Files
nethack/src/sp_lev.c
2021-09-12 22:34:19 +03:00

6407 lines
183 KiB
C

/* NetHack 3.7 sp_lev.c $NHDT-Date: 1622361654 2021/05/30 08:00:54 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.233 $ */
/* Copyright (c) 1989 by Jean-Christophe Collet */
/* NetHack may be freely redistributed. See license for details. */
/*
* This file contains the various functions that are related to the special
* levels.
*
* It contains also the special level loader.
*/
#define IN_SP_LEV_C
#include "hack.h"
#include "sp_lev.h"
typedef void (*select_iter_func)(int, int, genericptr);
extern void mkmap(lev_init *);
static boolean match_maptyps(xchar, xchar);
static void solidify_map(void);
static void lvlfill_maze_grid(int, int, int, int, schar);
static void lvlfill_solid(schar, schar);
static void lvlfill_swamp(schar, schar, schar);
static void flip_drawbridge_horizontal(struct rm *);
static void flip_drawbridge_vertical(struct rm *);
static void flip_visuals(int, int, int, int, int);
static int flip_encoded_direction_bits(int, int);
static void sel_set_wall_property(int, int, genericptr_t);
static void set_wall_property(xchar, xchar, xchar, xchar, int);
static void count_features(void);
static void remove_boundary_syms(void);
static void set_door_orientation(int, int);
static boolean shared_with_room(int, int, struct mkroom *);
static void maybe_add_door(int, int, struct mkroom *);
static void link_doors_rooms(void);
static int rnddoor(void);
static int rndtrap(void);
static void get_location(xchar *, xchar *, int, struct mkroom *);
static boolean is_ok_location(xchar, xchar, int);
static unpacked_coord get_unpacked_coord(long, int);
static void get_room_loc(xchar *, xchar *, struct mkroom *);
static void get_free_room_loc(xchar *, xchar *, struct mkroom *,
packed_coord);
static boolean create_subroom(struct mkroom *, xchar, xchar, xchar,
xchar, xchar, xchar);
static void create_door(room_door *, struct mkroom *);
static void create_trap(spltrap *, struct mkroom *);
static int noncoalignment(aligntyp);
static boolean m_bad_boulder_spot(int, int);
static int pm_to_humidity(struct permonst *);
static unsigned int sp_amask_to_amask(unsigned int sp_amask);
static void create_monster(monster *, struct mkroom *);
static void create_object(object *, struct mkroom *);
static void create_altar(altar *, struct mkroom *);
static boolean search_door(struct mkroom *, xchar *, xchar *, xchar, int);
static void create_corridor(corridor *);
static struct mkroom *build_room(room *, struct mkroom *);
static void light_region(region *);
static void maze1xy(coord *, int);
static void fill_empty_maze(void);
static void splev_initlev(lev_init *);
#if 0
/* macosx complains that these are unused */
static long sp_code_jmpaddr(long, long);
static void spo_room(struct sp_coder *);
static void spo_trap(struct sp_coder *);
static void spo_gold(struct sp_coder *);
static void spo_corridor(struct sp_coder *);
static void spo_feature(struct sp_coder *);
static void spo_terrain(struct sp_coder *);
static void spo_replace_terrain(struct sp_coder *);
static void spo_levregion(struct sp_coder *);
static void spo_region(struct sp_coder *);
static void spo_drawbridge(struct sp_coder *);
static void spo_mazewalk(struct sp_coder *);
static void spo_wall_property(struct sp_coder *);
static void spo_room_door(struct sp_coder *);
static void spo_wallify(struct sp_coder *);
static void sel_set_wallify(int, int, genericptr_t);
#endif
static void spo_end_moninvent(void);
static void spo_pop_container(void);
static int l_create_stairway(lua_State *, boolean);
static void spo_endroom(struct sp_coder *);
static void l_table_getset_feature_flag(lua_State *, int, int, const char *,
int);
static void sel_set_lit(int, int, genericptr_t);
static void add_doors_to_room(struct mkroom *);
static void selection_iterate(struct selectionvar *, select_iter_func,
genericptr_t);
static void sel_set_ter(int, int, genericptr_t);
static void sel_set_door(int, int, genericptr_t);
static void sel_set_feature(int, int, genericptr_t);
static int get_coord(lua_State *, int, int *, int *);
static void levregion_add(lev_region *);
static void get_table_xy_or_coord(lua_State *, int *, int *);
static int get_table_region(lua_State *, const char *, int *, int *, int *,
int *, boolean);
static void set_wallprop_in_selection(lua_State *, int);
static int floodfillchk_match_under(int, int);
static int floodfillchk_match_accessible(int, int);
static boolean sel_flood_havepoint(int, int, xchar *, xchar *, int);
static long line_dist_coord(long, long, long, long, long, long);
static void l_push_wid_hei_table(lua_State *, int, int);
static int get_table_align(lua_State *);
static int get_table_monclass(lua_State *);
static int find_montype(lua_State *, const char *, int *);
static int get_table_montype(lua_State *, int *);
static int get_table_int_or_random(lua_State *, const char *, int);
static int get_table_buc(lua_State *);
static int get_table_objclass(lua_State *);
static int find_objtype(lua_State *, const char *);
static int get_table_objtype(lua_State *);
static int get_table_roomtype_opt(lua_State *, const char *, int);
static int get_table_traptype_opt(lua_State *, const char *, int);
static int get_traptype_byname(const char *);
static int get_table_intarray_entry(lua_State *, int, int);
static struct sp_coder *sp_level_coder_init(void);
/* lua_CFunction prototypes */
int lspo_altar(lua_State *);
int lspo_branch(lua_State *);
int lspo_corridor(lua_State *);
int lspo_door(lua_State *);
int lspo_drawbridge(lua_State *);
int lspo_engraving(lua_State *);
int lspo_feature(lua_State *);
int lspo_gold(lua_State *);
int lspo_grave(lua_State *);
int lspo_ladder(lua_State *);
int lspo_level_flags(lua_State *);
int lspo_level_init(lua_State *);
int lspo_levregion(lua_State *);
int lspo_map(lua_State *);
int lspo_mazewalk(lua_State *);
int lspo_message(lua_State *);
int lspo_mineralize(lua_State *);
int lspo_monster(lua_State *);
int lspo_non_diggable(lua_State *);
int lspo_non_passwall(lua_State *);
int lspo_object(lua_State *);
int lspo_portal(lua_State *);
int lspo_random_corridors(lua_State *);
int lspo_region(lua_State *);
int lspo_replace_terrain(lua_State *);
int lspo_reset_level(lua_State *);
int lspo_finalize_level(lua_State *);
int lspo_room(lua_State *);
int lspo_stair(lua_State *);
int lspo_teleport_region(lua_State *);
int lspo_terrain(lua_State *);
int lspo_trap(lua_State *);
int lspo_wall_property(lua_State *);
int lspo_wallify(lua_State *);
#define LEFT 1
#define H_LEFT 2
#define CENTER 3
#define H_RIGHT 4
#define RIGHT 5
#define TOP 1
#define BOTTOM 5
#define sq(x) ((x) * (x))
#define XLIM 4
#define YLIM 3
#define New(type) (type *) alloc(sizeof (type))
#define NewTab(type, size) (type **) alloc(sizeof (type *) * (unsigned) size)
#define Free(ptr) \
do { \
if (ptr) \
free((genericptr_t) (ptr)); \
} while (0)
/*
* No need for 'struct instance_globals g' to contain these.
* sp_level_coder_init() always re-initializes them prior to use.
*/
static boolean splev_init_present, icedpools;
/* positions touched by level elements explicitly defined in the level */
static char SpLev_Map[COLNO][ROWNO];
#define MAX_CONTAINMENT 10
static int container_idx = 0; /* next slot in container_obj[] to use */
static struct obj *container_obj[MAX_CONTAINMENT];
static struct monst *invent_carrying_monster = (struct monst *) 0;
/*
* end of no 'g.'
*/
#define TYP_CANNOT_MATCH(typ) ((typ) == MAX_TYPE || (typ) == INVALID_TYPE)
/* Does typ match with levl[][].typ, considering special types
MATCH_WALL and MAX_TYPE (aka transparency)? */
static boolean
match_maptyps(xchar typ, xchar levltyp)
{
if ((typ == MATCH_WALL) && !IS_STWALL(levltyp))
return FALSE;
if ((typ < MAX_TYPE) && (typ != levltyp))
return FALSE;
return TRUE;
}
struct mapfragment *
mapfrag_fromstr(char *str)
{
struct mapfragment *mf = (struct mapfragment *) alloc(sizeof *mf);
char *tmps;
mf->data = dupstr(str);
(void) stripdigits(mf->data);
mf->wid = str_lines_maxlen(mf->data);
mf->hei = 0;
tmps = mf->data;
while (tmps && *tmps) {
char *s1 = index(tmps, '\n');
if (mf->hei > MAP_Y_LIM) {
free(mf->data);
free(mf);
return NULL;
}
if (s1)
s1++;
tmps = s1;
mf->hei++;
}
return mf;
}
void
mapfrag_free(struct mapfragment **mf)
{
if (mf && *mf) {
free((*mf)->data);
free(*mf);
*mf = NULL;
}
}
schar
mapfrag_get(struct mapfragment *mf, int x, int y)
{
if (y < 0 || x < 0 || y > mf->hei - 1 || x > mf->wid - 1)
panic("outside mapfrag (%i,%i), wanted (%i,%i)",
mf->wid, mf->hei, x, y);
return splev_chr2typ(mf->data[y * (mf->wid + 1) + x]);
}
boolean
mapfrag_canmatch(struct mapfragment *mf)
{
return ((mf->wid % 2) && (mf->hei % 2));
}
const char *
mapfrag_error(struct mapfragment *mf)
{
const char *res = NULL;
if (!mf) {
res = "mapfragment error";
} else if (!mapfrag_canmatch(mf)) {
mapfrag_free(&mf);
res = "mapfragment needs to have odd height and width";
} else if (TYP_CANNOT_MATCH(mapfrag_get(mf, mf->wid / 2, mf->hei / 2))) {
mapfrag_free(&mf);
res = "mapfragment center must be valid terrain";
}
return res;
}
boolean
mapfrag_match(struct mapfragment* mf, int x, int y)
{
int rx, ry;
for (rx = -(mf->wid / 2); rx <= (mf->wid / 2); rx++)
for (ry = -(mf->hei / 2); ry <= (mf->hei / 2); ry++) {
schar mapc = mapfrag_get(mf, rx + (mf->wid / 2),
ry + (mf->hei / 2));
schar levc = isok(x+rx, y+ry) ? levl[x+rx][y+ry].typ : STONE;
if (!match_maptyps(mapc, levc))
return FALSE;
}
return TRUE;
}
static void
solidify_map(void)
{
xchar x, y;
for (x = 0; x < COLNO; x++)
for (y = 0; y < ROWNO; y++)
if (IS_STWALL(levl[x][y].typ) && !SpLev_Map[x][y])
levl[x][y].wall_info |= (W_NONDIGGABLE | W_NONPASSWALL);
}
static void
lvlfill_maze_grid(int x1, int y1, int x2, int y2, schar filling)
{
int x, y;
for (x = x1; x <= x2; x++)
for (y = y1; y <= y2; y++) {
if (g.level.flags.corrmaze)
levl[x][y].typ = STONE;
else
levl[x][y].typ = (y < 2 || ((x % 2) && (y % 2))) ? STONE
: filling;
}
}
static void
lvlfill_solid(schar filling, schar lit)
{
int x, y;
for (x = 2; x <= g.x_maze_max; x++)
for (y = 0; y <= g.y_maze_max; y++) {
SET_TYPLIT(x, y, filling, lit);
/* TODO: consolidate this w lspo_map ? */
levl[x][y].flags = 0;
levl[x][y].horizontal = 0;
levl[x][y].roomno = 0;
levl[x][y].edge = 0;
}
}
static void
lvlfill_swamp(schar fg, schar bg, schar lit)
{
int x, y;
lvlfill_solid(bg, lit);
/* "relaxed blockwise maze" algorithm, Jamis Buck */
for (x = 2; x <= g.x_maze_max; x += 2)
for (y = 0; y <= g.y_maze_max; y += 2) {
int c = 0;
SET_TYPLIT(x, y, fg, lit);
if (levl[x + 1][y].typ == bg)
++c;
if (levl[x][y + 1].typ == bg)
++c;
if (levl[x + 1][y + 1].typ == bg)
++c;
if (c == 3) {
switch (rn2(3)) {
case 0:
SET_TYPLIT(x + 1,y, fg, lit);
break;
case 1:
SET_TYPLIT(x, y + 1, fg, lit);
break;
case 2:
SET_TYPLIT(x + 1, y + 1, fg, lit);
break;
default:
break;
}
}
}
}
static void
flip_drawbridge_horizontal(struct rm *lev)
{
if (IS_DRAWBRIDGE(lev->typ)) {
if ((lev->drawbridgemask & DB_DIR) == DB_WEST) {
lev->drawbridgemask &= ~DB_WEST;
lev->drawbridgemask |= DB_EAST;
} else if ((lev->drawbridgemask & DB_DIR) == DB_EAST) {
lev->drawbridgemask &= ~DB_EAST;
lev->drawbridgemask |= DB_WEST;
}
}
}
static void
flip_drawbridge_vertical(struct rm *lev)
{
if (IS_DRAWBRIDGE(lev->typ)) {
if ((lev->drawbridgemask & DB_DIR) == DB_NORTH) {
lev->drawbridgemask &= ~DB_NORTH;
lev->drawbridgemask |= DB_SOUTH;
} else if ((lev->drawbridgemask & DB_DIR) == DB_SOUTH) {
lev->drawbridgemask &= ~DB_SOUTH;
lev->drawbridgemask |= DB_NORTH;
}
}
}
/* for #wizfliplevel; not needed when flipping during level creation;
update seen vector for whole flip area and glyph for known walls */
static void
flip_visuals(int flp, int minx, int miny, int maxx, int maxy)
{
struct rm *lev;
int x, y, seenv;
for (y = miny; y <= maxy; ++y) {
for (x = minx; x <= maxx; ++x) {
lev = &levl[x][y];
seenv = lev->seenv & 0xff;
/* locations which haven't been seen can be skipped */
if (seenv == 0)
continue;
/* flip <x,y>'s seen vector; not necessary for locations seen
from all directions (the whole level after magic mapping) */
if (seenv != SVALL) {
/* SV2 SV1 SV0 *
* SV3 -+- SV7 *
* SV4 SV5 SV6 */
if (flp & 1) { /* swap top and bottom */
seenv = swapbits(seenv, 2, 4);
seenv = swapbits(seenv, 1, 5);
seenv = swapbits(seenv, 0, 6);
}
if (flp & 2) { /* swap left and right */
seenv = swapbits(seenv, 2, 0);
seenv = swapbits(seenv, 3, 7);
seenv = swapbits(seenv, 4, 6);
}
lev->seenv = (uchar) seenv;
}
/* if <x,y> is displayed as a wall, reset its display glyph so
that remembered, out of view T's and corners get flipped */
if ((IS_WALL(lev->typ) || lev->typ == SDOOR)
&& glyph_is_cmap(lev->glyph))
lev->glyph = back_to_glyph(x, y);
}
}
}
static int
flip_encoded_direction_bits(int flp, int val)
{
/* These depend on xdir[] and ydir[] order */
if (flp & 1) {
val = swapbits(val, 1, 7);
val = swapbits(val, 2, 6);
val = swapbits(val, 3, 5);
}
if (flp & 2) {
val = swapbits(val, 1, 3);
val = swapbits(val, 0, 4);
val = swapbits(val, 7, 5);
}
return val;
}
#define FlipX(val) ((maxx - (val)) + minx)
#define FlipY(val) ((maxy - (val)) + miny)
#define inFlipArea(x,y) \
((x) >= minx && (x) <= maxx && (y) >= miny && (y) <= maxy)
#define Flip_coord(cc) \
do { \
if ((cc).x && inFlipArea((cc).x, (cc).y)) { \
if (flp & 1) \
(cc).y = FlipY((cc).y); \
if (flp & 2) \
(cc).x = FlipX((cc).x); \
} \
} while (0)
/* transpose top with bottom or left with right or both; sometimes called
for new special levels, or for any level via the #wizfliplevel command */
void
flip_level(int flp, boolean extras)
{
int x, y, i, itmp;
int minx, miny, maxx, maxy;
struct rm trm;
struct trap *ttmp;
struct obj *otmp;
struct monst *mtmp;
struct engr *etmp;
struct mkroom *sroom;
timer_element *timer;
boolean ball_active = FALSE, ball_fliparea = FALSE;
stairway *stway;
/* nothing to do unless (flp & 1) or (flp & 2) or both */
if ((flp & 3) == 0)
return;
get_level_extends(&minx, &miny, &maxx, &maxy);
/* get_level_extends() returns -1,-1 to COLNO,ROWNO at max */
if (miny < 0)
miny = 0;
if (minx < 1)
minx = 1;
if (maxx >= COLNO)
maxx = (COLNO - 1);
if (maxy >= ROWNO)
maxy = (ROWNO - 1);
if (extras) {
if (Punished && uball->where != OBJ_FREE) {
ball_active = TRUE;
/* if hero and ball and chain are all inside flip area,
flip b&c coordinates along with other objects; if they
are all outside, leave them to be rejected when flipping
so that they stay as is; if some are inside and some are
outside, un-place here and subsequently re-place them on
hero's [possibly new] spot below */
if (carried(uball))
uball->ox = u.ux, uball->oy = u.uy;
ball_fliparea = ((inFlipArea(uball->ox, uball->oy)
== inFlipArea(uchain->ox, uchain->oy))
&& (inFlipArea(uball->ox, uball->oy)
== inFlipArea(u.ux, u.uy)));
if (!ball_fliparea)
unplacebc();
}
}
/* stairs and ladders */
for (stway = g.stairs; stway; stway = stway->next) {
if (flp & 1)
stway->sy = FlipY(stway->sy);
if (flp & 2)
stway->sx = FlipX(stway->sx);
}
/* traps */
for (ttmp = g.ftrap; ttmp; ttmp = ttmp->ntrap) {
if (!inFlipArea(ttmp->tx, ttmp->ty))
continue;
if (flp & 1) {
ttmp->ty = FlipY(ttmp->ty);
if (ttmp->ttyp == ROLLING_BOULDER_TRAP) {
ttmp->launch.y = FlipY(ttmp->launch.y);
ttmp->launch2.y = FlipY(ttmp->launch2.y);
} else if (is_pit(ttmp->ttyp) && ttmp->conjoined) {
ttmp->conjoined = flip_encoded_direction_bits(flp,
ttmp->conjoined);
}
}
if (flp & 2) {
ttmp->tx = FlipX(ttmp->tx);
if (ttmp->ttyp == ROLLING_BOULDER_TRAP) {
ttmp->launch.x = FlipX(ttmp->launch.x);
ttmp->launch2.x = FlipX(ttmp->launch2.x);
} else if (is_pit(ttmp->ttyp) && ttmp->conjoined) {
ttmp->conjoined = flip_encoded_direction_bits(flp,
ttmp->conjoined);
}
}
}
/* objects */
for (otmp = fobj; otmp; otmp = otmp->nobj) {
if (!inFlipArea(otmp->ox, otmp->oy))
continue;
if (flp & 1)
otmp->oy = FlipY(otmp->oy);
if (flp & 2)
otmp->ox = FlipX(otmp->ox);
}
/* buried objects */
for (otmp = g.level.buriedobjlist; otmp; otmp = otmp->nobj) {
if (!inFlipArea(otmp->ox, otmp->oy))
continue;
if (flp & 1)
