.object({ id = "novel", name="Raising Steam"});' will work as
expected.
For interactive level flip, flip cached travel destination and
interrupted digging position.
Also, ball and chain handling wasn't right if the ball was carried.
The fix for that is untested because I don't know how to judge where
the flip area starts and stops and this code is for the case where
that boundary is straddled rather than having hero and ball and chain
all inside or all outside the flip area.
In a special level, creating more monsters inside room contents
than was space in the room placed monsters outside the room,
possibly inside walls of rooms created afterwards.
Prevent monster creation if inside room contents and there's no
space for the monster.
Report complained about multiple Archons causing his character to
be swarmed by monsters on the Plane of Fire. I don't think that
the behavior has changed significantly from how it worked in 3.4.3.
Nobody can summon an Archon directly because they're excluded from
the nasties[] list. But whenever summoning picks a genocided
'nasty', the result gets replaced by random monster of appropriate
difficulty for the level (which could be an Archon for a high level
character in the endgame). [Note that that won't pick an Archon
in Gehennom or at arch-lich outside of there because the random
monster creation honors the only-in-hell and never-in-hell flags;
picking from the nasties[] list doesn't.]
This prevents that for any creature (except arch-lich or the Wizard)
casting the summon nasties spell. If a replacement creature is a
spellcaster it now has to have lower difficulty than the summoner.
If not, it will be discarded even though its difficulty is classified
as appropriate. So to summon an Archon, the summoner has to have
higher difficulty than an Archon; arch-lich and the Wizard are the
only ones meeting that criterium. When summoner is an arch-lich,
it can't summon another arch-lich (since that wouldn't have lower
difficulty than the summoner) and can summon (via replacement for
genocided type, and only if outside of Gehennom) at most one Archon.
When summoner is the Wizard, he could summon an arch-lich (when in
Gehennom; demoted to master lich elsewhere--see below) or an Archon
(outside Gehennom only), but at most one per summoning.
For post-Wizard harassment, which effectively has infinite
difficulty level, it could still happen. However, each instance of
harassment is only allowed to create at most one Archon or arch-lich
now, so chain summoning should be lessoned. Also if it tries to
pick an arch-lich when outside of Gehennom it will switch to master
lich instead (which won't be allowed to summon an Archon or an arch-
lich or even another master lich).
(The monmove.c bit is unrelated, just some comment formatting that
I had laying around that got mixed in.)
... if either you, the ball, or the chain are outside the flip area.
Just unplace the b&c and then put it down under the hero.
This can only happen via #wizlevelflip, as normal level flipping
is done when creating the level and b&c are not on the map.
This one is more interesting that most....
|sp_lev.c:3745:9: warning: declaration shadows a variable in the
| global scope [-Wshadow]
|boolean ladder;
| ^
|../include/rm.h:538:20: note: expanded from macro 'ladder'
|#define ladder flags /* up or down */
| ^
|../include/flag.h:428:29: note: previous declaration is here
|extern NEARDATA struct flag flags;
| ^
In wizard mode, freezing some water on the ground, then
flipping the level did not flip the coordinate of the ice
thawing timed effect. This could cause an impossible complaint.
In a rare case, a random room's width can be 2 tiles, and if
that room was converted into a temple, the priest ended up
inside the wall. Try to put the priest on a random valid position
around the altar, or on it.
When making a random door into a random wall or random position
in a room, keep trying harder to find a location that doesn't
have solid wall behind it.
Fixes the Wizard tower door.
If a special level explicitly requests eg. a statue with a genocided
monster class, allow generating it.
Rationale is that those objects were generated before the monsters
became extinct. Also fixes a lua error.
If the stair or ladder x coord is 0, it doesn't exist.
Flipping it, caused "u_on_newpos: trying to place hero off map <80,0>"
when coming back up from the valley into the castle, and the
castle was flipped.
Fixes#331
Give wizard mode player control over how a level gets transposed by
prompting for the desired outcome.
Refreshing the screen showed that remembered, no longer in view wall
corners and T walls were shown with their old orientation instead of
being transposed along with the level. This fixes that, but does so
by adding a chunk of code that will be irrelevant for normal play.