otmp->oy = FlipY(otmp->oy);
if (flp & 2)
otmp->ox = FlipX(otmp->ox);
}
/* monsters */
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (mtmp->isgd && mtmp->mx == 0)
continue;
/* skip the occasional earth elemental outside the flip area */
if (!inFlipArea(mtmp->mx, mtmp->my))
continue;
if (flp & 1)
mtmp->my = FlipY(mtmp->my);
if (flp & 2)
mtmp->mx = FlipX(mtmp->mx);
if (mtmp->ispriest) {
Flip_coord(EPRI(mtmp)->shrpos);
} else if (mtmp->isshk) {
Flip_coord(ESHK(mtmp)->shk); /* shk's preferred spot */
Flip_coord(ESHK(mtmp)->shd); /* shop door */
} else if (mtmp->wormno) {
if (flp & 1)
flip_worm_segs_vertical(mtmp, miny, maxy);
if (flp & 2)
flip_worm_segs_horizontal(mtmp, minx, maxx);
}
#if 0 /* not useful unless tracking also gets flipped */
if (extras) {
if (mtmp->tame && has_edog(mtmp))
Flip_coord(EDOG(mtmp)->ogoal);
}
#endif
}
/* engravings */
for (etmp = head_engr; etmp; etmp = etmp->nxt_engr) {
if (flp & 1)
etmp->engr_y = FlipY(etmp->engr_y);
if (flp & 2)
etmp->engr_x = FlipX(etmp->engr_x);
}
/* level (teleport) regions */
for (i = 0; i < g.num_lregions; i++) {
if (flp & 1) {
g.lregions[i].inarea.y1 = FlipY(g.lregions[i].inarea.y1);
g.lregions[i].inarea.y2 = FlipY(g.lregions[i].inarea.y2);
if (g.lregions[i].inarea.y1 > g.lregions[i].inarea.y2) {
itmp = g.lregions[i].inarea.y1;
g.lregions[i].inarea.y1 = g.lregions[i].inarea.y2;
g.lregions[i].inarea.y2 = itmp;
}
g.lregions[i].delarea.y1 = FlipY(g.lregions[i].delarea.y1);
g.lregions[i].delarea.y2 = FlipY(g.lregions[i].delarea.y2);
if (g.lregions[i].delarea.y1 > g.lregions[i].delarea.y2) {
itmp = g.lregions[i].delarea.y1;
g.lregions[i].delarea.y1 = g.lregions[i].delarea.y2;
g.lregions[i].delarea.y2 = itmp;
}
}
if (flp & 2) {
g.lregions[i].inarea.x1 = FlipX(g.lregions[i].inarea.x1);
g.lregions[i].inarea.x2 = FlipX(g.lregions[i].inarea.x2);
if (g.lregions[i].inarea.x1 > g.lregions[i].inarea.x2) {
itmp = g.lregions[i].inarea.x1;
g.lregions[i].inarea.x1 = g.lregions[i].inarea.x2;
g.lregions[i].inarea.x2 = itmp;
}
g.lregions[i].delarea.x1 = FlipX(g.lregions[i].delarea.x1);
g.lregions[i].delarea.x2 = FlipX(g.lregions[i].delarea.x2);
if (g.lregions[i].delarea.x1 > g.lregions[i].delarea.x2) {
itmp = g.lregions[i].delarea.x1;
g.lregions[i].delarea.x1 = g.lregions[i].delarea.x2;
g.lregions[i].delarea.x2 = itmp;
}
}
}
/* regions (poison clouds, etc) */
for (i = 0; i < g.n_regions; i++) {
int j, tmp1, tmp2;
if (flp & 1) {
tmp1 = FlipY(g.regions[i]->bounding_box.ly);
tmp2 = FlipY(g.regions[i]->bounding_box.hy);
g.regions[i]->bounding_box.ly = min(tmp1, tmp2);
g.regions[i]->bounding_box.hy = max(tmp1, tmp2);
for (j = 0; j < g.regions[i]->nrects; j++) {
tmp1 = FlipY(g.regions[i]->rects[j].ly);
tmp2 = FlipY(g.regions[i]->rects[j].hy);
g.regions[i]->rects[j].ly = min(tmp1, tmp2);
g.regions[i]->rects[j].hy = max(tmp1, tmp2);
}
}
if (flp & 2) {
tmp1 = FlipX(g.regions[i]->bounding_box.lx);
tmp2 = FlipX(g.regions[i]->bounding_box.hx);
g.regions[i]->bounding_box.lx = min(tmp1, tmp2);
g.regions[i]->bounding_box.hx = max(tmp1, tmp2);
for (j = 0; j < g.regions[i]->nrects; j++) {
tmp1 = FlipX(g.regions[i]->rects[j].lx);
tmp2 = FlipX(g.regions[i]->rects[j].hx);
g.regions[i]->rects[j].lx = min(tmp1, tmp2);
g.regions[i]->rects[j].hx = max(tmp1, tmp2);
}
}
}
/* rooms */
for (sroom = &g.rooms[0]; ; sroom++) {
if (sroom->hx < 0)
break;
if (flp & 1) {
sroom->ly = FlipY(sroom->ly);
sroom->hy = FlipY(sroom->hy);
if (sroom->ly > sroom->hy) {
itmp = sroom->ly;
sroom->ly = sroom->hy;
sroom->hy = itmp;
}
}
if (flp & 2) {
sroom->lx = FlipX(sroom->lx);
sroom->hx = FlipX(sroom->hx);
if (sroom->lx > sroom->hx) {
itmp = sroom->lx;
sroom->lx = sroom->hx;
sroom->hx = itmp;
}
}
if (sroom->nsubrooms)
for (i = 0; i < sroom->nsubrooms; i++) {
struct mkroom *rroom = sroom->sbrooms[i];
if (flp & 1) {
rroom->ly = FlipY(rroom->ly);
rroom->hy = FlipY(rroom->hy);
if (rroom->ly > rroom->hy) {
itmp = rroom->ly;
rroom->ly = rroom->hy;
rroom->hy = itmp;
}
}
if (flp & 2) {
rroom->lx = FlipX(rroom->lx);
rroom->hx = FlipX(rroom->hx);
if (rroom->lx > rroom->hx) {
itmp = rroom->lx;
rroom->lx = rroom->hx;
rroom->hx = itmp;
}
}
}
}
/* doors */
for (i = 0; i < g.doorindex; i++) {
Flip_coord(g.doors[i]);
}
/* the map */
if (flp & 1) {
for (x = minx; x <= maxx; x++)
for (y = miny; y < (miny + ((maxy - miny + 1) / 2)); y++) {
int ny = FlipY(y);
flip_drawbridge_vertical(&levl[x][y]);
flip_drawbridge_vertical(&levl[x][ny]);
trm = levl[x][y];
levl[x][y] = levl[x][ny];
levl[x][ny] = trm;
otmp = g.level.objects[x][y];
g.level.objects[x][y] = g.level.objects[x][ny];
g.level.objects[x][ny] = otmp;
mtmp = g.level.monsters[x][y];
g.level.monsters[x][y] = g.level.monsters[x][ny];
g.level.monsters[x][ny] = mtmp;
}
}
if (flp & 2) {
for (x = minx; x < (minx + ((maxx - minx + 1) / 2)); x++)
for (y = miny; y <= maxy; y++) {
int nx = FlipX(x);
flip_drawbridge_horizontal(&levl[x][y]);
flip_drawbridge_horizontal(&levl[nx][y]);
trm = levl[x][y];
levl[x][y] = levl[nx][y];
levl[nx][y] = trm;
otmp = g.level.objects[x][y];
g.level.objects[x][y] = g.level.objects[nx][y];
g.level.objects[nx][y] = otmp;
mtmp = g.level.monsters[x][y];
g.level.monsters[x][y] = g.level.monsters[nx][y];
g.level.monsters[nx][y] = mtmp;
}
}
/* timed effects */
for (timer = g.timer_base; timer; timer = timer->next) {
if (timer->func_index == MELT_ICE_AWAY) {
long ty = timer->arg.a_long & 0xffff;
long tx = (timer->arg.a_long >> 16) & 0xffff;
if (flp & 1)
ty = FlipY(ty);
if (flp & 2)
tx = FlipX(tx);
timer->arg.a_long = ((tx << 16) | ty);
}
}
if (extras) { /* for #wizfliplevel rather than during level creation */
/* flip hero location only if inside the flippable area */
if (inFlipArea(u.ux, u.uy)) {
if (flp & 1)
u.uy = FlipY(u.uy);
if (flp & 2)
u.ux = FlipX(u.ux);
/* we could flip <ux0,uy0> too if it's inside the flip area,
but have to resort to this if outside, so just do this */
u.ux0 = u.ux, u.uy0 = u.uy;
}
if (ball_active && !ball_fliparea)
placebc();
Flip_coord(iflags.travelcc);
Flip_coord(g.context.digging.pos);
}
fix_wall_spines(1, 0, COLNO - 1, ROWNO - 1);
if (extras && flp) {
set_wall_state();
/* after wall_spines; flips seenv and wall joins */
flip_visuals(flp, minx, miny, maxx, maxy);
}
vision_reset();
}
#undef FlipX
#undef FlipY
#undef inFlipArea
/* randomly transpose top with bottom or left with right or both;
caller controls which transpositions are allowed */
void
flip_level_rnd(int flp, boolean extras)
{
int c = 0;
/* TODO?
* Might change rn2(2) to !rn2(3) or (rn2(5) < 2) in order to bias
* the outcome towards the traditional orientation.
*/
if ((flp & 1) && rn2(2))
c |= 1;
if ((flp & 2) && rn2(2))
c |= 2;
if (c)
flip_level(c, extras);
}
static void
sel_set_wall_property(int x, int y, genericptr_t arg)
{
int prop = *(int *)arg;
if (IS_STWALL(levl[x][y].typ) || IS_TREE(levl[x][y].typ)
/* 3.6.2: made iron bars eligible to be flagged nondiggable
(checked by chewing(hack.c) and zap_over_floor(zap.c)) */
|| levl[x][y].typ == IRONBARS)
levl[x][y].wall_info |= prop;
}
/*
* Make walls of the area (x1, y1, x2, y2) non diggable/non passwall-able
*/
static void
set_wall_property(xchar x1, xchar y1, xchar x2, xchar y2, int prop)
{
register xchar x, y;
x1 = max(x1, 1);
x2 = min(x2, COLNO - 1);
y1 = max(y1, 0);
y2 = min(y2, ROWNO - 1);
for (y = y1; y <= y2; y++)
for (x = x1; x <= x2; x++) {
sel_set_wall_property(x, y, (genericptr_t)&prop);
}
}
/*
* Count the different features (sinks, fountains) in the level.
*/
static void
count_features(void)
{
xchar x, y;
g.level.flags.nfountains = g.level.flags.nsinks = 0;
for (y = 0; y < ROWNO; y++)
for (x = 0; x < COLNO; x++) {
int typ = levl[x][y].typ;
if (typ == FOUNTAIN)
g.level.flags.nfountains++;
else if (typ == SINK)
g.level.flags.nsinks++;
}
}
static void
remove_boundary_syms(void)
{
/*
* If any CROSSWALLs are found, must change to ROOM after REGION's
* are laid out. CROSSWALLS are used to specify "invisible"
* boundaries where DOOR syms look bad or aren't desirable.
*/
xchar x, y;
boolean has_bounds = FALSE;
for (x = 0; x < COLNO - 1; x++)
for (y = 0; y < ROWNO - 1; y++)
if (levl[x][y].typ == CROSSWALL) {
has_bounds = TRUE;
break;
}
if (has_bounds) {
for (x = 0; x < g.x_maze_max; x++)
for (y = 0; y < g.y_maze_max; y++)
if ((levl[x][y].typ == CROSSWALL) && SpLev_Map[x][y])
levl[x][y].typ = ROOM;
}
}
/* used by sel_set_door() and link_doors_rooms() */
static void
set_door_orientation(int x, int y)
{
boolean wleft, wright, wup, wdown;
/* If there's a wall or door on either the left side or right
* side (or both) of this secret door, make it be horizontal.
*
* It is feasible to put SDOOR in a corner, tee, or crosswall
* position, although once the door is found and opened it won't
* make a lot sense (diagonal access required). Still, we try to
* handle that as best as possible. For top or bottom tee, using
* horizontal is the best we can do. For corner or crosswall,
* either horizontal or vertical are just as good as each other;
* we produce horizontal for corners and vertical for crosswalls.
* For left or right tee, using vertical is best.
*
* A secret door with no adjacent walls is also feasible and makes
* even less sense. It will be displayed as a vertical wall while
* hidden and become a vertical door when found. Before resorting
* to that, we check for solid rock which hasn't been wallified
* yet (cf lower leftside of leader's room in Cav quest).
*/
wleft = (isok(x - 1, y) && (IS_WALL(levl[x - 1][y].typ)
|| IS_DOOR(levl[x - 1][y].typ)
|| levl[x - 1][y].typ == SDOOR));
wright = (isok(x + 1, y) && (IS_WALL(levl[x + 1][y].typ)
|| IS_DOOR(levl[x + 1][y].typ)
|| levl[x + 1][y].typ == SDOOR));
wup = (isok(x, y - 1) && (IS_WALL(levl[x][y - 1].typ)
|| IS_DOOR(levl[x][y - 1].typ)
|| levl[x][y - 1].typ == SDOOR));
wdown = (isok(x, y + 1) && (IS_WALL(levl[x][y + 1].typ)
|| IS_DOOR(levl[x][y + 1].typ)
|| levl[x][y + 1].typ == SDOOR));
if (!wleft && !wright && !wup && !wdown) {
/* out of bounds is treated as implicit wall; should be academic
because we don't expect to have doors so near the level's edge */
wleft = (!isok(x - 1, y) || IS_DOORJOIN(levl[x - 1][y].typ));
wright = (!isok(x + 1, y) || IS_DOORJOIN(levl[x + 1][y].typ));
wup = (!isok(x, y - 1) || IS_DOORJOIN(levl[x][y - 1].typ));
wdown = (!isok(x, y + 1) || IS_DOORJOIN(levl[x][y + 1].typ));
}
levl[x][y].horizontal = ((wleft || wright) && !(wup && wdown)) ? 1 : 0;
}
/* is x,y right next to room droom? */
static boolean
shared_with_room(int x, int y, struct mkroom *droom)
{
int rmno = (droom - g.rooms) + ROOMOFFSET;
if (!isok(x,y))
return FALSE;
if ((int) levl[x][y].roomno == rmno && !levl[x][y].edge)
return FALSE;
if (isok(x-1, y) && (int) levl[x-1][y].roomno == rmno && x-1 <= droom->hx)
return TRUE;
if (isok(x+1, y) && (int) levl[x+1][y].roomno == rmno && x+1 >= droom->lx)
return TRUE;
if (isok(x, y-1) && (int) levl[x][y-1].roomno == rmno && y-1 <= droom->hy)
return TRUE;
if (isok(x, y+1) && (int) levl[x][y+1].roomno == rmno && y+1 >= droom->ly)
return TRUE;
return FALSE;
}
/* maybe add door at x,y to room droom */
static void
maybe_add_door(int x, int y, struct mkroom* droom)
{
if (droom->hx >= 0 && g.doorindex < DOORMAX
&& ((!droom->irregular && inside_room(droom, x, y))
|| (int) levl[x][y].roomno == (droom - g.rooms) + ROOMOFFSET
|| shared_with_room(x, y, droom))) {
add_door(x, y, droom);
}
}
/* link all doors in the map to their corresponding rooms */
static void
link_doors_rooms(void)
{
int x, y;
int tmpi, m;
for (y = 0; y < ROWNO; y++)
for (x = 0; x < COLNO; x++)
if (IS_DOOR(levl[x][y].typ) || levl[x][y].typ == SDOOR) {
/* in case this door was a '+' or 'S' from the
MAP...ENDMAP section without an explicit DOOR
directive, set/clear levl[][].horizontal for it */
set_door_orientation(x, y);
for (tmpi = 0; tmpi < g.nroom; tmpi++) {
maybe_add_door(x, y, &g.rooms[tmpi]);
for (m = 0; m < g.rooms[tmpi].nsubrooms; m++) {
maybe_add_door(x, y, g.rooms[tmpi].sbrooms[m]);
}
}
}
}
/*
* Choose randomly the state (nodoor, open, closed or locked) for a door
*/
static int
rnddoor(void)
{
static int state[] = { D_NODOOR, D_BROKEN, D_ISOPEN, D_CLOSED, D_LOCKED };
return state[rn2(SIZE(state))];
}
/*
* Select a random trap
*/
static int
rndtrap(void)
{
int rtrap;
do {
rtrap = rnd(TRAPNUM - 1);
switch (rtrap) {
case HOLE: /* no random holes on special levels */
case VIBRATING_SQUARE:
case MAGIC_PORTAL:
rtrap = NO_TRAP;
break;
case TRAPDOOR:
if (!Can_dig_down(&u.uz))
rtrap = NO_TRAP;
break;
case LEVEL_TELEP:
case TELEP_TRAP:
if (g.level.flags.noteleport)
rtrap = NO_TRAP;
break;
case ROLLING_BOULDER_TRAP:
case ROCKTRAP:
if (In_endgame(&u.uz))
rtrap = NO_TRAP;
break;
}
} while (rtrap == NO_TRAP);
return rtrap;
}
/*
* Coordinates in special level files are handled specially:
*
* if x or y is < 0, we generate a random coordinate.
* The "humidity" flag is used to insure that engravings aren't
* created underwater, or eels on dry land.
*/
static void
get_location(xchar *x, xchar *y, int humidity, struct mkroom* croom)
{
int cpt = 0;
int mx, my, sx, sy;
if (croom) {
mx = croom->lx;
my = croom->ly;
sx = croom->hx - mx + 1;
sy = croom->hy - my + 1;
} else {
mx = g.xstart;
my = g.ystart;
sx = g.xsize;
sy = g.ysize;
}
if (*x >= 0) { /* normal locations */
*x += mx;
*y += my;
} else { /* random location */
do {
if (croom) { /* handle irregular areas */
coord tmpc;
somexy(croom, &tmpc);
*x = tmpc.x;
*y = tmpc.y;
} else {
*x = mx + rn2((int) sx);
*y = my + rn2((int) sy);
}
if (is_ok_location(*x, *y, humidity))
break;
} while (++cpt < 100);
if (cpt >= 100) {
register int xx, yy;
/* last try */
for (xx = 0; xx < sx; xx++)
for (yy = 0; yy < sy; yy++) {
*x = mx + xx;
*y = my + yy;
if (is_ok_location(*x, *y, humidity))
goto found_it;
}
if (!(humidity & NO_LOC_WARN)) {
impossible("get_location: can't find a place!");
} else {
*x = *y = -1;
}
}
}
found_it:
;
if (!(humidity & ANY_LOC) && !isok(*x, *y)) {
if (!(humidity & NO_LOC_WARN)) {
/*warning("get_location: (%d,%d) out of bounds", *x, *y);*/
*x = g.x_maze_max;
*y = g.y_maze_max;
} else {
*x = *y = -1;
}
}
}
static boolean
is_ok_location(xchar x, xchar y, int humidity)
{
register int typ;
if (Is_waterlevel(&u.uz))
return TRUE; /* accept any spot */
/* TODO: Should perhaps check if wall is diggable/passwall? */
if (humidity & ANY_LOC)
return TRUE;
if ((humidity & SOLID) && IS_ROCK(levl[x][y].typ))
return TRUE;
if (humidity & DRY) {
typ = levl[x][y].typ;
if (typ == ROOM || typ == AIR || typ == CLOUD || typ == ICE
|| typ == CORR)
return TRUE;
}
if ((humidity & SPACELOC) && SPACE_POS(levl[x][y].typ))
return TRUE;
if ((humidity & WET) && is_pool(x, y))
return TRUE;
if ((humidity & HOT) && is_lava(x, y))
return TRUE;
return FALSE;
}
boolean
pm_good_location(int x, int y, struct permonst* pm)
{
return is_ok_location(x, y, pm_to_humidity(pm));
}
static unpacked_coord
get_unpacked_coord(long loc, int defhumidity)
{
static unpacked_coord c;
if (loc & SP_COORD_IS_RANDOM) {
c.x = c.y = -1;
c.is_random = 1;
c.getloc_flags = (loc & ~SP_COORD_IS_RANDOM);
if (!c.getloc_flags)
c.getloc_flags = defhumidity;
} else {
c.is_random = 0;
c.getloc_flags = defhumidity;
c.x = SP_COORD_X(loc);
c.y = SP_COORD_Y(loc);
}
return c;
}
void
get_location_coord(
xchar *x, xchar *y,
int humidity,
struct mkroom* croom,
long crd)
{
unpacked_coord c;
c = get_unpacked_coord(crd, humidity);
*x = c.x;
*y = c.y;
get_location(x, y, c.getloc_flags | (c.is_random ? NO_LOC_WARN : 0),
croom);
if (*x == -1 && *y == -1 && c.is_random)
get_location(x, y, humidity, croom);
}
/*
* Get a relative position inside a room.
* negative values for x or y means RANDOM!
*/
static void
get_room_loc(xchar* x, xchar* y, struct mkroom* croom)
{
coord c;
if (*x < 0 && *y < 0) {
if (somexy(croom, &c)) {
*x = c.x;
*y = c.y;
} else
panic("get_room_loc : can't find a place!");
} else {
if (*x < 0)
*x = rn2(croom->hx - croom->lx + 1);
if (*y < 0)
*y = rn2(croom->hy - croom->ly + 1);
*x += croom->lx;
*y += croom->ly;
}
}
/*
* Get a relative position inside a room.
* negative values for x or y means RANDOM!
*/
static void
get_free_room_loc(xchar* x, xchar* y, struct mkroom* croom, packed_coord pos)
{
xchar try_x, try_y;
register int trycnt = 0;
get_location_coord(&try_x, &try_y, DRY, croom, pos);
if (levl[try_x][try_y].typ != ROOM) {
do {
try_x = *x, try_y = *y;
get_room_loc(&try_x, &try_y, croom);
} while (levl[try_x][try_y].typ != ROOM && ++trycnt <= 100);
if (trycnt > 100)
panic("get_free_room_loc: can't find a place!");
}
*x = try_x, *y = try_y;
}
boolean
check_room(xchar* lowx, xchar* ddx, xchar* lowy, xchar* ddy, boolean vault)
{
register int x, y, hix = *lowx + *ddx, hiy = *lowy + *ddy;
register struct rm *lev;
int xlim, ylim, ymax;
xchar s_lowx, s_ddx, s_lowy, s_ddy;
s_lowx = *lowx; s_ddx = *ddx;
s_lowy = *lowy; s_ddy = *ddy;
xlim = XLIM + (vault ? 1 : 0);
ylim = YLIM + (vault ? 1 : 0);
if (*lowx < 3)
*lowx = 3;
if (*lowy < 2)
*lowy = 2;
if (hix > COLNO - 3)
hix = COLNO - 3;
if (hiy > ROWNO - 3)
hiy = ROWNO - 3;
chk:
if (hix <= *lowx || hiy <= *lowy)
return FALSE;
if (g.in_mk_themerooms && (s_lowx != *lowx) && (s_ddx != *ddx)
&& (s_lowy != *lowy) && (s_ddy != *ddy))
return FALSE;
/* check area around room (and make room smaller if necessary) */
for (x = *lowx - xlim; x <= hix + xlim; x++) {
if (x <= 0 || x >= COLNO)
continue;
y = *lowy - ylim;
ymax = hiy + ylim;
if (y < 0)
y = 0;
if (ymax >= ROWNO)
ymax = (ROWNO - 1);
lev = &levl[x][y];
for (; y <= ymax; y++) {
if (lev++->typ != STONE) {
if (!vault) {
debugpline2("strange area [%d,%d] in check_room.", x, y);
}
if (!rn2(3))
return FALSE;
if (g.in_mk_themerooms)
return FALSE;
if (x < *lowx)
*lowx = x + xlim + 1;
else
hix = x - xlim - 1;
if (y < *lowy)
*lowy = y + ylim + 1;
else
hiy = y - ylim - 1;
goto chk;
}
}
}
*ddx = hix - *lowx;
*ddy = hiy - *lowy;
if (g.in_mk_themerooms && (s_lowx != *lowx) && (s_ddx != *ddx)
&& (s_lowy != *lowy) && (s_ddy != *ddy))
return FALSE;
return TRUE;
}
/*
* Create a new room.
* This is still very incomplete...
*/
boolean
create_room(
xchar x, xchar y,
xchar w, xchar h,
xchar xal, xchar yal,
xchar rtype, xchar rlit)
{
xchar xabs = 0, yabs = 0;
int wtmp, htmp, xaltmp, yaltmp, xtmp, ytmp;
NhRect *r1 = 0, r2;
int trycnt = 0;
boolean vault = FALSE;
int xlim = XLIM, ylim = YLIM;
if (rtype == -1) /* Is the type random ? */
rtype = OROOM;
if (rtype == VAULT) {
vault = TRUE;
xlim++;
ylim++;
}
/* on low levels the room is lit (usually) */
/* some other rooms may require lighting */
/* is light state random ? */
rlit = litstate_rnd(rlit);
/*
* Here we will try to create a room. If some parameters are
* random we are willing to make several try before we give
* it up.
*/
do {
xchar xborder, yborder;
wtmp = w;
htmp = h;
xtmp = x;
ytmp = y;
xaltmp = xal;
yaltmp = yal;
/* First case : a totally random room */
if ((xtmp < 0 && ytmp < 0 && wtmp < 0 && xaltmp < 0 && yaltmp < 0)
|| vault) {
xchar hx, hy, lx, ly, dx, dy;
r1 = rnd_rect(); /* Get a random rectangle */
if (!r1) { /* No more free rectangles ! */
debugpline0("No more rects...");
return FALSE;
}
hx = r1->hx;
hy = r1->hy;
lx = r1->lx;
ly = r1->ly;
if (vault)
dx = dy = 1;
else {
dx = 2 + rn2((hx - lx > 28) ? 12 : 8);
dy = 2 + rn2(4);
if (dx * dy > 50)
dy = 50 / dx;
}
xborder = (lx > 0 && hx < COLNO - 1) ? 2 * xlim : xlim + 1;
yborder = (ly > 0 && hy < ROWNO - 1) ? 2 * ylim : ylim + 1;
if (hx - lx < dx + 3 + xborder || hy - ly < dy + 3 + yborder) {
r1 = 0;
continue;
}
xabs = lx + (lx > 0 ? xlim : 3)
+ rn2(hx - (lx > 0 ? lx : 3) - dx - xborder + 1);
yabs = ly + (ly > 0 ? ylim : 2)
+ rn2(hy - (ly > 0 ? ly : 2) - dy - yborder + 1);
if (ly == 0 && hy >= (ROWNO - 1) && (!g.nroom || !rn2(g.nroom))
&& (yabs + dy > ROWNO / 2)) {
yabs = rn1(3, 2);
if (g.nroom < 4 && dy > 1)
dy--;
}
if (!check_room(&xabs, &dx, &yabs, &dy, vault)) {
r1 = 0;
continue;
}
wtmp = dx + 1;
htmp = dy + 1;
r2.lx = xabs - 1;
r2.ly = yabs - 1;
r2.hx = xabs + wtmp;
r2.hy = yabs + htmp;
} else { /* Only some parameters are random */
int rndpos = 0;
xchar dx, dy;
if (xtmp < 0 && ytmp < 0) { /* Position is RANDOM */
xtmp = rnd(5);
ytmp = rnd(5);
rndpos = 1;
}
if (wtmp < 0 || htmp < 0) { /* Size is RANDOM */
wtmp = rn1(15, 3);
htmp = rn1(8, 2);
}
if (xaltmp == -1) /* Horizontal alignment is RANDOM */
xaltmp = rnd(3);
if (yaltmp == -1) /* Vertical alignment is RANDOM */
yaltmp = rnd(3);
/* Try to generate real (absolute) coordinates here! */
xabs = (((xtmp - 1) * COLNO) / 5) + 1;
yabs = (((ytmp - 1) * ROWNO) / 5) + 1;
switch (xaltmp) {
case LEFT:
break;
case RIGHT:
xabs += (COLNO / 5) - wtmp;
break;
case CENTER:
xabs += ((COLNO / 5) - wtmp) / 2;
break;
}
switch (yaltmp) {
case TOP:
break;
case BOTTOM:
yabs += (ROWNO / 5) - htmp;
break;
case CENTER:
yabs += ((ROWNO / 5) - htmp) / 2;
break;
}
if (xabs + wtmp - 1 > COLNO - 2)
xabs = COLNO - wtmp - 3;
if (xabs < 2)
xabs = 2;
if (yabs + htmp - 1 > ROWNO - 2)
yabs = ROWNO - htmp - 3;
if (yabs < 2)
yabs = 2;
/* Try to find a rectangle that fit our room ! */
r2.lx = xabs - 1;
r2.ly = yabs - 1;
r2.hx = xabs + wtmp + rndpos;
r2.hy = yabs + htmp + rndpos;
r1 = get_rect(&r2);
dx = wtmp;
dy = htmp;
if (r1 && !check_room(&xabs, &dx, &yabs, &dy, vault)) {
r1 = 0;
}
}
} while (++trycnt <= 100 && !r1);
if (!r1) { /* creation of room failed ? */
return FALSE;
}
split_rects(r1, &r2);
if (!vault) {
g.smeq[g.nroom] = g.nroom;
add_room(xabs, yabs, xabs + wtmp - 1, yabs + htmp - 1, rlit, rtype,
FALSE);
} else {
g.rooms[g.nroom].lx = xabs;
g.rooms[g.nroom].ly = yabs;
}
return TRUE;
}
/*
* Create a subroom in room proom at pos x,y with width w & height h.
* x & y are relative to the parent room.
*/
static boolean
create_subroom(
struct mkroom *proom,
xchar x, xchar y,
xchar w, xchar h,
xchar rtype, xchar rlit)
{
xchar width, height;
width = proom->hx - proom->lx + 1;
height = proom->hy - proom->ly + 1;
/* There is a minimum size for the parent room */
if (width < 4 || height < 4)
return FALSE;
/* Check for random position, size, etc... */
if (w == -1)
w = rnd(width - 3);
if (h == -1)
h = rnd(height - 3);
if (x == -1)
x = rnd(width - w - 1) - 1;
if (y == -1)
y = rnd(height - h - 1) - 1;
if (x == 1)
x = 0;
if (y == 1)
y = 0;
if ((x + w + 1) == width)
x++;
if ((y + h + 1) == height)
y++;
if (rtype == -1)
rtype = OROOM;
rlit = litstate_rnd(rlit);
add_subroom(proom, proom->lx + x, proom->ly + y, proom->lx + x + w - 1,
proom->ly + y + h - 1, rlit, rtype, FALSE);
return TRUE;
}
/*
* Create a new door in a room.
* It's placed on a wall (north, south, east or west).
*/
static void
create_door(room_door* dd, struct mkroom* broom)
{
int x = 0, y = 0;
int trycnt = 0, wtry = 0;
if (dd->secret == -1)
dd->secret = rn2(2);
if (dd->mask == -1) {
/* is it a locked door, closed, or a doorway? */
if (!dd->secret) {
if (!rn2(3)) {
if (!rn2(5))
dd->mask = D_ISOPEN;
else if (!rn2(6))
dd->mask = D_LOCKED;
else
dd->mask = D_CLOSED;
if (dd->mask != D_ISOPEN && !rn2(25))
dd->mask |= D_TRAPPED;
} else
dd->mask = D_NODOOR;
} else {
if (!rn2(5))
dd->mask = D_LOCKED;
else
dd->mask = D_CLOSED;
if (!rn2(20))
dd->mask |= D_TRAPPED;
}
}
do {
register int dwall, dpos;
dwall = dd->wall;
if (dwall == -1) /* The wall is RANDOM */
dwall = 1 << rn2(4);
dpos = dd->pos;
/* Convert wall and pos into an absolute coordinate! */
wtry = rn2(4);
switch (wtry) {
case 0:
if (!(dwall & W_NORTH))
goto redoloop;
y = broom->ly - 1;
x = broom->lx
+ ((dpos == -1) ? rn2(1 + (broom->hx - broom->lx)) : dpos);
if (!isok(x, y - 1) || IS_ROCK(levl[x][y - 1].typ))
goto redoloop;
goto outdirloop;
case 1:
if (!(dwall & W_SOUTH))
goto redoloop;
y = broom->hy + 1;
x = broom->lx
+ ((dpos == -1) ? rn2(1 + (broom->hx - broom->lx)) : dpos);
if (!isok(x, y + 1) || IS_ROCK(levl[x][y + 1].typ))
goto redoloop;
goto outdirloop;
case 2:
if (!(dwall & W_WEST))
goto redoloop;
x = broom->lx - 1;
y = broom->ly
+ ((dpos == -1) ? rn2(1 + (broom->hy - broom->ly)) : dpos);
if (!isok(x - 1, y) || IS_ROCK(levl[x - 1][y].typ))
goto redoloop;
goto outdirloop;
case 3:
if (!(dwall & W_EAST))
goto redoloop;
x = broom->hx + 1;
y = broom->ly
+ ((dpos == -1) ? rn2(1 + (broom->hy - broom->ly)) : dpos);
if (!isok(x + 1, y) || IS_ROCK(levl[x + 1][y].typ))
goto redoloop;
goto outdirloop;
default:
x = y = 0;
panic("create_door: No wall for door!");
goto outdirloop;
}
outdirloop:
if (okdoor(x, y))
break;
redoloop:
;
} while (++trycnt <= 100);
if (trycnt > 100) {
impossible("create_door: Can't find a proper place!");
return;
}
levl[x][y].typ = (dd->secret ? SDOOR : DOOR);
levl[x][y].doormask = dd->mask;
}
/*
* Create a secret door in croom on any one of the specified walls.
*/
void
create_secret_door(
struct mkroom *croom,
xchar walls) /* any of W_NORTH | W_SOUTH | W_EAST | W_WEST (or W_ANY) */
{
xchar sx, sy; /* location of the secret door */
int count;
for (count = 0; count < 100; count++) {
sx = rn1(croom->hx - croom->lx + 1, croom->lx);
sy = rn1(croom->hy - croom->ly + 1, croom->ly);
switch (rn2(4)) {
case 0: /* top */
if (!(walls & W_NORTH))
continue;
sy = croom->ly - 1;
break;
case 1: /* bottom */
if (!(walls & W_SOUTH))
continue;
sy = croom->hy + 1;
break;
case 2: /* left */
if (!(walls & W_EAST))
continue;
sx = croom->lx - 1;
break;
case 3: /* right */
if (!(walls & W_WEST))
continue;
sx = croom->hx + 1;
break;
}
if (okdoor(sx, sy)) {
levl[sx][sy].typ = SDOOR;
levl[sx][sy].doormask = D_CLOSED;
return;
}
}
impossible("couldn't create secret door on any walls 0x%x", walls);
}
/*
* Create a trap in a room.
*/
static void
create_trap(spltrap* t, struct mkroom* croom)
{
xchar x = -1, y = -1;
coord tm;
int mktrap_flags = MKTRAP_MAZEFLAG;
if (croom) {
get_free_room_loc(&x, &y, croom, t->coord);
} else {
int trycnt = 0;
do {
get_location_coord(&x, &y, DRY, croom, t->coord);
} while ((levl[x][y].typ == STAIRS || levl[x][y].typ == LADDER)
&& ++trycnt <= 100);
if (trycnt > 100)
return;
}
if (!t->spider_on_web)
mktrap_flags |= MKTRAP_NOSPIDERONWEB;
tm.x = x;
tm.y = y;
mktrap(t->type, mktrap_flags, (struct mkroom *) 0, &tm);
}
/*
* Create a monster in a room.
*/
static int
noncoalignment(aligntyp alignment)
{
int k;
k = rn2(2);
if (!alignment)
return (k ? -1 : 1);
return (k ? -alignment : 0);
}
/* attempt to screen out locations where a mimic-as-boulder shouldn't occur */
static boolean
m_bad_boulder_spot(int x, int y)
{
struct rm *lev;
/* avoid trap locations */
if (t_at(x, y))
return TRUE;
/* try to avoid locations which already have a boulder (this won't
actually work; we get called before objects have been placed...) */
if (sobj_at(BOULDER, x, y))
return TRUE;
/* avoid closed doors */
lev = &levl[x][y];
if (IS_DOOR(lev->typ) && (lev->doormask & (D_CLOSED | D_LOCKED)) != 0)
return TRUE;
/* spot is ok */
return FALSE;
}
static int
pm_to_humidity(struct permonst* pm)
{
int loc = DRY;
if (!pm)
return loc;
if (pm->mlet == S_EEL || amphibious(pm) || is_swimmer(pm))
loc = WET;
if (is_flyer(pm) || is_floater(pm))
loc |= (HOT | WET);
if (passes_walls(pm) || noncorporeal(pm))
loc |= SOLID;
if (flaming(pm))
loc |= HOT;
return loc;
}
/*
* Convert a special level alignment mask (an alignment mask with possible
* extra values/flags) to a "normal" alignment mask (no extra flags).
*
* When random: there is an 80% chance that the altar will be co-aligned.
*/
static unsigned int
sp_amask_to_amask(unsigned int sp_amask)
{
unsigned int amask;
if (sp_amask == AM_SPLEV_CO)
amask = Align2amask(u.ualignbase[A_ORIGINAL]);
else if (sp_amask == AM_SPLEV_NONCO)
amask = Align2amask(noncoalignment(u.ualignbase[A_ORIGINAL]));
else if (sp_amask == AM_SPLEV_RANDOM)
amask = induced_align(80);
else
amask = sp_amask & AM_MASK;
return amask;
}
static void
create_monster(monster* m, struct mkroom* croom)
{
struct monst *mtmp;
xchar x, y;
char class;
unsigned int amask;
coord cc;
struct permonst *pm;
unsigned g_mvflags;
if (m->class >= 0)
class = (char) def_char_to_monclass((char) m->class);
else
class = 0;
if (class == MAXMCLASSES)
panic("create_monster: unknown monster class '%c'", m->class);
amask = sp_amask_to_amask(m->sp_amask);
if (!class)
pm = (struct permonst *) 0;
else if (m->id != NON_PM) {
pm = &mons[m->id];
g_mvflags = (unsigned) g.mvitals[monsndx(pm)].mvflags;
if ((pm->geno & G_UNIQ) && (g_mvflags & G_EXTINCT))
return;
else if (g_mvflags & G_GONE) /* genocided or extinct */
pm = (struct permonst *) 0; /* make random monster */
} else {
pm = mkclass(class, G_NOGEN);
/* if we can't get a specific monster type (pm == 0) then the
class has been genocided, so settle for a random monster */
}
if (In_mines(&u.uz) && pm && your_race(pm)
&& (Race_if(PM_DWARF) || Race_if(PM_GNOME)) && rn2(3))
pm = (struct permonst *) 0;
if (pm) {
int loc = pm_to_humidity(pm);
/* If water-liking monster, first try is without DRY */
get_location_coord(&x, &y, loc | NO_LOC_WARN, croom, m->coord);
if (x == -1 && y == -1) {
loc |= DRY;
get_location_coord(&x, &y, loc, croom, m->coord);
}
} else {
get_location_coord(&x, &y, DRY, croom, m->coord);
}
/* try to find a close place if someone else is already there */
if (MON_AT(x, y) && enexto(&cc, x, y, pm))
x = cc.x, y = cc.y;
if (croom && !inside_room(croom, x, y))
return;
if (m->sp_amask != AM_SPLEV_RANDOM)
mtmp = mk_roamer(pm, Amask2align(amask), x, y, m->peaceful);
else if (PM_ARCHEOLOGIST <= m->id && m->id <= PM_WIZARD)
mtmp = mk_mplayer(pm, x, y, FALSE);
else
mtmp = makemon(pm, x, y, m->mm_flags);
if (mtmp) {
x = mtmp->mx, y = mtmp->my; /* sanity precaution */
m->x = x, m->y = y;
/* handle specific attributes for some special monsters */
if (m->name.str)
mtmp = christen_monst(mtmp, m->name.str);
/*
* This doesn't complain if an attempt is made to give a
* non-mimic/non-shapechanger an appearance or to give a
* shapechanger a non-monster shape, it just refuses to comply.
*/
if (m->appear_as.str
&& ((mtmp->data->mlet == S_MIMIC)
/* shapechanger (chameleons, et al, and vampires) */
|| (mtmp->cham >= LOW_PM && m->appear == M_AP_MONSTER))
&& !Protection_from_shape_changers) {
int i;
switch (m->appear) {
case M_AP_NOTHING:
impossible(
"create_monster: mon has an appearance, \"%s\", but no type",
m->appear_as.str);
break;
case M_AP_FURNITURE:
for (i = 0; i < MAXPCHARS; i++)
if (!strcmp(defsyms[i].explanation, m->appear_as.str))
break;
if (i == MAXPCHARS) {
impossible("create_monster: can't find feature \"%s\"",
m->appear_as.str);
} else {
mtmp->m_ap_type = M_AP_FURNITURE;
mtmp->mappearance = i;
}
break;
case M_AP_OBJECT:
for (i = 0; i < NUM_OBJECTS; i++)
if (OBJ_NAME(objects[i])
&& !strcmp(OBJ_NAME(objects[i]), m->appear_as.str))
break;
if (i == NUM_OBJECTS) {
impossible("create_monster: can't find object \"%s\"",
m->appear_as.str);
} else {
mtmp->m_ap_type = M_AP_OBJECT;
mtmp->mappearance = i;
/* try to avoid placing mimic boulder on a trap */
if (i == BOULDER && m->x < 0
&& m_bad_boulder_spot(x, y)) {
int retrylimit = 10;
remove_monster(x, y);
do {
x = m->x;
y = m->y;
get_location(&x, &y, DRY, croom);
if (MON_AT(x, y) && enexto(&cc, x, y, pm))
x = cc.x, y = cc.y;
} while (m_bad_boulder_spot(x, y)
&& --retrylimit > 0);
place_monster(mtmp, x, y);
/* if we didn't find a good spot
then mimic something else */
if (!retrylimit)
set_mimic_sym(mtmp);
}
}
break;
case M_AP_MONSTER: {
int mndx, gender_name_var = NEUTRAL;
if (!strcmpi(m->appear_as.str, "random"))
mndx = select_newcham_form(mtmp);
else
mndx = name_to_mon(m->appear_as.str, &gender_name_var);
if (mndx == NON_PM || (is_vampshifter(mtmp)
&& !validvamp(mtmp, &mndx, S_HUMAN))) {
impossible("create_monster: invalid %s (\"%s\")",
(mtmp->data->mlet == S_MIMIC)
? "mimic appearance"
: (mtmp->data == &mons[PM_WIZARD_OF_YENDOR])
? "Wizard appearance"
: is_vampshifter(mtmp)
? "vampire shape"
: "chameleon shape",
m->appear_as.str);
} else if (&mons[mndx] == mtmp->data) {
/* explicitly forcing a mimic to appear as itself */
mtmp->m_ap_type = M_AP_NOTHING;
mtmp->mappearance = 0;
} else if (mtmp->data->mlet == S_MIMIC
|| mtmp->data == &mons[PM_WIZARD_OF_YENDOR]) {
/* this is ordinarily only used for Wizard clones
and hasn't been exhaustively tested for mimics */
mtmp->m_ap_type = M_AP_MONSTER;
mtmp->mappearance = mndx;
} else { /* chameleon or vampire */
struct permonst *mdat = &mons[mndx];
struct permonst *olddata = mtmp->data;
mgender_from_permonst(mtmp, mdat);
if (gender_name_var != NEUTRAL)
mtmp->female = gender_name_var;
set_mon_data(mtmp, mdat);
if (emits_light(olddata) != emits_light(mtmp->data)) {
/* used to give light, now doesn't, or vice versa,
or light's range has changed */
if (emits_light(olddata))
del_light_source(LS_MONSTER, (genericptr_t) mtmp);
if (emits_light(mtmp->data))
new_light_source(mtmp->mx, mtmp->my,
emits_light(mtmp->data),
LS_MONSTER, (genericptr_t) mtmp);
}
if (!mtmp->perminvis || pm_invisible(olddata))
mtmp->perminvis = pm_invisible(mdat);
}
break;
}
default:
impossible(
"create_monster: unimplemented mon appear type [%d,\"%s\"]",
m->appear, m->appear_as.str);
break;
}
if (does_block(x, y, &levl[x][y]))
block_point(x, y);
}
mtmp->female = m->female;
if (m->peaceful > BOOL_RANDOM) {
mtmp->mpeaceful = m->peaceful;
/* changed mpeaceful again; have to reset malign */
set_malign(mtmp);
}
if (m->asleep > BOOL_RANDOM)
mtmp->msleeping = m->asleep;
if (m->seentraps)
mtmp->mtrapseen = m->seentraps;
if (m->cancelled)
mtmp->mcan = 1;
if (m->revived)
mtmp->mrevived = 1;
if (m->avenge)
mtmp->mavenge = 1;
if (m->stunned)
mtmp->mstun = 1;
if (m->confused)
mtmp->mconf = 1;
if (m->invis) {
mtmp->minvis = mtmp->perminvis = 1;
}
if (m->blinded) {
mtmp->mcansee = 0;
mtmp->mblinded = (m->blinded % 127);
}
if (m->paralyzed) {
mtmp->mcanmove = 0;
mtmp->mfrozen = (m->paralyzed % 127);
}
if (m->fleeing) {
mtmp->mflee = 1;
mtmp->mfleetim = (m->fleeing % 127);
}
if (m->waiting) {
mtmp->mstrategy |= STRAT_WAITFORU;
}
if (m->has_invent) {
discard_minvent(mtmp, TRUE);
invent_carrying_monster = mtmp;
}
}
}
/*
* Create an object in a room.
*/
static void
create_object(object* o, struct mkroom* croom)
{
struct obj *otmp;
xchar x, y;
char c;
boolean named; /* has a name been supplied in level description? */
named = o->name.str ? TRUE : FALSE;
get_location_coord(&x, &y, DRY, croom, o->coord);
if (o->class >= 0)
c = o->class;
else
c = 0;
if (!c) {
otmp = mkobj_at(RANDOM_CLASS, x, y, !named);
} else if (o->id != -1) {
otmp = mksobj_at(o->id, x, y, TRUE, !named);
} else {
/*
* The special levels are compiled with the default "text" object
* class characters. We must convert them to the internal format.
*/
char oclass = (char) def_char_to_objclass(c);
if (oclass == MAXOCLASSES)
panic("create_object: unexpected object class '%c'", c);
/* KMH -- Create piles of gold properly */
if (oclass == COIN_CLASS)
otmp = mkgold(0L, x, y);
else
otmp = mkobj_at(oclass, x, y, !named);
}
if (o->spe != -127) /* That means NOT RANDOM! */
otmp->spe = (schar) o->spe;
switch (o->curse_state) {
case 1: /* blessed */
bless(otmp);
break;
case 2: /* uncursed */
unbless(otmp);
uncurse(otmp);
break;
case 3: /* cursed */
curse(otmp);
break;
case 4: /* not cursed */
uncurse(otmp);
break;
case 5: /* not uncursed */
blessorcurse(otmp, 1);
break;
case 6: /* not blessed */
unbless(otmp);
break;
default: /* random */
break; /* keep what mkobj gave us */
}
/* corpsenm is "empty" if -1, random if -2, otherwise specific */
if (o->corpsenm != NON_PM) {
if (o->corpsenm == NON_PM - 1)
set_corpsenm(otmp, rndmonnum());
else
set_corpsenm(otmp, o->corpsenm);
}
/* set_corpsenm() took care of egg hatch and corpse timers */
if (named) {
otmp = oname(otmp, o->name.str);
if (otmp->otyp == SPE_NOVEL) {
/* needs to be an existing title */
(void) lookup_novel(o->name.str, &otmp->novelidx);
}
}
if (o->eroded) {
if (o->eroded < 0) {
otmp->oerodeproof = 1;
} else {
otmp->oeroded = (o->eroded % 4);
otmp->oeroded2 = ((o->eroded >> 2) % 4);
}
}
if (o->recharged)
otmp->recharged = (o->recharged % 8);
if (o->locked) {
otmp->olocked = 1;
} else if (o->broken) {
otmp->obroken = 1;
otmp->olocked = 0; /* obj generation may set */
}
if (o->trapped == 0 || o->trapped == 1)
otmp->otrapped = o->trapped;
if (o->greased)
otmp->greased = 1;
if (o->quan > 0 && objects[otmp->otyp].oc_merge) {
otmp->quan = o->quan;
otmp->owt = weight(otmp);
}
/* contents (of a container or monster's inventory) */
if (o->containment & SP_OBJ_CONTENT || invent_carrying_monster) {
if (!container_idx) {
if (!invent_carrying_monster) {
/*impossible("create_object: no container");*/
/* don't complain, the monster may be gone legally
(eg. unique demon already generated)
TODO: In the case of unique demon lords, they should
get their inventories even when they get generated
outside the des-file. Maybe another data file that
determines what inventories monsters get by default?
*/
; /* ['otmp' remains on floor] */
} else {
remove_object(otmp);
(void) mpickobj(invent_carrying_monster, otmp);
}
} else {
struct obj *cobj = container_obj[container_idx - 1];
remove_object(otmp);
if (cobj) {
otmp = add_to_container(cobj, otmp);
cobj->owt = weight(cobj);
} else {
obj_extract_self(otmp);
obfree(otmp, NULL);
return;
}
}
}
/* container */
if (o->containment & SP_OBJ_CONTAINER) {
delete_contents(otmp);
if (container_idx < MAX_CONTAINMENT) {
container_obj[container_idx] = otmp;
container_idx++;
} else
impossible("create_object: too deeply nested containers.");
}
/* Medusa level special case: statues are petrified monsters, so they
* are not stone-resistant and have monster inventory. They also lack
* other contents, but that can be specified as an empty container.
*/
if (o->id == STATUE && Is_medusa_level(&u.uz) && o->corpsenm == NON_PM) {
struct monst *was = NULL;
struct obj *obj;
int wastyp;
int i = 0; /* prevent endless loop in case makemon always fails */
/* Named random statues are of player types, and aren't stone-
* resistant (if they were, we'd have to reset the name as well as
* setting corpsenm).
*/
for (wastyp = otmp->corpsenm; i < 1000; i++, wastyp = rndmonnum()) {
/* makemon without rndmonst() might create a group */
was = makemon(&mons[wastyp], 0, 0, MM_NOCOUNTBIRTH);
if (was) {
if (!resists_ston(was) && !poly_when_stoned(&mons[wastyp])) {
(void) propagate(wastyp, TRUE, FALSE);
break;
}
mongone(was);
was = NULL;
}
}
if (was) {
set_corpsenm(otmp, wastyp);
while (was->minvent) {
obj = was->minvent;
obj->owornmask = 0;
obj_extract_self(obj);
(void) add_to_container(otmp, obj);
}
otmp->owt = weight(otmp);
mongone(was);
}
}
if (o->achievement) {
static const char prize_warning[] = "multiple prizes on %s level";
if (Is_mineend_level(&u.uz)) {
if (!g.context.achieveo.mines_prize_oid) {
g.context.achieveo.mines_prize_oid = otmp->o_id;
/* prevent stacking; cleared when achievement is recorded */
otmp->nomerge = 1;
} else {
impossible(prize_warning, "mines end");
}
} else if (Is_sokoend_level(&u.uz)) {
if (!g.context.achieveo.soko_prize_oid) {
g.context.achieveo.soko_prize_oid = otmp->o_id;
otmp->nomerge = 1; /* redundant; Sokoban prizes don't stack */
} else {
impossible(prize_warning, "sokoban end");
}
} else if (!iflags.lua_testing) {
char lbuf[QBUFSZ];
(void) describe_level(lbuf); /* always has a trailing space */
impossible("create_object: unknown achievement (%s\"%s\")",
lbuf, simpleonames(otmp));
}
}
if (!(o->containment & SP_OBJ_CONTENT)) {
stackobj(otmp);
if (o->lit)
begin_burn(otmp, FALSE);
if (o->buried) {
boolean dealloced;
(void) bury_an_obj(otmp, &dealloced);
if (dealloced && container_idx) {
container_obj[container_idx - 1] = NULL;
}
}
}
}
/*
* Create an altar in a room.
*/
static void
create_altar(altar* a, struct mkroom* croom)
{
schar sproom;
xchar x = -1, y = -1;
unsigned int amask;
boolean croom_is_temple = TRUE;
int oldtyp;
if (croom) {
get_free_room_loc(&x, &y, croom, a->coord);
if (croom->rtype != TEMPLE)
croom_is_temple = FALSE;
} else {
get_location_coord(&x, &y, DRY, croom, a->coord);
if ((sproom = (schar) *in_rooms(x, y, TEMPLE)) != 0)
croom = &g.rooms[sproom - ROOMOFFSET];
else
croom_is_temple = FALSE;
}
/* check for existing features */
oldtyp = levl[x][y].typ;
if (!CAN_OVERWRITE_TERRAIN(oldtyp))
return;
amask = sp_amask_to_amask(a->sp_amask);
levl[x][y].typ = ALTAR;
levl[x][y].altarmask = amask;
if (a->shrine < 0)
a->shrine = rn2(2); /* handle random case */
if (!croom_is_temple || !a->shrine)
return;
if (a->shrine) { /* Is it a shrine or sanctum? */
priestini(&u.uz, croom, x, y, (a->shrine > 1));
levl[x][y].altarmask |= AM_SHRINE;
g.level.flags.has_temple = TRUE;
}
}
/*
* Search for a door in a room on a specified wall.
*/
static boolean
search_door(
struct mkroom* croom,
xchar *x, xchar * y,
xchar wall, int cnt)
{
int dx, dy;
int xx, yy;
switch (wall) {
case W_SOUTH:
dy = 0;
dx = 1;
xx = croom->lx;
yy = croom->hy + 1;
break;
case W_NORTH:
dy = 0;
dx = 1;
xx = croom->lx;
yy = croom->ly - 1;
break;
case W_EAST:
dy = 1;
dx = 0;
xx = croom->hx + 1;
yy = croom->ly;
break;
case W_WEST:
dy = 1;
dx = 0;
xx = croom->lx - 1;
yy = croom->ly;
break;
default:
dx = dy = xx = yy = 0;
panic("search_door: Bad wall!");
break;
}
while (xx <= croom->hx + 1 && yy <= croom->hy + 1) {
if (IS_DOOR(levl[xx][yy].typ) || levl[xx][yy].typ == SDOOR) {
*x = xx;
*y = yy;
if (cnt-- <= 0)
return TRUE;
}
xx += dx;
yy += dy;
}
return FALSE;
}
/*
* Dig a corridor between two points.
*/
boolean
dig_corridor(
coord *org,
coord *dest,
boolean nxcor,
schar ftyp,
schar btyp)
{
int dx = 0, dy = 0, dix, diy, cct;
struct rm *crm;
int tx, ty, xx, yy;
xx = org->x;
yy = org->y;
tx = dest->x;
ty = dest->y;
if (xx <= 0 || yy <= 0 || tx <= 0 || ty <= 0 || xx > COLNO - 1
|| tx > COLNO - 1 || yy > ROWNO - 1 || ty > ROWNO - 1) {
debugpline4("dig_corridor: bad coords <%d,%d> <%d,%d>.",
xx, yy, tx, ty);
return FALSE;
}
if (tx > xx)
dx = 1;
else if (ty > yy)
dy = 1;
else if (tx < xx)
dx = -1;
else
dy = -1;
xx -= dx;
yy -= dy;
cct = 0;
while (xx != tx || yy != ty) {
/* loop: dig corridor at [xx,yy] and find new [xx,yy] */
if (cct++ > 500 || (nxcor && !rn2(35)))
return FALSE;
xx += dx;
yy += dy;
if (xx >= COLNO - 1 || xx <= 0 || yy <= 0 || yy >= ROWNO - 1)
return FALSE; /* impossible */
crm = &levl[xx][yy];
if (crm->typ == btyp) {
if (ftyp != CORR || rn2(100)) {
crm->typ = ftyp;
if (nxcor && !rn2(50))
(void) mksobj_at(BOULDER, xx, yy, TRUE, FALSE);
} else {
crm->typ = SCORR;
}
} else if (crm->typ != ftyp && crm->typ != SCORR) {
/* strange ... */
return FALSE;
}
/* find next corridor position */
dix = abs(xx - tx);
diy = abs(yy - ty);
if ((dix > diy) && diy && !rn2(dix - diy + 1)) {
dix = 0;
} else if ((diy > dix) && dix && !rn2(diy - dix + 1)) {
diy = 0;
}
/* do we have to change direction ? */
if (dy && dix > diy) {
register int ddx = (xx > tx) ? -1 : 1;
crm = &levl[xx + ddx][yy];
if (crm->typ == btyp || crm->typ == ftyp || crm->typ == SCORR) {
dx = ddx;
dy = 0;
continue;
}
} else if (dx && diy > dix) {
register int ddy = (yy > ty) ? -1 : 1;
crm = &levl[xx][yy + ddy];
if (crm->typ == btyp || crm->typ == ftyp || crm->typ == SCORR) {
dy = ddy;
dx = 0;
continue;
}
}
/* continue straight on? */
crm = &levl[xx + dx][yy + dy];
if (crm->typ == btyp || crm->typ == ftyp || crm->typ == SCORR)
continue;
/* no, what must we do now?? */
if (dx) {
dx = 0;
dy = (ty < yy) ? -1 : 1;
} else {
dy = 0;
dx = (tx < xx) ? -1 : 1;
}
crm = &levl[xx + dx][yy + dy];
if (crm->typ == btyp || crm->typ == ftyp || crm->typ == SCORR)
continue;
dy = -dy;
dx = -dx;
}
return TRUE;
}
/*
* Corridors always start from a door. But it can end anywhere...
* Basically we search for door coordinates or for endpoints coordinates
* (from a distance).
*/
static void
create_corridor(corridor *c)
{
coord org, dest;
if (c->src.room == -1) {
makecorridors(); /*makecorridors(c->src.door);*/
return;
}
if (!search_door(&g.rooms[c->src.room], &org.x, &org.y, c->src.wall,
c->src.door))
return;
if (c->dest.room != -1) {
if (!search_door(&g.rooms[c->dest.room],
&dest.x, &dest.y, c->dest.wall, c->dest.door))
return;
switch (c->src.wall) {
case W_NORTH:
org.y--;
break;
case W_SOUTH:
org.y++;
break;
case W_WEST:
org.x--;
break;
case W_EAST:
org.x++;
break;
}
switch (c->dest.wall) {
case W_NORTH:
dest.y--;
break;
case W_SOUTH:
dest.y++;
break;
case W_WEST:
dest.x--;
break;
case W_EAST:
dest.x++;
break;
}
(void) dig_corridor(&org, &dest, FALSE, CORR, STONE);
}
}
/*
* Fill a room (shop, zoo, etc...) with appropriate stuff.
*/
void
fill_special_room(struct mkroom* croom)
{
int i;
/* First recurse into subrooms. We don't want to block an ordinary room with
* a special subroom from having the subroom filled, or an unfilled outer
* room preventing a special subroom from being filled. */
for (i = 0; i < croom->nsubrooms; ++i) {
fill_special_room(croom->sbrooms[i]);
}
if (!croom || croom->rtype == OROOM || croom->rtype == THEMEROOM
|| croom->needfill == FILL_NONE)
return;
if (croom->needfill == FILL_NORMAL) {
int x, y;
/* Shop ? */
if (croom->rtype >= SHOPBASE) {
stock_room(croom->rtype - SHOPBASE, croom);
g.level.flags.has_shop = TRUE;
return;
}
switch (croom->rtype) {
case VAULT:
for (x = croom->lx; x <= croom->hx; x++)
for (y = croom->ly; y <= croom->hy; y++)
(void) mkgold((long) rn1(abs(depth(&u.uz)) * 100, 51),
x, y);
break;
case COURT:
case ZOO:
case BEEHIVE:
case ANTHOLE:
case COCKNEST:
case LEPREHALL:
case MORGUE:
case BARRACKS:
fill_zoo(croom);
break;
}
}
switch (croom->rtype) {
case VAULT:
g.level.flags.has_vault = TRUE;
break;
case ZOO:
g.level.flags.has_zoo = TRUE;
break;
case COURT:
g.level.flags.has_court = TRUE;
break;
case MORGUE:
g.level.flags.has_morgue = TRUE;
break;
case BEEHIVE:
g.level.flags.has_beehive = TRUE;
break;
case BARRACKS:
g.level.flags.has_barracks = TRUE;
break;
case TEMPLE:
g.level.flags.has_temple = TRUE;
break;
case SWAMP:
g.level.flags.has_swamp = TRUE;
break;
}
}
static struct mkroom *
build_room(room *r, struct mkroom* mkr)
{
boolean okroom;
struct mkroom *aroom;
xchar rtype = (!r->chance || rn2(100) < r->chance) ? r->rtype : OROOM;
if (mkr) {
aroom = &g.subrooms[g.nsubroom];
okroom = create_subroom(mkr, r->x, r->y, r->w, r->h, rtype, r->rlit);
} else {
aroom = &g.rooms[g.nroom];
okroom = create_room(r->x, r->y, r->w, r->h, r->xalign, r->yalign,
rtype, r->rlit);
}
if (okroom) {
#ifdef SPECIALIZATION
topologize(aroom, FALSE); /* set roomno */
#else
topologize(aroom); /* set roomno */
#endif
aroom->needfill = r->needfill;
aroom->needjoining = r->joined;
return aroom;
}
return (struct mkroom *) 0;
}
/*
* set lighting in a region that will not become a room.
*/
static void
light_region(region* tmpregion)
{
register boolean litstate = tmpregion->rlit ? 1 : 0;
register int hiy = tmpregion->y2;
register int x, y;
register struct rm *lev;
int lowy = tmpregion->y1;
int lowx = tmpregion->x1, hix = tmpregion->x2;
if (litstate) {
/* adjust region size for walls, but only if lighted */
lowx = max(lowx - 1, 1);
hix = min(hix + 1, COLNO - 1);
lowy = max(lowy - 1, 0);
hiy = min(hiy + 1, ROWNO - 1);
}
for (x = lowx; x <= hix; x++) {
lev = &levl[x][lowy];
for (y = lowy; y <= hiy; y++) {
if (lev->typ != LAVAPOOL) /* this overrides normal lighting */
lev->lit = litstate;
lev++;
}
}
}
void
wallify_map(int x1, int y1, int x2, int y2)
{
int x, y, xx, yy, lo_xx, lo_yy, hi_xx, hi_yy;
y1 = max(y1, 0);
x1 = max(x1, 1);
y2 = min(y2, ROWNO - 1);
x2 = min(x2, COLNO - 1);
for (y = y1; y <= y2; y++) {
lo_yy = (y > 0) ? y - 1 : 0;
hi_yy = (y < y2) ? y + 1 : y2;
for (x = x1; x <= x2; x++) {
if (levl[x][y].typ != STONE)
continue;
lo_xx = (x > 1) ? x - 1 : 1;
hi_xx = (x < x2) ? x + 1 : x2;
for (yy = lo_yy; yy <= hi_yy; yy++)
for (xx = lo_xx; xx <= hi_xx; xx++)
if (IS_ROOM(levl[xx][yy].typ)
|| levl[xx][yy].typ == CROSSWALL) {
levl[x][y].typ = (yy != y) ? HWALL : VWALL;
yy = hi_yy; /* end `yy' loop */
break; /* end `xx' loop */
}
}
}
}
/*
* Select a random coordinate in the maze.
*
* We want a place not 'touched' by the loader. That is, a place in
* the maze outside every part of the special level.
*/
static void
maze1xy(coord *m, int humidity)
{
register int x, y, tryct = 2000;
/* tryct: normally it won't take more than ten or so tries due
to the circumstances under which we'll be called, but the
`humidity' screening might drastically change the chances */
do {
x = rn1(g.x_maze_max - 3, 3);
y = rn1(g.y_maze_max - 3, 3);
if (--tryct < 0)
break; /* give up */
} while (!(x % 2) || !(y % 2) || SpLev_Map[x][y]
|| !is_ok_location((xchar) x, (xchar) y, humidity));
m->x = (xchar) x, m->y = (xchar) y;
}
/*
* If there's a significant portion of maze unused by the special level,
* we don't want it empty.
*
* Makes the number of traps, monsters, etc. proportional
* to the size of the maze.
*/
static void
fill_empty_maze(void)
{
int mapcountmax, mapcount, mapfact;
xchar x, y;
coord mm;
mapcountmax = mapcount = (g.x_maze_max - 2) * (g.y_maze_max - 2);
mapcountmax = mapcountmax / 2;
for (x = 2; x < g.x_maze_max; x++)
for (y = 0; y < g.y_maze_max; y++)
if (SpLev_Map[x][y])
mapcount--;
if ((mapcount > (int) (mapcountmax / 10))) {
mapfact = (int) ((mapcount * 100L) / mapcountmax);
for (x = rnd((int) (20 * mapfact) / 100); x; x--) {
maze1xy(&mm, DRY);
(void) mkobj_at(rn2(2) ? GEM_CLASS : RANDOM_CLASS, mm.x, mm.y,
TRUE);
}
for (x = rnd((int) (12 * mapfact) / 100); x; x--) {
maze1xy(&mm, DRY);
(void) mksobj_at(BOULDER, mm.x, mm.y, TRUE, FALSE);
}
for (x = rn2(2); x; x--) {
maze1xy(&mm, DRY);
(void) makemon(&mons[PM_MINOTAUR], mm.x, mm.y, NO_MM_FLAGS);
}
for (x = rnd((int) (12 * mapfact) / 100); x; x--) {
maze1xy(&mm, DRY);
(void) makemon((struct permonst *) 0, mm.x, mm.y, NO_MM_FLAGS);
}
for (x = rn2((int) (15 * mapfact) / 100); x; x--) {
maze1xy(&mm, DRY);
(void) mkgold(0L, mm.x, mm.y);
}
for (x = rn2((int) (15 * mapfact) / 100); x; x--) {
int trytrap;
maze1xy(&mm, DRY);
trytrap = rndtrap();
if (sobj_at(BOULDER, mm.x, mm.y))
while (is_pit(trytrap) || is_hole(trytrap))
trytrap = rndtrap();
(void) maketrap(mm.x, mm.y, trytrap);
}
}
}
static void
splev_initlev(lev_init* linit)
{
switch (linit->init_style) {
default:
impossible("Unrecognized level init style.");
break;
case LVLINIT_NONE:
break;
case LVLINIT_SOLIDFILL:
if (linit->lit == BOOL_RANDOM)
linit->lit = rn2(2);
lvlfill_solid(linit->filling, linit->lit);
break;
case LVLINIT_MAZEGRID:
lvlfill_maze_grid(2, 0, g.x_maze_max, g.y_maze_max, linit->bg);
break;
case LVLINIT_MAZE:
create_maze(linit->corrwid, linit->wallthick, linit->rm_deadends);
break;
case LVLINIT_ROGUE:
makeroguerooms();
break;
case LVLINIT_MINES:
if (linit->lit == BOOL_RANDOM)
linit->lit = rn2(2);
if (linit->filling > -1)
lvlfill_solid(linit->filling, 0);
linit->icedpools = icedpools;
mkmap(linit);
break;
case LVLINIT_SWAMP:
if (linit->lit == BOOL_RANDOM)
linit->lit = rn2(2);
lvlfill_swamp(linit->fg, linit->bg, linit->lit);
break;
}
}
#if 0
static long
sp_code_jmpaddr(long curpos, long jmpaddr)
{
return (curpos + jmpaddr);
}
#endif
/*ARGUSED*/
static void
spo_end_moninvent(void)
{
if (invent_carrying_monster)
m_dowear(invent_carrying_monster, TRUE);
invent_carrying_monster = NULL;
}
/*ARGUSED*/
static void
spo_pop_container(void)
{
if (container_idx > 0) {
container_idx--;
container_obj[container_idx] = NULL;
}
}
/* push a table on lua stack: {width=wid, height=hei} */
static void
l_push_wid_hei_table(lua_State *L, int wid, int hei)
{
lua_newtable(L);
lua_pushstring(L, "width");
lua_pushinteger(L, wid);
lua_rawset(L, -3);
lua_pushstring(L, "height");
lua_pushinteger(L, hei);
lua_rawset(L, -3);
}
/* message("What a strange feeling!"); */
int
lspo_message(lua_State *L)
{
char *levmsg;
int old_n, n;
const char *msg;
int argc = lua_gettop(L);
if (argc < 1) {
nhl_error(L, "Wrong parameters");
return 0;
}
create_des_coder();
msg = luaL_checkstring(L, 1);
old_n = g.lev_message ? (strlen(g.lev_message) + 1) : 0;
n = strlen(msg);
levmsg = (char *) alloc(old_n + n + 1);
if (old_n)
levmsg[old_n - 1] = '\n';
if (g.lev_message)
(void) memcpy((genericptr_t) levmsg, (genericptr_t) g.lev_message,
old_n - 1);
(void) memcpy((genericptr_t) &levmsg[old_n], msg, n);
levmsg[old_n + n] = '\0';
Free(g.lev_message);
g.lev_message = levmsg;
return 0; /* number of results */
}
static int
get_table_align(lua_State *L)
{
static const char *const gtaligns[] = {
"noalign", "law", "neutral", "chaos",
"coaligned", "noncoaligned", "random", NULL
};
static const int aligns2i[] = {
AM_NONE, AM_LAWFUL, AM_NEUTRAL, AM_CHAOTIC,
AM_SPLEV_CO, AM_SPLEV_NONCO, AM_SPLEV_RANDOM, 0
};
int a = aligns2i[get_table_option(L, "align", "random", gtaligns)];
return a;
}
static int
get_table_monclass(lua_State *L)
{
char *s = get_table_str_opt(L, "class", NULL);
int ret = -1;
if (s && strlen(s) == 1)
ret = (int) *s;
Free(s);
return ret;
}
static int
find_montype(
lua_State *L UNUSED,
const char *s,
int *mgender)
{
int i, mgend = NEUTRAL;
i = name_to_monplus(s, (const char **) 0, &mgend);
if (i >= LOW_PM && i < NUMMONS) {
if (is_male(&mons[i]) || is_female(&mons[i]))
mgend = is_female(&mons[i]) ? FEMALE : MALE;
else
mgend = (mgend == FEMALE) ? FEMALE
: (mgend == MALE) ? MALE : rn2(2);
if (mgender)
*mgender = mgend;
return i;
}
if (mgender)
*mgender = NEUTRAL;
return NON_PM;
}
static int
get_table_montype(lua_State *L, int *mgender)
{
char *s = get_table_str_opt(L, "id", NULL);
int ret = NON_PM;
if (s) {
ret = find_montype(L, s, mgender);
Free(s);
if (ret == NON_PM)
nhl_error(L, "Unknown monster id");
}
return ret;
}
static void
get_table_xy_or_coord(lua_State *L, int *x, int *y)
{
int mx = get_table_int_opt(L, "x", -1);
int my = get_table_int_opt(L, "y", -1);
if (mx == -1 && my == -1) {
lua_getfield(L, 1, "coord");
get_coord(L, -1, &mx, &my);
lua_pop(L, 1);
}
*x = mx;
*y = my;
}
/* monster(); */
/* monster("wood nymph"); */
/* monster("D"); */
/* monster("giant eel",11,06); */
/* monster("hill giant", {08,06}); */
/* monster({ id = "giant mimic", appear_as = "obj:boulder" }); */
/* monster({ class = "H", peaceful = 0 }); */
int
lspo_monster(lua_State *L)
{
int argc = lua_gettop(L);
monster tmpmons;
int mx = -1, my = -1, mgend = NEUTRAL;
char *mappear = NULL;
create_des_coder();
tmpmons.peaceful = -1;
tmpmons.asleep = -1;
tmpmons.name.str = NULL;
tmpmons.appear = 0;
tmpmons.appear_as.str = (char *) 0;
tmpmons.sp_amask = AM_SPLEV_RANDOM;
tmpmons.female = 0;
tmpmons.invis = 0;
tmpmons.cancelled = 0;
tmpmons.revived = 0;
tmpmons.avenge = 0;
tmpmons.fleeing = 0;
tmpmons.blinded = 0;
tmpmons.paralyzed = 0;
tmpmons.stunned = 0;
tmpmons.confused = 0;
tmpmons.seentraps = 0;
tmpmons.has_invent = 0;
tmpmons.waiting = 0;
tmpmons.mm_flags = NO_MM_FLAGS;
if (argc == 1 && lua_type(L, 1) == LUA_TSTRING) {
const char *paramstr = luaL_checkstring(L, 1);
if (strlen(paramstr) == 1) {
tmpmons.class = *paramstr;
tmpmons.id = NON_PM;
} else {
tmpmons.class = -1;
tmpmons.id = find_montype(L, paramstr, &mgend);
tmpmons.female = (mgend == FEMALE) ? FEMALE
: (mgend == MALE) ? MALE : rn2(2);
}
} else if (argc == 2 && lua_type(L, 1) == LUA_TSTRING
&& lua_type(L, 2) == LUA_TTABLE) {
const char *paramstr = luaL_checkstring(L, 1);
get_coord(L, 2, &mx, &my);
if (strlen(paramstr) == 1) {
tmpmons.class = *paramstr;
tmpmons.id = NON_PM;
} else {
tmpmons.class = -1;
tmpmons.id = find_montype(L, paramstr, &mgend);
tmpmons.female = (mgend == FEMALE) ? FEMALE
: (mgend == MALE) ? MALE : rn2(2);
}
} else if (argc == 3) {
const char *paramstr = luaL_checkstring(L, 1);
mx = luaL_checkinteger(L, 2);
my = luaL_checkinteger(L, 3);
if (strlen(paramstr) == 1) {
tmpmons.class = *paramstr;
tmpmons.id = NON_PM;
} else {
tmpmons.class = -1;
tmpmons.id = find_montype(L, paramstr, &mgend);
tmpmons.female = (mgend == FEMALE) ? FEMALE
: (mgend == MALE) ? MALE : rn2(2);
}
} else {
lcheck_param_table(L);
tmpmons.peaceful = get_table_boolean_opt(L, "peaceful", BOOL_RANDOM);
tmpmons.asleep = get_table_boolean_opt(L, "asleep", BOOL_RANDOM);
tmpmons.name.str = get_table_str_opt(L, "name", NULL);
tmpmons.appear = 0;
tmpmons.appear_as.str = (char *) 0;
tmpmons.sp_amask = get_table_align(L);
tmpmons.female = get_table_boolean_opt(L, "female", FALSE);
tmpmons.invis = get_table_boolean_opt(L, "invisible", FALSE);
tmpmons.cancelled = get_table_boolean_opt(L, "cancelled", FALSE);
tmpmons.revived = get_table_boolean_opt(L, "revived", FALSE);
tmpmons.avenge = get_table_boolean_opt(L, "avenge", FALSE);
tmpmons.fleeing = get_table_int_opt(L, "fleeing", 0);
tmpmons.blinded = get_table_int_opt(L, "blinded", 0);
tmpmons.paralyzed = get_table_int_opt(L, "paralyzed", 0);
tmpmons.stunned = get_table_boolean_opt(L, "stunned", FALSE);
tmpmons.confused = get_table_boolean_opt(L, "confused", FALSE);
tmpmons.waiting = get_table_boolean_opt(L, "waiting", FALSE);
tmpmons.seentraps = 0; /* TODO: list of trap names to bitfield */
tmpmons.has_invent = 0;
if (!get_table_boolean_opt(L, "tail", TRUE))
tmpmons.mm_flags |= MM_NOTAIL;
if (!get_table_boolean_opt(L, "group", TRUE))
tmpmons.mm_flags |= MM_NOGRP;
if (get_table_boolean_opt(L, "adjacentok", FALSE))
tmpmons.mm_flags |= MM_ADJACENTOK;
if (get_table_boolean_opt(L, "ignorewater", FALSE))
tmpmons.mm_flags |= MM_IGNOREWATER;
if (!get_table_boolean_opt(L, "countbirth", TRUE))
tmpmons.mm_flags |= MM_NOCOUNTBIRTH;
mappear = get_table_str_opt(L, "appear_as", NULL);
if (mappear) {
if (!strncmp("obj:", mappear, 4)) {
tmpmons.appear = M_AP_OBJECT;
} else if (!strncmp("mon:", mappear, 4)) {
tmpmons.appear = M_AP_MONSTER;
} else if (!strncmp("ter:", mappear, 4)) {
tmpmons.appear = M_AP_FURNITURE;
} else {
nhl_error(L, "Unknown appear_as type");
}
tmpmons.appear_as.str = dupstr(&mappear[4]);
Free(mappear);
}
get_table_xy_or_coord(L, &mx, &my);
tmpmons.id = get_table_montype(L, &mgend);
if (mgend != NEUTRAL)
tmpmons.female = mgend;
tmpmons.class = get_table_monclass(L);
lua_getfield(L, 1, "inventory");
if (!lua_isnil(L, -1)) {
tmpmons.has_invent = 1;
}
}
if (mx == -1 && my == -1)
tmpmons.coord = SP_COORD_PACK_RANDOM(0);
else
tmpmons.coord = SP_COORD_PACK(mx, my);
if (tmpmons.id != NON_PM && tmpmons.class == -1)
tmpmons.class = def_monsyms[(int) mons[tmpmons.id].mlet].sym;
create_monster(&tmpmons, g.coder->croom);
if (tmpmons.has_invent && lua_type(L, -1) == LUA_TFUNCTION) {
lua_remove(L, -2);
lua_call(L, 0, 0);
spo_end_moninvent();
} else
lua_pop(L, 1);
Free(tmpmons.name.str);
Free(tmpmons.appear_as.str);
return 0;
}
/* the hash key 'name' is an integer or "random",
or if not existent, also return rndval */
static int
get_table_int_or_random(lua_State *L, const char *name, int rndval)
{
int ret;
char buf[BUFSZ];
lua_getfield(L, 1, name);
if (lua_type(L, -1) == LUA_TNIL) {
lua_pop(L, 1);
return rndval;
}
if (!lua_isnumber(L, -1)) {
const char *tmp = lua_tostring(L, -1);
if (tmp && !strcmpi("random", tmp)) {
lua_pop(L, 1);
return rndval;
}
Sprintf(buf, "Expected integer or \"random\" for \"%s\", got ", name);
if (tmp)
Sprintf(eos(buf), "\"%s\"", tmp);
else
Strcat(buf, "<Null>");
nhl_error(L, buf);
lua_pop(L, 1);
return 0;
}
ret = luaL_optinteger(L, -1, rndval);
lua_pop(L, 1);
return ret;
}
static int
get_table_buc(lua_State *L)
{
static const char *const bucs[] = {
"random", "blessed", "uncursed", "cursed",
"not-cursed", "not-uncursed", "not-blessed", NULL,
};
static const int bucs2i[] = { 0, 1, 2, 3, 4, 5, 6, 0 };
int curse_state = bucs2i[get_table_option(L, "buc", "random", bucs)];
return curse_state;
}
static int
get_table_objclass(lua_State *L)
{
char *s = get_table_str_opt(L, "class", NULL);
int ret = -1;
if (s && strlen(s) == 1)
ret = (int) *s;
Free(s);
return ret;
}
static int
find_objtype(lua_State *L, const char *s)
{
if (s) {
int i;
const char *objname;
/* find by object name */
for (i = 0; i < NUM_OBJECTS; i++) {
objname = OBJ_NAME(objects[i]);
if (objname && !strcmpi(s, objname))
return i;
}
/*
* FIXME:
* If the file specifies "orange potion", the actual object
* description is just "orange" and won't match. [There's a
* reason that wish handling is insanely complicated.] And
* even if that gets fixed, if the file specifies "gray stone"
* it will start matching but would always pick the first one.
*
* "orange potion" is an unlikely thing to have in a special
* level description but "gray stone" is not....
*/
/* find by object description */
for (i = 0; i < NUM_OBJECTS; i++) {
objname = OBJ_DESCR(objects[i]);
if (objname && !strcmpi(s, objname))
return i;
}
nhl_error(L, "Unknown object id");
}
return STRANGE_OBJECT;
}
static int
get_table_objtype(lua_State *L)
{
char *s = get_table_str_opt(L, "id", NULL);
int ret = find_objtype(L, s);
Free(s);
return ret;
}
/* object(); */
/* object("sack"); */
/* object("scimitar", 6,7); */
/* object("scimitar", {6,7}); */
/* object({ class = "%" }); */
/* object({ id = "boulder", x = 03, y = 12}); */
/* object({ id = "boulder", coord = {03,12} }); */
int
lspo_object(lua_State *L)
{
static object zeroobject = { DUMMY };
#if 0
int nparams = 0;
#endif
long quancnt;
object tmpobj;
int ox = -1, oy = -1;
int argc = lua_gettop(L);
int maybe_contents = 0;
create_des_coder();
tmpobj = zeroobject;
tmpobj.name.str = (char *) 0;
tmpobj.spe = -127;
tmpobj.quan = -1;
tmpobj.trapped = -1;
tmpobj.corpsenm = NON_PM;
if (argc == 1 && lua_type(L, 1) == LUA_TSTRING) {
const char *paramstr = luaL_checkstring(L, 1);
if (strlen(paramstr) == 1) {
tmpobj.class = *paramstr;
tmpobj.id = STRANGE_OBJECT;
} else {
tmpobj.class = -1;
tmpobj.id = find_objtype(L, paramstr);
}
} else if (argc == 2 && lua_type(L, 1) == LUA_TSTRING
&& lua_type(L, 2) == LUA_TTABLE) {
const char *paramstr = luaL_checkstring(L, 1);
get_coord(L, 2, &ox, &oy);
if (strlen(paramstr) == 1) {
tmpobj.class = *paramstr;
tmpobj.id = STRANGE_OBJECT;
} else {
tmpobj.class = -1;
tmpobj.id = find_objtype(L, paramstr);
}
} else if (argc == 3 && lua_type(L, 2) == LUA_TNUMBER
&& lua_type(L, 3) == LUA_TNUMBER) {
const char *paramstr = luaL_checkstring(L, 1);
ox = luaL_checkinteger(L, 2);
oy = luaL_checkinteger(L, 3);
if (strlen(paramstr) == 1) {
tmpobj.class = *paramstr;
tmpobj.id = STRANGE_OBJECT;
} else {
tmpobj.class = -1;
tmpobj.id = find_objtype(L, paramstr);
}
} else {
lcheck_param_table(L);
tmpobj.spe = get_table_int_or_random(L, "spe", -127);
tmpobj.curse_state = get_table_buc(L);
tmpobj.corpsenm = NON_PM;
tmpobj.name.str = get_table_str_opt(L, "name", (char *) 0);
tmpobj.quan = get_table_int_or_random(L, "quantity", -1);
tmpobj.buried = get_table_boolean_opt(L, "buried", 0);
tmpobj.lit = get_table_boolean_opt(L, "lit", 0);
tmpobj.eroded = get_table_int_opt(L, "eroded", 0);
tmpobj.locked = get_table_boolean_opt(L, "locked", 0);
tmpobj.trapped = get_table_int_opt(L, "trapped", -1);
tmpobj.recharged = get_table_int_opt(L, "recharged", 0);
tmpobj.greased = get_table_boolean_opt(L, "greased", 0);
tmpobj.broken = get_table_boolean_opt(L, "broken", 0);
tmpobj.achievement = get_table_boolean_opt(L, "achievement", 0);
get_table_xy_or_coord(L, &ox, &oy);
tmpobj.id = get_table_objtype(L);
tmpobj.class = get_table_objclass(L);
maybe_contents = 1;
}
if (ox == -1 && oy == -1)
tmpobj.coord = SP_COORD_PACK_RANDOM(0);
else
tmpobj.coord = SP_COORD_PACK(ox, oy);
if (tmpobj.class == -1 && tmpobj.id > STRANGE_OBJECT)
tmpobj.class = objects[tmpobj.id].oc_class;
else if (tmpobj.class > -1 && tmpobj.id == STRANGE_OBJECT)
tmpobj.id = -1;
if (tmpobj.id == STATUE || tmpobj.id == EGG
|| tmpobj.id == CORPSE || tmpobj.id == TIN
|| tmpobj.id == FIGURINE) {
struct permonst *pm = NULL;
int i;
char *montype = get_table_str_opt(L, "montype", NULL);
if (montype) {
if (strlen(montype) == 1
&& def_char_to_monclass(*montype) != MAXMCLASSES) {
pm = mkclass(def_char_to_monclass(*montype),
G_NOGEN | G_IGNORE);
} else {
for (i = LOW_PM; i < NUMMONS; i++)
if (!strcmpi(mons[i].pmnames[NEUTRAL], montype)
|| (mons[i].pmnames[MALE] != 0
&& !strcmpi(mons[i].pmnames[MALE], montype))
|| (mons[i].pmnames[FEMALE] != 0
&& !strcmpi(mons[i].pmnames[FEMALE], montype))) {
pm = &mons[i];
break;
}
}
free((genericptr_t) montype);
if (pm)
tmpobj.corpsenm = monsndx(pm);
else
nhl_error(L, "Unknown montype");
}
if (tmpobj.id == STATUE || tmpobj.id == CORPSE) {
int lflags = 0;
if (get_table_boolean_opt(L, "historic", 0))
lflags |= CORPSTAT_HISTORIC;
if (get_table_boolean_opt(L, "male", 0))
lflags |= CORPSTAT_MALE;
if (get_table_boolean_opt(L, "female", 0))
lflags |= CORPSTAT_FEMALE;
tmpobj.spe = lflags;
} else if (tmpobj.id == EGG) {
tmpobj.spe = get_table_boolean_opt(L, "laid_by_you", 0) ? 1 : 0;
} else {
tmpobj.spe = 0;
}
}
quancnt = (tmpobj.id > STRANGE_OBJECT) ? tmpobj.quan : 0;
if (container_idx)
tmpobj.containment |= SP_OBJ_CONTENT;
if (maybe_contents) {
lua_getfield(L, 1, "contents");
if (!lua_isnil(L, -1))
tmpobj.containment |= SP_OBJ_CONTAINER;
}
do {
create_object(&tmpobj, g.coder->croom);
quancnt--;
} while ((quancnt > 0) && ((tmpobj.id > STRANGE_OBJECT)
&& !objects[tmpobj.id].oc_merge));
if (lua_type(L, -1) == LUA_TFUNCTION) {
lua_remove(L, -2);
lua_call(L, 0, 0);
} else
lua_pop(L, 1);
if ((tmpobj.containment & SP_OBJ_CONTAINER) != 0)
spo_pop_container();
Free(tmpobj.name.str);
return 0;
}
/* level_flags("noteleport", "mazelevel", ... ); */
int
lspo_level_flags(lua_State *L)
{
int argc = lua_gettop(L);
int i;
create_des_coder();
if (argc < 1)
nhl_error(L, "expected string params");
for (i = 1; i <= argc; i++) {
const char *s = luaL_checkstring(L, i);
if (!strcmpi(s, "noteleport"))
g.level.flags.noteleport = 1;
else if (!strcmpi(s, "hardfloor"))
g.level.flags.hardfloor = 1;
else if (!strcmpi(s, "nommap"))
g.level.flags.nommap = 1;
else if (!strcmpi(s, "shortsighted"))
g.level.flags.shortsighted = 1;
else if (!strcmpi(s, "arboreal"))
g.level.flags.arboreal = 1;
else if (!strcmpi(s, "mazelevel"))
g.level.flags.is_maze_lev = 1;
else if (!strcmpi(s, "shroud"))
g.level.flags.hero_memory = 1;
else if (!strcmpi(s, "graveyard"))
g.level.flags.graveyard = 1;
else if (!strcmpi(s, "icedpools"))
icedpools = 1;
else if (!strcmpi(s, "corrmaze"))
g.level.flags.corrmaze = 1;
else if (!strcmpi(s, "premapped"))
g.coder->premapped = 1;
else if (!strcmpi(s, "solidify"))
g.coder->solidify = 1;
else if (!strcmpi(s, "inaccessibles"))
g.coder->check_inaccessibles = 1;
else if (!strcmpi(s, "noflipx"))
g.coder->allow_flips &= ~2;
else if (!strcmpi(s, "noflipy"))
g.coder->allow_flips &= ~1;
else if (!strcmpi(s, "noflip"))
g.coder->allow_flips = 0;
else {
char buf[BUFSZ];
Sprintf(buf, "Unknown level flag %s", s);
nhl_error(L, buf);
}
}
return 0;
}
/* level_init({ style = "solidfill", fg = " " }); */
/* level_init({ style = "mines", fg = ".", bg = "}",
smoothed=true, joined=true, lit=0 }) */
int
lspo_level_init(lua_State *L)
{
static const char *const initstyles[] = {
"solidfill", "mazegrid", "maze", "rogue", "mines", "swamp", NULL
};
static const int initstyles2i[] = {
LVLINIT_SOLIDFILL, LVLINIT_MAZEGRID, LVLINIT_MAZE, LVLINIT_ROGUE,
LVLINIT_MINES, LVLINIT_SWAMP, 0
};
lev_init init_lev;
create_des_coder();
lcheck_param_table(L);
splev_init_present = TRUE;
init_lev.init_style
= initstyles2i[get_table_option(L, "style", "solidfill", initstyles)];
init_lev.fg = get_table_mapchr_opt(L, "fg", ROOM);
init_lev.bg = get_table_mapchr_opt(L, "bg", INVALID_TYPE);
init_lev.smoothed = get_table_boolean_opt(L, "smoothed", FALSE);
init_lev.joined = get_table_boolean_opt(L, "joined", FALSE);
init_lev.lit = get_table_boolean_opt(L, "lit", BOOL_RANDOM);
init_lev.walled = get_table_boolean_opt(L, "walled", FALSE);
init_lev.filling = get_table_mapchr_opt(L, "filling", init_lev.fg);
init_lev.corrwid = get_table_int_opt(L, "corrwid", -1);
init_lev.wallthick = get_table_int_opt(L, "wallthick", -1);
init_lev.rm_deadends = !get_table_boolean_opt(L, "deadends", TRUE);
g.coder->lvl_is_joined = init_lev.joined;
if (init_lev.bg == INVALID_TYPE)
init_lev.bg = (init_lev.init_style == LVLINIT_SWAMP) ? MOAT : STONE;
splev_initlev(&init_lev);
return 0;
}
/* engraving({ x = 1, y = 1, type="burn", text="Foo" }); */
/* engraving({ coord={1, 1}, type="burn", text="Foo" }); */
/* engraving({x,y}, "engrave", "Foo"); */
int
lspo_engraving(lua_State *L)
{
static const char *const engrtypes[] = {
"dust", "engrave", "burn", "mark", "blood", NULL
};
static const int engrtypes2i[] = {
DUST, ENGRAVE, BURN, MARK, ENGR_BLOOD, 0
};
int etyp = DUST;
char *txt = (char *) 0;
long ecoord;
xchar x = -1, y = -1;
int argc = lua_gettop(L);
create_des_coder();
if (argc == 1) {
int ex, ey;
lcheck_param_table(L);
get_table_xy_or_coord(L, &ex, &ey);
x = ex;
y = ey;
etyp = engrtypes2i[get_table_option(L, "type", "engrave", engrtypes)];
txt = get_table_str(L, "text");
} else if (argc == 3) {
int ex, ey;
get_coord(L, 1, &ex, &ey);
x = ex;
y = ey;
etyp = engrtypes2i[luaL_checkoption(L, 2, "engrave", engrtypes)];
txt = dupstr(luaL_checkstring(L, 3));
} else {
nhl_error(L, "Wrong parameters");
}
if (x == -1 && y == -1)
ecoord = SP_COORD_PACK_RANDOM(0);
else
ecoord = SP_COORD_PACK(x, y);
get_location_coord(&x, &y, DRY, g.coder->croom, ecoord);
make_engr_at(x, y, txt, 0L, etyp);
Free(txt);
return 0;
}
int
lspo_mineralize(lua_State *L)
{
int gem_prob, gold_prob, kelp_moat, kelp_pool;
create_des_coder();
lcheck_param_table(L);
gem_prob = get_table_int_opt(L, "gem_prob", 0);
gold_prob = get_table_int_opt(L, "gold_prob", 0);
kelp_moat = get_table_int_opt(L, "kelp_moat", 0);
kelp_pool = get_table_int_opt(L, "kelp_pool", 0);
mineralize(kelp_pool, kelp_moat, gold_prob, gem_prob, TRUE);
return 0;
}
static const struct {
const char *name;
int type;
} room_types[] = {
{ "ordinary", OROOM },
{ "themed", THEMEROOM },
{ "throne", COURT },
{ "swamp", SWAMP },
{ "vault", VAULT },
{ "beehive", BEEHIVE },
{ "morgue", MORGUE },
{ "barracks", BARRACKS },
{ "zoo", ZOO },
{ "delphi", DELPHI },
{ "temple", TEMPLE },
{ "anthole", ANTHOLE },
{ "cocknest", COCKNEST },
{ "leprehall", LEPREHALL },
{ "shop", SHOPBASE },
{ "armor shop", ARMORSHOP },
{ "scroll shop", SCROLLSHOP },
{ "potion shop", POTIONSHOP },
{ "weapon shop", WEAPONSHOP },
{ "food shop", FOODSHOP },
{ "ring shop", RINGSHOP },
{ "wand shop", WANDSHOP },
{ "tool shop", TOOLSHOP },
{ "book shop", BOOKSHOP },
{ "health food shop", FODDERSHOP },
{ "candle shop", CANDLESHOP },
{ 0, 0 }
};
static int
get_table_roomtype_opt(lua_State *L, const char *name, int defval)
{
char *roomstr = get_table_str_opt(L, name, emptystr);
int i, res = defval;
if (roomstr && *roomstr) {
for (i = 0; room_types[i].name; i++)
if (!strcmpi(roomstr, room_types[i].name)) {
res = room_types[i].type;
break;
}
if (!room_types[i].name)
impossible("Unknown room type '%s'", roomstr);
}
Free(roomstr);
return res;
}
/* room({ type="ordinary", lit=1, x=3,y=3, xalign="center",yalign="center", w=11,h=9 }); */
/* room({ lit=1, coord={3,3}, xalign="center",yalign="center", w=11,h=9 }); */
/* room({ coord={3,3}, xalign="center",yalign="center", w=11,h=9, contents=function(room) ... end }); */
int
lspo_room(lua_State *L)
{
create_des_coder();
if (g.in_mk_themerooms && g.themeroom_failed)
return 0;
lcheck_param_table(L);
if (g.coder->n_subroom > MAX_NESTED_ROOMS) {
panic("Too deeply nested rooms?!");
} else {
static const char *const left_or_right[] = {
"left", "half-left", "center", "half-right", "right",
"none", "random", NULL
};
static const int l_or_r2i[] = {
LEFT, H_LEFT, CENTER, H_RIGHT, RIGHT, -1, -1, -1
};
static const char *const top_or_bot[] = {
"top", "center", "bottom", "none", "random", NULL
};
static const int t_or_b2i[] = { TOP, CENTER, BOTTOM, -1, -1, -1 };
room tmproom;
struct mkroom *tmpcr;
int rx, ry;
get_table_xy_or_coord(L, &rx, &ry);
tmproom.x = rx, tmproom.y = ry;
if ((tmproom.x == -1 || tmproom.y == -1) && tmproom.x != tmproom.y)
nhl_error(L, "Room must have both x and y");
tmproom.w = get_table_int_opt(L, "w", -1);
tmproom.h = get_table_int_opt(L, "h", -1);
if ((tmproom.w == -1 || tmproom.h == -1) && tmproom.w != tmproom.h)
nhl_error(L, "Room must have both w and h");
tmproom.xalign = l_or_r2i[get_table_option(L, "xalign", "random",
left_or_right)];
tmproom.yalign = t_or_b2i[get_table_option(L, "yalign", "random",
top_or_bot)];
tmproom.rtype = get_table_roomtype_opt(L, "type", OROOM);
tmproom.chance = get_table_int_opt(L, "chance", 100);
tmproom.rlit = get_table_int_opt(L, "lit", -1);
/* theme rooms default to unfilled */
tmproom.needfill = get_table_int_opt(L, "filled",
g.in_mk_themerooms ? 0 : 1);
tmproom.joined = get_table_boolean_opt(L, "joined", TRUE);
if (!g.coder->failed_room[g.coder->n_subroom - 1]) {
tmpcr = build_room(&tmproom, g.coder->croom);
if (tmpcr) {
g.coder->tmproomlist[g.coder->n_subroom] = tmpcr;
g.coder->failed_room[g.coder->n_subroom] = FALSE;
g.coder->n_subroom++;
update_croom();
lua_getfield(L, 1, "contents");
if (lua_type(L, -1) == LUA_TFUNCTION) {
lua_remove(L, -2);
l_push_wid_hei_table(L, 1 + tmpcr->hx - tmpcr->lx,
1 + tmpcr->hy - tmpcr->ly);
lua_call(L, 1, 0);
} else
lua_pop(L, 1);
spo_endroom(g.coder);
add_doors_to_room(tmpcr);
return 0;
}
if (g.in_mk_themerooms)
g.themeroom_failed = TRUE;
} /* failed to create parent room, so fail this too */
}
g.coder->tmproomlist[g.coder->n_subroom] = (struct mkroom *) 0;
g.coder->failed_room[g.coder->n_subroom] = TRUE;
g.coder->n_subroom++;
update_croom();
spo_endroom(g.coder);
if (g.in_mk_themerooms)
g.themeroom_failed = TRUE;
return 0;
}
static void
spo_endroom(struct sp_coder* coder UNUSED)
{
if (g.coder->n_subroom > 1) {
g.coder->n_subroom--;
g.coder->tmproomlist[g.coder->n_subroom] = NULL;
g.coder->failed_room[g.coder->n_subroom] = TRUE;
} else {
/* no subroom, get out of top-level room */
/* Need to ensure xstart/ystart/xsize/ysize have something sensible,
in case there's some stuff to be created outside the outermost
room, and there's no MAP. */
if (g.xsize <= 1 && g.ysize <= 1) {
g.xstart = 1;
g.ystart = 0;
g.xsize = COLNO - 1;
g.ysize = ROWNO;
}
}
update_croom();
}
static int
l_create_stairway(lua_State *L, boolean using_ladder)
{
static const char *const stairdirs[] = { "down", "up", NULL };
static const int stairdirs2i[] = { 0, 1 };
int argc = lua_gettop(L);
xchar x = -1, y = -1;
struct trap *badtrap;
long scoord;
int ax = -1, ay = -1;
int up;
int ltype = lua_type(L, 1);
create_des_coder();
if (argc == 1 && ltype == LUA_TSTRING) {
up = stairdirs2i[luaL_checkoption(L, 1, "down", stairdirs)];
} else if (argc == 3 && ltype == LUA_TSTRING) {
up = stairdirs2i[luaL_checkoption(L, 1, "down", stairdirs)];
ax = luaL_checkinteger(L, 2);
ay = luaL_checkinteger(L, 3);
} else {
lcheck_param_table(L);
get_table_xy_or_coord(L, &ax, &ay);
up = stairdirs2i[get_table_option(L, "dir", "down", stairdirs)];
}
x = ax;
y = ay;
if (x == -1 && y == -1)
scoord = SP_COORD_PACK_RANDOM(0);
else
scoord = SP_COORD_PACK(x, y);
get_location_coord(&x, &y, DRY, g.coder->croom, scoord);
if ((badtrap = t_at(x, y)) != 0)
deltrap(badtrap);
SpLev_Map[x][y] = 1;
if (using_ladder) {
levl[x][y].typ = LADDER;
if (up) {
d_level dest;
dest.dnum = u.uz.dnum;
dest.dlevel = u.uz.dlevel - 1;
stairway_add(x, y, TRUE, TRUE, &dest);
levl[x][y].ladder = LA_UP;
} else {
d_level dest;
dest.dnum = u.uz.dnum;
dest.dlevel = u.uz.dlevel + 1;
stairway_add(x, y, FALSE, TRUE, &dest);
levl[x][y].ladder = LA_DOWN;
}
} else {
mkstairs(x, y, (char) up, g.coder->croom);
}
return 0;
}
/* stair("up"); */
/* stair({ dir = "down" }); */
/* stair({ dir = "down", x = 4, y = 7 }); */
/* stair({ dir = "down", coord = {x,y} }); */
/* stair("down", 4, 7); */
/* TODO: stair(selection, "down"); */
/* TODO: stair("up", {x,y}); */
int
lspo_stair(lua_State *L)
{
return l_create_stairway(L, FALSE);
}
/* ladder("down"); */
/* ladder("up", 6,10); */
/* ladder({ x=11, y=05, dir="down" }); */
int
lspo_ladder(lua_State *L)
{
return l_create_stairway(L, TRUE);
}
/* grave(); */
/* grave(x,y, "text"); */
/* grave({ x = 1, y = 1 }); */
/* grave({ x = 1, y = 1, text = "Foo" }); */
/* grave({ coord = {1, 1}, text = "Foo" }); */
int
lspo_grave(lua_State *L)
{
int argc = lua_gettop(L);
xchar x, y;
long scoord;
int ax,ay;
char *txt;
create_des_coder();
if (argc == 3) {
x = ax = luaL_checkinteger(L, 1);
y = ay = luaL_checkinteger(L, 2);
txt = dupstr(luaL_checkstring(L, 3));
} else {
lcheck_param_table(L);
get_table_xy_or_coord(L, &ax, &ay);
x = ax, y = ay;
txt = get_table_str_opt(L, "text", NULL);
}
if (x == -1 && y == -1)
scoord = SP_COORD_PACK_RANDOM(0);
else
scoord = SP_COORD_PACK(ax, ay);
get_location_coord(&x, &y, DRY, g.coder->croom, scoord);
if (isok(x, y) && !t_at(x, y)) {
levl[x][y].typ = GRAVE;
make_grave(x, y, txt); /* note: 'txt' might be Null */
}
Free(txt);
return 0;
}
/* altar({ x=NN, y=NN, align=ALIGNMENT, type=SHRINE }); */
/* des.altar({ coord = {5, 10}, align="noalign", type="altar" }); */
int
lspo_altar(lua_State *L)
{
static const char *const shrines[] = {
"altar", "shrine", "sanctum", NULL
};
static const int shrines2i[] = { 0, 1, 2, 0 };
altar tmpaltar;
int x, y;
long acoord;
int shrine;
int al;
create_des_coder();
lcheck_param_table(L);
get_table_xy_or_coord(L, &x, &y);
al = get_table_align(L);
shrine = shrines2i[get_table_option(L, "type", "altar", shrines)];
if (x == -1 && y == -1)
acoord = SP_COORD_PACK_RANDOM(0);
else
acoord = SP_COORD_PACK(x, y);
tmpaltar.coord = acoord;
tmpaltar.sp_amask = al;
tmpaltar.shrine = shrine;
create_altar(&tmpaltar, g.coder->croom);
return 0;
}
static const struct {
const char *name;
int type;
} trap_types[] = { { "arrow", ARROW_TRAP },
{ "dart", DART_TRAP },
{ "falling rock", ROCKTRAP },
{ "board", SQKY_BOARD },
{ "bear", BEAR_TRAP },
{ "land mine", LANDMINE },
{ "rolling boulder", ROLLING_BOULDER_TRAP },
{ "sleep gas", SLP_GAS_TRAP },
{ "rust", RUST_TRAP },
{ "fire", FIRE_TRAP },
{ "pit", PIT },
{ "spiked pit", SPIKED_PIT },
{ "hole", HOLE },
{ "trap door", TRAPDOOR },
{ "teleport", TELEP_TRAP },
{ "level teleport", LEVEL_TELEP },
{ "magic portal", MAGIC_PORTAL },
{ "web", WEB },
{ "statue", STATUE_TRAP },
{ "magic", MAGIC_TRAP },
{ "anti magic", ANTI_MAGIC },
{ "polymorph", POLY_TRAP },
{ "vibrating square", VIBRATING_SQUARE },
{ "random", -1 },
{ 0, NO_TRAP } };
static int
get_table_traptype_opt(lua_State *L, const char *name, int defval)
{
char *trapstr = get_table_str_opt(L, name, emptystr);
int i, res = defval;
if (trapstr && *trapstr) {
for (i = 0; trap_types[i].name; i++)
if (!strcmpi(trapstr, trap_types[i].name)) {
res = trap_types[i].type;
break;
}
}
Free(trapstr);
return res;
}
const char *
get_trapname_bytype(int ttyp)
{
int i;
for (i = 0; trap_types[i].name; i++)
if (ttyp == trap_types[i].type)
return trap_types[i].name;
return NULL;
}
static int
get_traptype_byname(const char *trapname)
{
int i;
for (i = 0; trap_types[i].name; i++)
if (!strcmpi(trapname, trap_types[i].name))
return trap_types[i].type;
return NO_TRAP;
}
/* trap({ type = "hole", x = 1, y = 1 }); */
/* trap({ type = "web", spider_on_web = 0 }); */
/* trap("hole", 3, 4); */
/* trap("level teleport", {5, 8}); */
/* trap("rust") */
/* trap(); */
int
lspo_trap(lua_State *L)
{
spltrap tmptrap;
int x, y;
int argc = lua_gettop(L);
create_des_coder();
tmptrap.spider_on_web = TRUE;
if (argc == 1 && lua_type(L, 1) == LUA_TSTRING) {
const char *trapstr = luaL_checkstring(L, 1);
tmptrap.type = get_traptype_byname(trapstr);
x = y = -1;
} else if (argc == 2 && lua_type(L, 1) == LUA_TSTRING
&& lua_type(L, 2) == LUA_TTABLE) {
const char *trapstr = luaL_checkstring(L, 1);
tmptrap.type = get_traptype_byname(trapstr);
get_coord(L, 2, &x, &y);
} else if (argc == 3) {
const char *trapstr = luaL_checkstring(L, 1);
tmptrap.type = get_traptype_byname(trapstr);
x = luaL_checkinteger(L, 2);
y = luaL_checkinteger(L, 3);
} else {
lcheck_param_table(L);
get_table_xy_or_coord(L, &x, &y);
tmptrap.type = get_table_traptype_opt(L, "type", -1);
tmptrap.spider_on_web = get_table_boolean_opt(L, "spider_on_web", 1);
}
if (tmptrap.type == NO_TRAP)
nhl_error(L, "Unknown trap type");
if (x == -1 && y == -1)
tmptrap.coord = SP_COORD_PACK_RANDOM(0);
else
tmptrap.coord = SP_COORD_PACK(x, y);
create_trap(&tmptrap, g.coder->croom);
return 0;
}
/* gold(500, 3,5); */
/* gold(500, {5, 6}); */
/* gold({ amount = 500, x = 2, y = 5 });*/
/* gold({ amount = 500, coord = {2, 5} });*/
/* gold(); */
int
lspo_gold(lua_State *L)
{
int argc = lua_gettop(L);
xchar x, y;
long amount;
long gcoord;
int gx, gy;
create_des_coder();
if (argc == 3) {
amount = luaL_checkinteger(L, 1);
x = gx = luaL_checkinteger(L, 2);
y = gy = luaL_checkinteger(L, 2);
} else if (argc == 2 && lua_type(L, 2) == LUA_TTABLE) {
amount = luaL_checkinteger(L, 1);
get_coord(L, 2, &gx, &gy);
x = gx;
y = gy;
} else if (argc == 0 || (argc == 1 && lua_type(L, 1) == LUA_TTABLE)) {
lcheck_param_table(L);
amount = get_table_int_opt(L, "amount", -1);
get_table_xy_or_coord(L, &gx, &gy);
x = gx, y = gy;
} else {
nhl_error(L, "Wrong parameters");
return 0;
}
if (x == -1 && y == -1)
gcoord = SP_COORD_PACK_RANDOM(0);
else
gcoord = SP_COORD_PACK(gx, gy);
get_location_coord(&x, &y, DRY, g.coder->croom, gcoord);
if (amount < 0)
amount = rnd(200);
mkgold(amount, x, y);
return 0;
}
/* corridor({ srcroom=1, srcdoor=2, srcwall="north", destroom=2, destdoor=1, destwall="west" });*/
int
lspo_corridor(lua_State *L)
{
static const char *const walldirs[] = {
"all", "random", "north", "west", "east", "south", NULL
};
static const int walldirs2i[] = {
W_ANY, -1, W_NORTH, W_WEST, W_EAST, W_SOUTH, 0
};
corridor tc;
create_des_coder();
lcheck_param_table(L);
tc.src.room = get_table_int(L, "srcroom");
tc.src.door = get_table_int(L, "srcdoor");
tc.src.wall = walldirs2i[get_table_option(L, "srcwall", "all", walldirs)];
tc.dest.room = get_table_int(L, "destroom");
tc.dest.door = get_table_int(L, "destdoor");
tc.dest.wall = walldirs2i[get_table_option(L, "destwall", "all", walldirs)];
create_corridor(&tc);
return 0;
}
/* random_corridors(); */
int
lspo_random_corridors(lua_State *L UNUSED)
{
corridor tc;
create_des_coder();
tc.src.room = -1;
tc.src.door = -1;
tc.src.wall = -1;
tc.dest.room = -1;
tc.dest.door = -1;
tc.dest.wall = -1;
create_corridor(&tc);
return 0;
}
/* selection */
struct selectionvar *
selection_new(void)
{
struct selectionvar *tmps = (struct selectionvar *) alloc(sizeof *tmps);
tmps->wid = COLNO;
tmps->hei = ROWNO;
tmps->map = (char *) alloc((COLNO * ROWNO) + 1);
(void) memset(tmps->map, 1, (COLNO * ROWNO));
tmps->map[(COLNO * ROWNO)] = '\0';
return tmps;
}
void
selection_free(struct selectionvar* sel, boolean freesel)
{
if (sel) {
Free(sel->map);
sel->map = NULL;
if (freesel)
free((genericptr_t) sel);
else
sel->wid = sel->hei = 0;
}
}
struct selectionvar *
selection_clone(struct selectionvar* sel)
{
struct selectionvar *tmps = (struct selectionvar *) alloc(sizeof *tmps);
tmps->wid = sel->wid;
tmps->hei = sel->hei;
tmps->map = dupstr(sel->map);
return tmps;
}
xchar
selection_getpoint(int x, int y, struct selectionvar* sel)
{
if (!sel || !sel->map)
return 0;
if (x < 0 || y < 0 || x >= sel->wid || y >= sel->hei)
return 0;
return (sel->map[sel->wid * y + x] - 1);
}
void
selection_setpoint(int x, int y, struct selectionvar* sel, xchar c)
{
if (!sel || !sel->map)
return;
if (x < 0 || y < 0 || x >= sel->wid || y >= sel->hei)
return;
sel->map[sel->wid * y + x] = (char) (c + 1);
}
struct selectionvar *
selection_not(struct selectionvar* s)
{
int x, y;
for (x = 0; x < s->wid; x++)
for (y = 0; y < s->hei; y++)
selection_setpoint(x, y, s, selection_getpoint(x, y, s) ? 0 : 1);
return s;
}
struct selectionvar *
selection_filter_mapchar(struct selectionvar* ov, xchar typ, int lit)
{
int x, y;
struct selectionvar *ret = selection_new();
if (!ov || !ret)
return NULL;
for (x = 0; x < ret->wid; x++)
for (y = 0; y < ret->hei; y++)
if (selection_getpoint(x, y, ov)
&& match_maptyps(typ, levl[x][y].typ)) {
switch (lit) {
default:
case -2:
selection_setpoint(x, y, ret, 1);
break;
case -1:
selection_setpoint(x, y, ret, rn2(2));
break;
case 0:
case 1:
if (levl[x][y].lit == (unsigned int) lit)
selection_setpoint(x, y, ret, 1);
break;
}
}
return ret;
}
void
selection_filter_percent(struct selectionvar* ov, int percent)
{
int x, y;
if (!ov)
return;
for (x = 0; x < ov->wid; x++)
for (y = 0; y < ov->hei; y++)
if (selection_getpoint(x, y, ov) && (rn2(100) >= percent))
selection_setpoint(x, y, ov, 0);
}
int
selection_rndcoord(struct selectionvar* ov, xchar *x, xchar *y, boolean removeit)
{
int idx = 0;
int c;
int dx, dy;
for (dx = 0; dx < ov->wid; dx++)
for (dy = 0; dy < ov->hei; dy++)
if (selection_getpoint(dx, dy, ov))
idx++;
if (idx) {
c = rn2(idx);
for (dx = 0; dx < ov->wid; dx++)
for (dy = 0; dy < ov->hei; dy++)
if (selection_getpoint(dx, dy, ov)) {
if (!c) {
*x = dx;
*y = dy;
if (removeit)
selection_setpoint(dx, dy, ov, 0);
return 1;
}
c--;
}
}
*x = *y = -1;
return 0;
}
void
selection_do_grow(struct selectionvar* ov, int dir)
{
int x, y;
struct selectionvar *tmp = selection_new();
if (!ov || !tmp)
return;
for (x = 1; x < ov->wid; x++)
for (y = 0; y < ov->hei; y++) {
/* note: dir is a mask of multiple directions, but the only
way to specify diagonals is by including the two adjacent
orthogonal directions, which effectively specifies three-
way growth [WEST|NORTH => WEST plus WEST|NORTH plus NORTH] */
if (((dir & W_WEST) && selection_getpoint(x + 1, y, ov))
|| (((dir & (W_WEST | W_NORTH)) == (W_WEST | W_NORTH))
&& selection_getpoint(x + 1, y + 1, ov))
|| ((dir & W_NORTH) && selection_getpoint(x, y + 1, ov))
|| (((dir & (W_NORTH | W_EAST)) == (W_NORTH | W_EAST))
&& selection_getpoint(x - 1, y + 1, ov))
|| ((dir & W_EAST) && selection_getpoint(x - 1, y, ov))
|| (((dir & (W_EAST | W_SOUTH)) == (W_EAST | W_SOUTH))
&& selection_getpoint(x - 1, y - 1, ov))
|| ((dir & W_SOUTH) && selection_getpoint(x, y - 1, ov))
|| (((dir & (W_SOUTH | W_WEST)) == (W_SOUTH | W_WEST))
&& selection_getpoint(x + 1, y - 1, ov))) {
selection_setpoint(x, y, tmp, 1);
}
}
for (x = 1; x < ov->wid; x++)
for (y = 0; y < ov->hei; y++)
if (selection_getpoint(x, y, tmp))
selection_setpoint(x, y, ov, 1);
selection_free(tmp, TRUE);
}
static int (*selection_flood_check_func)(int, int);
static schar floodfillchk_match_under_typ;
void
set_selection_floodfillchk(int (*f)(int, int))
{
selection_flood_check_func = f;
}
static int
floodfillchk_match_under(int x, int y)
{
return (floodfillchk_match_under_typ == levl[x][y].typ);
}
void
set_floodfillchk_match_under(xchar typ)
{
floodfillchk_match_under_typ = typ;
set_selection_floodfillchk(floodfillchk_match_under);
}
static int
floodfillchk_match_accessible(int x, int y)
{
return (ACCESSIBLE(levl[x][y].typ)
|| levl[x][y].typ == SDOOR
|| levl[x][y].typ == SCORR);
}
/* check whethere <x,y> is already in xs[],ys[] */
static boolean
sel_flood_havepoint(int x, int y, xchar xs[], xchar ys[], int n)
{
xchar xx = (xchar) x, yy = (xchar) y;
while (n > 0) {
--n;
if (xs[n] == xx && ys[n] == yy)
return TRUE;
}
return FALSE;
}
void
selection_floodfill(struct selectionvar* ov, int x, int y, boolean diagonals)
{
struct selectionvar *tmp = selection_new();
#define SEL_FLOOD_STACK (COLNO * ROWNO)
#define SEL_FLOOD(nx, ny) \
do { \
if (idx < SEL_FLOOD_STACK) { \
dx[idx] = (nx); \
dy[idx] = (ny); \
idx++; \
} else \
panic(floodfill_stack_overrun); \
} while (0)
#define SEL_FLOOD_CHKDIR(mx, my, sel) \
do { \
if (isok((mx), (my)) \
&& (*selection_flood_check_func)((mx), (my)) \
&& !selection_getpoint((mx), (my), (sel)) \
&& !sel_flood_havepoint((mx), (my), dx, dy, idx)) \
SEL_FLOOD((mx), (my)); \
} while (0)
static const char floodfill_stack_overrun[] = "floodfill stack overrun";
int idx = 0;
xchar dx[SEL_FLOOD_STACK];
xchar dy[SEL_FLOOD_STACK];
if (selection_flood_check_func == (int (*)(int, int)) 0) {
selection_free(tmp, TRUE);
return;
}
SEL_FLOOD(x, y);
do {
idx--;
x = dx[idx];
y = dy[idx];
if (isok(x, y)) {
selection_setpoint(x, y, ov, 1);
selection_setpoint(x, y, tmp, 1);
}
SEL_FLOOD_CHKDIR((x + 1), y, tmp);
SEL_FLOOD_CHKDIR((x - 1), y, tmp);
SEL_FLOOD_CHKDIR(x, (y + 1), tmp);
SEL_FLOOD_CHKDIR(x, (y - 1), tmp);
if (diagonals) {
SEL_FLOOD_CHKDIR((x + 1), (y + 1), tmp);
SEL_FLOOD_CHKDIR((x - 1), (y - 1), tmp);
SEL_FLOOD_CHKDIR((x - 1), (y + 1), tmp);
SEL_FLOOD_CHKDIR((x + 1), (y - 1), tmp);
}
} while (idx > 0);
#undef SEL_FLOOD
#undef SEL_FLOOD_STACK
#undef SEL_FLOOD_CHKDIR
selection_free(tmp, TRUE);
}
/* McIlroy's Ellipse Algorithm */
void
selection_do_ellipse(
struct selectionvar *ov,
int xc, int yc,
int a, int b,
int filled)
{ /* e(x,y) = b^2*x^2 + a^2*y^2 - a^2*b^2 */
int x = 0, y = b;
long a2 = (long) a * a, b2 = (long) b * b;
long crit1 = -(a2 / 4 + a % 2 + b2);
long crit2 = -(b2 / 4 + b % 2 + a2);
long crit3 = -(b2 / 4 + b % 2);
long t = -a2 * y; /* e(x+1/2,y-1/2) - (a^2+b^2)/4 */
long dxt = 2 * b2 * x, dyt = -2 * a2 * y;
long d2xt = 2 * b2, d2yt = 2 * a2;
long width = 1;
long i;
if (!ov)
return;
filled = !filled;
if (!filled) {
while (y >= 0 && x <= a) {
selection_setpoint(xc + x, yc + y, ov, 1);
if (x != 0 || y != 0)
selection_setpoint(xc - x, yc - y, ov, 1);
if (x != 0 && y != 0) {
selection_setpoint(xc + x, yc - y, ov, 1);
selection_setpoint(xc - x, yc + y, ov, 1);
}
if (t + b2 * x <= crit1 /* e(x+1,y-1/2) <= 0 */
|| t + a2 * y <= crit3) { /* e(x+1/2,y) <= 0 */
x++;
dxt += d2xt;
t += dxt;
} else if (t - a2 * y > crit2) { /* e(x+1/2,y-1) > 0 */
y--;
dyt += d2yt;
t += dyt;
} else {
x++;
dxt += d2xt;
t += dxt;
y--;
dyt += d2yt;
t += dyt;
}
}
} else {
while (y >= 0 && x <= a) {
if (t + b2 * x <= crit1 /* e(x+1,y-1/2) <= 0 */
|| t + a2 * y <= crit3) { /* e(x+1/2,y) <= 0 */
x++;
dxt += d2xt;
t += dxt;
width += 2;
} else if (t - a2 * y > crit2) { /* e(x+1/2,y-1) > 0 */
for (i = 0; i < width; i++)
selection_setpoint(xc - x + i, yc - y, ov, 1);
if (y != 0)
for (i = 0; i < width; i++)
selection_setpoint(xc - x + i, yc + y, ov, 1);
y--;
dyt += d2yt;
t += dyt;
} else {
for (i = 0; i < width; i++)
selection_setpoint(xc - x + i, yc - y, ov, 1);
if (y != 0)
for (i = 0; i < width; i++)
selection_setpoint(xc - x + i, yc + y, ov, 1);
x++;
dxt += d2xt;
t += dxt;
y--;
dyt += d2yt;
t += dyt;
width += 2;
}
}
}
}
/* distance from line segment (x1,y1, x2,y2) to point (x3,y3) */
static long
line_dist_coord(long x1, long y1, long x2, long y2, long x3, long y3)
{
long px = x2 - x1;
long py = y2 - y1;
long s = px * px + py * py;
long x, y, dx, dy, dist = 0;
float lu = 0;
if (x1 == x2 && y1 == y2)
return isqrt(dist2(x1, y1, x3, y3));
lu = ((x3 - x1) * px + (y3 - y1) * py) / (float) s;
if (lu > 1)
lu = 1;
else if (lu < 0)
lu = 0;
x = x1 + lu * px;
y = y1 + lu * py;
dx = x - x3;
dy = y - y3;
dist = isqrt(dx * dx + dy * dy);
return dist;
}
void
selection_do_gradient(
struct selectionvar *ov,
long x, long y,
long x2,long y2,
long gtyp,
long mind, long maxd, long limit)
{
long dx, dy, dofs;
if (mind > maxd) {
long tmp = mind;
mind = maxd;
maxd = tmp;
}
dofs = maxd - mind;
if (dofs < 1)
dofs = 1;
switch (gtyp) {
default:
impossible("Unrecognized gradient type! Defaulting to radial...");
/* FALLTHRU */
case SEL_GRADIENT_RADIAL: {
for (dx = 0; dx < COLNO; dx++)
for (dy = 0; dy < ROWNO; dy++) {
long d0 = line_dist_coord(x, y, x2, y2, dx, dy);
if (d0 >= mind && (!limit || d0 <= maxd)) {
if (d0 - mind > rn2(dofs))
selection_setpoint(dx, dy, ov, 1);
}
}
break;
}
case SEL_GRADIENT_SQUARE: {
for (dx = 0; dx < COLNO; dx++)
for (dy = 0; dy < ROWNO; dy++) {
long d1 = line_dist_coord(x, y, x2, y2, x, dy);
long d2 = line_dist_coord(x, y, x2, y2, dx, y);
long d3 = line_dist_coord(x, y, x2, y2, x2, dy);
long d4 = line_dist_coord(x, y, x2, y2, dx, y2);
long d5 = line_dist_coord(x, y, x2, y2, dx, dy);
long d0 = min(d5, min(max(d1, d2), max(d3, d4)));
if (d0 >= mind && (!limit || d0 <= maxd)) {
if (d0 - mind > rn2(dofs))
selection_setpoint(dx, dy, ov, 1);
}
}
break;
} /*case*/
} /*switch*/
}
/* bresenham line algo */
void
selection_do_line(
xchar x1, xchar y1,
xchar x2, xchar y2,
struct selectionvar *ov)
{
int d0, dx, dy, ai, bi, xi, yi;
if (x1 < x2) {
xi = 1;
dx = x2 - x1;
} else {
xi = -1;
dx = x1 - x2;
}
if (y1 < y2) {
yi = 1;
dy = y2 - y1;
} else {
yi = -1;
dy = y1 - y2;
}
selection_setpoint(x1, y1, ov, 1);
if (!dx && !dy) {
/* single point - already all done */
;
} else if (dx > dy) {
ai = (dy - dx) * 2;
bi = dy * 2;
d0 = bi - dx;
do {
if (d0 >= 0) {
y1 += yi;
d0 += ai;
} else
d0 += bi;
x1 += xi;
selection_setpoint(x1, y1, ov, 1);
} while (x1 != x2);
} else {
ai = (dx - dy) * 2;
bi = dx * 2;
d0 = bi - dy;
do {
if (d0 >= 0) {
x1 += xi;
d0 += ai;
} else
d0 += bi;
y1 += yi;
selection_setpoint(x1, y1, ov, 1);
} while (y1 != y2);
}
}
void
selection_do_randline(
xchar x1, xchar y1,
xchar x2, xchar y2,
schar rough,
schar rec,
struct selectionvar *ov)
{
int mx, my;
int dx, dy;
if (rec < 1 || (x2 == x1 && y2 == y1))
return;
if (rough > max(abs(x2 - x1), abs(y2 - y1)))
rough = max(abs(x2 - x1), abs(y2 - y1));
if (rough < 2) {
mx = ((x1 + x2) / 2);
my = ((y1 + y2) / 2);
} else {
do {
dx = rn2(rough) - (rough / 2);
dy = rn2(rough) - (rough / 2);
mx = ((x1 + x2) / 2) + dx;
my = ((y1 + y2) / 2) + dy;
} while ((mx > COLNO - 1 || mx < 0 || my < 0 || my > ROWNO - 1));
}
if (!selection_getpoint(mx, my, ov)) {
selection_setpoint(mx, my, ov, 1);
}
rough = (rough * 2) / 3;
rec--;
selection_do_randline(x1, y1, mx, my, rough, rec, ov);
selection_do_randline(mx, my, x2, y2, rough, rec, ov);
selection_setpoint(x2, y2, ov, 1);
}
static void
selection_iterate(
struct selectionvar *ov,
select_iter_func func,
genericptr_t arg)
{
int x, y;
if (!ov)
return;
/* yes, this is very naive, but it's not _that_ expensive. */
for (x = 0; x < ov->wid; x++)
for (y = 0; y < ov->hei; y++)
if (selection_getpoint(x, y, ov))
(*func)(x, y, arg);
}
static void
sel_set_ter(int x, int y, genericptr_t arg)
{
terrain terr;
terr = *(terrain *) arg;
SET_TYPLIT(x, y, terr.ter, terr.tlit);
/* handle doors and secret doors */
if (levl[x][y].typ == SDOOR || IS_DOOR(levl[x][y].typ)) {
if (levl[x][y].typ == SDOOR)
levl[x][y].doormask = D_CLOSED;
if (x && (IS_WALL(levl[x - 1][y].typ) || levl[x - 1][y].horizontal))
levl[x][y].horizontal = 1;
}
}
static void
sel_set_feature(int x, int y, genericptr_t arg)
{
if (IS_FURNITURE(levl[x][y].typ))
return;
levl[x][y].typ = (*(int *) arg);
}
static void
sel_set_door(int dx, int dy, genericptr_t arg)
{
xchar typ = *(xchar *) arg;
xchar x = dx, y = dy;
if (!IS_DOOR(levl[x][y].typ) && levl[x][y].typ != SDOOR)
levl[x][y].typ = (typ & D_SECRET) ? SDOOR : DOOR;
if (typ & D_SECRET) {
typ &= ~D_SECRET;
if (typ < D_CLOSED)
typ = D_CLOSED;
}
set_door_orientation(x, y); /* set/clear levl[x][y].horizontal */
levl[x][y].doormask = typ;
SpLev_Map[x][y] = 1;
}
/* door({ x = 1, y = 1, state = "nodoor" }); */
/* door({ coord = {1, 1}, state = "nodoor" }); */
/* door({ wall = "north", pos = 3, state="secret" }); */
/* door("nodoor", 1, 2); */
int
lspo_door(lua_State *L)
{
static const char *const doorstates[] = {
"random", "open", "closed", "locked", "nodoor", "broken",
"secret", NULL
};
static const int doorstates2i[] = {
-1, D_ISOPEN, D_CLOSED, D_LOCKED, D_NODOOR, D_BROKEN, D_SECRET
};
int msk;
xchar x, y;
xchar typ;
int argc = lua_gettop(L);
create_des_coder();
if (argc == 3) {
msk = doorstates2i[luaL_checkoption(L, 1, "random", doorstates)];
x = luaL_checkinteger(L, 2);
y = luaL_checkinteger(L, 3);
} else {
int dx, dy;
lcheck_param_table(L);
get_table_xy_or_coord(L, &dx, &dy);
x = dx, y = dy;
msk = doorstates2i[get_table_option(L, "state", "random", doorstates)];
}
typ = (msk == -1) ? rnddoor() : (xchar) msk;
if (x == -1 && y == -1) {
static const char *const walldirs[] = {
"all", "random", "north", "west", "east", "south", NULL
};
static const int walldirs2i[] = {
W_ANY, W_ANY, W_NORTH, W_WEST, W_EAST, W_SOUTH, 0
};
room_door tmpd;
tmpd.secret = (typ == D_SECRET) ? 1 : 0;
tmpd.mask = msk;
tmpd.pos = get_table_int_opt(L, "pos", -1);
tmpd.wall = walldirs2i[get_table_option(L, "wall", "all", walldirs)];
create_door(&tmpd, g.coder->croom);
} else {
/*selection_iterate(sel, sel_set_door, (genericptr_t) &typ);*/
get_location_coord(&x, &y, ANY_LOC, g.coder->croom,
SP_COORD_PACK(x, y));
if (!isok(x, y))
nhl_error(L, "door coord not ok");
sel_set_door(x, y, (genericptr_t) &typ);
}
return 0;
}
static void
l_table_getset_feature_flag(
lua_State *L,
int x, int y,
const char *name,
int flag)
{
int val = get_table_boolean_opt(L, name, -2);
if (val != -2) {
if (val == -1)
val = rn2(2);
if (val)
levl[x][y].flags |= flag;
else
levl[x][y].flags &= ~flag;
}
}
/* feature("fountain", x, y); */
/* feature("fountain", {x,y}); */
/* feature({ type="fountain", x=NN, y=NN }); */
/* feature({ type="fountain", coord={NN, NN} }); */
/* feature({ type="tree", coord={NN, NN}, swarm=true, looted=false }); */
int
lspo_feature(lua_State *L)
{
static const char *const features[] = { "fountain", "sink", "pool",
"throne", "tree", NULL };
static const int features2i[] = { FOUNTAIN, SINK, POOL,
THRONE, TREE, STONE };
xchar x, y;
int typ;
int argc = lua_gettop(L);
boolean can_have_flags = FALSE;
create_des_coder();
if (argc == 2 && lua_type(L, 1) == LUA_TSTRING
&& lua_type(L, 2) == LUA_TTABLE) {
int fx, fy;
typ = features2i[luaL_checkoption(L, 1, NULL, features)];
get_coord(L, 2, &fx, &fy);
x = fx;
y = fy;
} else if (argc == 3) {
typ = features2i[luaL_checkoption(L, 1, NULL, features)];
x = luaL_checkinteger(L, 2);
y = luaL_checkinteger(L, 3);
} else {
int fx, fy;
lcheck_param_table(L);
get_table_xy_or_coord(L, &fx, &fy);
x = fx, y = fy;
typ = features2i[get_table_option(L, "type", NULL, features)];
can_have_flags = TRUE;
}
get_location_coord(&x, &y, ANY_LOC, g.coder->croom, SP_COORD_PACK(x, y));
if (typ == STONE)
impossible("feature has unknown type param.");
else
sel_set_feature(x, y, (genericptr_t) &typ);
if (levl[x][y].typ != typ || !can_have_flags)
return 0;
switch (typ) {
default:
break;
case FOUNTAIN:
l_table_getset_feature_flag(L, x, y, "looted", F_LOOTED);
l_table_getset_feature_flag(L, x, y, "warned", F_WARNED);
break;
case SINK:
l_table_getset_feature_flag(L, x, y, "pudding", S_LPUDDING);
l_table_getset_feature_flag(L, x, y, "dishwasher", S_LDWASHER);
l_table_getset_feature_flag(L, x, y, "ring", S_LRING);
break;
case THRONE:
l_table_getset_feature_flag(L, x, y, "looted", T_LOOTED);
break;
case TREE:
l_table_getset_feature_flag(L, x, y, "looted", TREE_LOOTED);
l_table_getset_feature_flag(L, x, y, "swarm", TREE_SWARM);
break;
}
return 0;
}
/*
* [lit_state: 1 On, 0 Off, -1 random, -2 leave as-is]
* terrain({ x=NN, y=NN, typ=MAPCHAR, lit=lit_state });
* terrain({ coord={X, Y}, typ=MAPCHAR, lit=lit_state });
* terrain({ selection=SELECTION, typ=MAPCHAR, lit=lit_state });
* terrain( SELECTION, MAPCHAR [, lit_state ] );
* terrain({x,y}, MAPCHAR);
* terrain(x,y, MAPCHAR);
*/
int
lspo_terrain(lua_State *L)
{
terrain tmpterrain;
xchar x = 0, y = 0;
struct selectionvar *sel = NULL;
int argc = lua_gettop(L);
create_des_coder();
tmpterrain.tlit = SET_LIT_NOCHANGE;
tmpterrain.ter = INVALID_TYPE;
if (argc == 1) {
int tx, ty;
lcheck_param_table(L);
get_table_xy_or_coord(L, &tx, &ty);
x = tx, y = ty;
if (tx == -1 && ty == -1) {
lua_getfield(L, 1, "selection");
sel = l_selection_check(L, -1);
lua_pop(L, 1);
}
tmpterrain.ter = get_table_mapchr(L, "typ");
tmpterrain.tlit = get_table_int_opt(L, "lit", SET_LIT_NOCHANGE);
} else if (argc == 2 && lua_type(L, 1) == LUA_TTABLE
&& lua_type(L, 2) == LUA_TSTRING) {
int tx, ty;
tmpterrain.ter = check_mapchr(luaL_checkstring(L, 2));
lua_pop(L, 1);
get_coord(L, 1, &tx, &ty);
x = tx;
y = ty;
} else if (argc == 2) {
sel = l_selection_check(L, 1);
tmpterrain.ter = check_mapchr(luaL_checkstring(L, 2));
} else if (argc == 3) {
x = luaL_checkinteger(L, 1);
y = luaL_checkinteger(L, 2);
tmpterrain.ter = check_mapchr(luaL_checkstring(L, 3));
} else {
nhl_error(L, "wrong parameters");
}
if (tmpterrain.ter == INVALID_TYPE)
nhl_error(L, "Erroneous map char");
if (sel) {
selection_iterate(sel, sel_set_ter, (genericptr_t) &tmpterrain);
} else {
get_location_coord(&x, &y, ANY_LOC, g.coder->croom,
SP_COORD_PACK(x, y));
sel_set_ter(x, y, (genericptr_t) &tmpterrain);
}
return 0;
}
/*
* replace_terrain({ x1=NN,y1=NN, x2=NN,y2=NN, fromterrain=MAPCHAR,
* toterrain=MAPCHAR, lit=N, chance=NN });
* replace_terrain({ region={x1,y1, x2,y2}, fromterrain=MAPCHAR,
* toterrain=MAPCHAR, lit=N, chance=NN });
* replace_terrain({ selection=selection.area(2,5, 40,10),
* fromterrain=MAPCHAR, toterrain=MAPCHAR });
* replace_terrain({ selection=SEL, mapfragment=[[...]],
* toterrain=MAPCHAR });
*/
int
lspo_replace_terrain(lua_State *L)
{
xchar totyp, fromtyp;
struct mapfragment *mf = NULL;
struct selectionvar *sel = NULL;
boolean freesel = FALSE;
int x, y;
int x1, y1, x2, y2;
int chance;
int tolit;
create_des_coder();
lcheck_param_table(L);
totyp = get_table_mapchr(L, "toterrain");
if (totyp >= MAX_TYPE)
return 0;
fromtyp = get_table_mapchr_opt(L, "fromterrain", INVALID_TYPE);
if (fromtyp == INVALID_TYPE) {
const char *err;
char *tmpstr = get_table_str(L, "mapfragment");
mf = mapfrag_fromstr(tmpstr);
free(tmpstr);
if ((err = mapfrag_error(mf)) != NULL) {
nhl_error(L, err);
/*NOTREACHED*/
}
}
chance = get_table_int_opt(L, "chance", 100);
tolit = get_table_int_opt(L, "lit", SET_LIT_NOCHANGE);
x1 = get_table_int_opt(L, "x1", -1);
y1 = get_table_int_opt(L, "y1", -1);
x2 = get_table_int_opt(L, "x2", -1);
y2 = get_table_int_opt(L, "y2", -1);
if (x1 == -1 && y1 == -1 && x2 == -1 && y2 == -1) {
get_table_region(L, "region", &x1, &y1, &x2, &y2, TRUE);
}
if (x1 == -1 && y1 == -1 && x2 == -1 && y2 == -1) {
lua_getfield(L, 1, "selection");
if (lua_type(L, -1) != LUA_TNIL)
sel = l_selection_check(L, -1);
lua_pop(L, 1);
}
if (!sel) {
sel = selection_new();
freesel = TRUE;
if (x1 == -1 && y1 == -1 && x2 == -1 && y2 == -1) {
(void) selection_not(sel);
} else {
xchar rx1, ry1, rx2, ry2;
rx1 = x1, ry1 = y1, rx2 = x2, ry2 = y2;
get_location(&rx1, &ry1, ANY_LOC, g.coder->croom);
get_location(&rx2, &ry2, ANY_LOC, g.coder->croom);
for (x = max(rx1, 0); x <= min(rx2, COLNO - 1); x++)
for (y = max(ry1, 0); y <= min(ry2, ROWNO - 1); y++)
selection_setpoint(x, y, sel, 1);
}
}
for (y = 0; y <= sel->hei; y++)
for (x = 0; x < sel->wid; x++)
if (selection_getpoint(x, y,sel)) {
if (mf) {
if (mapfrag_match(mf, x, y) && (rn2(100)) < chance)
SET_TYPLIT(x, y, totyp, tolit);
} else {
if (levl[x][y].typ == fromtyp && rn2(100) < chance)
SET_TYPLIT(x, y, totyp, tolit);
}
}
if (freesel)
selection_free(sel, TRUE);
mapfrag_free(&mf);
return 0;
}
static boolean
generate_way_out_method(
int nx, int ny,
struct selectionvar *ov)
{
static const int escapeitems[] = {
PICK_AXE, DWARVISH_MATTOCK, WAN_DIGGING,
WAN_TELEPORTATION, SCR_TELEPORTATION, RIN_TELEPORTATION
};
struct selectionvar *ov2 = selection_new(), *ov3;
xchar x, y;
boolean res = TRUE;
selection_floodfill(ov2, nx, ny, TRUE);
ov3 = selection_clone(ov2);
/* try to make a secret door */
while (selection_rndcoord(ov3, &x, &y, TRUE)) {
if (isok(x + 1, y) && !selection_getpoint(x + 1, y, ov)
&& IS_WALL(levl[x + 1][y].typ)
&& isok(x + 2, y) && selection_getpoint(x + 2, y, ov)
&& ACCESSIBLE(levl[x + 2][y].typ)) {
levl[x + 1][y].typ = SDOOR;
goto gotitdone;
}
if (isok(x - 1, y) && !selection_getpoint(x - 1, y, ov)
&& IS_WALL(levl[x - 1][y].typ)
&& isok(x - 2, y) && selection_getpoint(x - 2, y, ov)
&& ACCESSIBLE(levl[x - 2][y].typ)) {
levl[x - 1][y].typ = SDOOR;
goto gotitdone;
}
if (isok(x, y + 1) && !selection_getpoint(x, y + 1, ov)
&& IS_WALL(levl[x][y + 1].typ)
&& isok(x, y + 2) && selection_getpoint(x, y + 2, ov)
&& ACCESSIBLE(levl[x][y + 2].typ)) {
levl[x][y + 1].typ = SDOOR;
goto gotitdone;
}
if (isok(x, y - 1) && !selection_getpoint(x, y - 1, ov)
&& IS_WALL(levl[x][y - 1].typ)
&& isok(x, y - 2) && selection_getpoint(x, y - 2, ov)
&& ACCESSIBLE(levl[x][y - 2].typ)) {
levl[x][y - 1].typ = SDOOR;
goto gotitdone;
}
}
/* try to make a hole or a trapdoor */
if (Can_fall_thru(&u.uz)) {
selection_free(ov3, TRUE);
ov3 = selection_clone(ov2);
while (selection_rndcoord(ov3, &x, &y, TRUE)) {
if (maketrap(x, y, rn2(2) ? HOLE : TRAPDOOR))
goto gotitdone;
}
}
/* generate one of the escape items */
if (selection_rndcoord(ov2, &x, &y, FALSE)) {
mksobj_at(escapeitems[rn2(SIZE(escapeitems))], x, y, TRUE, FALSE);
goto gotitdone;
}
res = FALSE;
gotitdone:
selection_free(ov2, TRUE);
selection_free(ov3, TRUE);
return res;
}
static void
ensure_way_out(void)
{
struct selectionvar *ov = selection_new();
struct trap *ttmp = g.ftrap;
int x, y;
boolean ret = TRUE;
stairway *stway = g.stairs;
set_selection_floodfillchk(floodfillchk_match_accessible);
while (stway) {
if (stway->tolev.dnum == u.uz.dnum)
selection_floodfill(ov, stway->sx, stway->sy, TRUE);
stway = stway->next;
}
while (ttmp) {
if ((ttmp->ttyp == MAGIC_PORTAL || ttmp->ttyp == VIBRATING_SQUARE
|| is_hole(ttmp->ttyp))
&& !selection_getpoint(ttmp->tx, ttmp->ty, ov))
selection_floodfill(ov, ttmp->tx, ttmp->ty, TRUE);
ttmp = ttmp->ntrap;
}
do {
ret = TRUE;
for (x = 1; x < COLNO; x++)
for (y = 0; y < ROWNO; y++)
if (ACCESSIBLE(levl[x][y].typ)
&& !selection_getpoint(x, y, ov)) {
if (generate_way_out_method(x, y, ov))
selection_floodfill(ov, x, y, TRUE);
ret = FALSE;
goto outhere;
}
outhere:
;
} while (!ret);
selection_free(ov, TRUE);
}
static int
get_table_intarray_entry(lua_State *L, int tableidx, int entrynum)
{
int ret = 0;
if (tableidx < 0)
tableidx--;
lua_pushinteger(L, entrynum);
lua_gettable(L, tableidx);
if (lua_isnumber(L, -1)) {
ret = lua_tointeger(L, -1);
} else {
char buf[BUFSZ];
Sprintf(buf, "Array entry #%i is %s, expected number",
1, luaL_typename(L, -1));
nhl_error(L, buf);
}
lua_pop(L, 1);
return ret;
}
static int
get_table_region(
lua_State *L,
const char *name,
int *x1, int *y1,
int *x2, int *y2,
boolean optional)
{
int arrlen;
lua_getfield(L, 1, name);
if (optional && lua_type(L, -1) == LUA_TNIL) {
lua_pop(L, 1);
return 1;
}
luaL_checktype(L, -1, LUA_TTABLE);
lua_len(L, -1);
arrlen = lua_tointeger(L, -1);
lua_pop(L, 1);
if (arrlen != 4) {
nhl_error(L, "Not a region");
lua_pop(L, 1);
return 0;
}
*x1 = get_table_intarray_entry(L, -1, 1);
*y1 = get_table_intarray_entry(L, -1, 2);
*x2 = get_table_intarray_entry(L, -1, 3);
*y2 = get_table_intarray_entry(L, -1, 4);
lua_pop(L, 1);
return 1;
}
static int
get_coord(lua_State *L, int i, int *x, int *y)
{
if (lua_type(L, i) == LUA_TTABLE) {
int arrlen;
lua_len(L, i);
arrlen = lua_tointeger(L, -1);
lua_pop(L, 1);
if (arrlen != 2) {
nhl_error(L, "Not a coordinate");
return 0;
}
*x = get_table_intarray_entry(L, i, 1);
*y = get_table_intarray_entry(L, i, 2);
return 1;
}
return 0;
}
static void
levregion_add(lev_region* lregion)
{
if (!lregion->in_islev) {
get_location(&lregion->inarea.x1, &lregion->inarea.y1, ANY_LOC,
(struct mkroom *) 0);
get_location(&lregion->inarea.x2, &lregion->inarea.y2, ANY_LOC,
(struct mkroom *) 0);
}
if (!lregion->del_islev) {
get_location(&lregion->delarea.x1, &lregion->delarea.y1,
ANY_LOC, (struct mkroom *) 0);
get_location(&lregion->delarea.x2, &lregion->delarea.y2,
ANY_LOC, (struct mkroom *) 0);
}
if (g.num_lregions) {
/* realloc the lregion space to add the new one */
lev_region *newl = (lev_region *) alloc(
sizeof (lev_region) * (unsigned) (1 + g.num_lregions));
(void) memcpy((genericptr_t) (newl), (genericptr_t) g.lregions,
sizeof (lev_region) * g.num_lregions);
Free(g.lregions);
g.num_lregions++;
g.lregions = newl;
} else {
g.num_lregions = 1;
g.lregions = (lev_region *) alloc(sizeof (lev_region));
}
(void) memcpy(&g.lregions[g.num_lregions - 1], lregion,
sizeof (lev_region));
}
/* teleport_region({ region = { x1,y1, x2,y2} }); */
/* teleport_region({ region = { x1,y1, x2,y2}, [ region_islev = 1, ] exclude = { x1,y1, x2,y2}, [ exclude_islen = 1, ] [ dir = "up" ] }); */
/* TODO: maybe allow using selection, with a new selection method "getextents()"? */
int
lspo_teleport_region(lua_State *L)
{
static const char *const teledirs[] = { "both", "down", "up", NULL };
static const int teledirs2i[] = { LR_TELE, LR_DOWNTELE, LR_UPTELE, -1 };
lev_region tmplregion;
int x1,y1,x2,y2;
create_des_coder();
lcheck_param_table(L);
get_table_region(L, "region", &x1, &y1, &x2, &y2, FALSE);
tmplregion.inarea.x1 = x1;
tmplregion.inarea.y1 = y1;
tmplregion.inarea.x2 = x2;
tmplregion.inarea.y2 = y2;
x1 = y1 = x2 = y2 = 0;
get_table_region(L, "exclude", &x1, &y1, &x2, &y2, TRUE);
tmplregion.delarea.x1 = x1;
tmplregion.delarea.y1 = y1;
tmplregion.delarea.x2 = x2;
tmplregion.delarea.y2 = y2;
tmplregion.in_islev = get_table_boolean_opt(L, "region_islev", 0);
tmplregion.del_islev = get_table_boolean_opt(L, "exclude_islev", 0);
tmplregion.rtype = teledirs2i[get_table_option(L, "dir", "both",
teledirs)];
tmplregion.padding = 0;
tmplregion.rname.str = NULL;
levregion_add(&tmplregion);
return 0;
}
/* TODO: FIXME
from lev_comp SPO_LEVREGION was called as:
- STAIR:(x1,y1,x2,y2),(x1,y1,x2,y2),dir
- PORTAL:(x1,y1,x2,y2),(x1,y1,x2,y2),string
- BRANCH:(x1,y1,x2,y2),(x1,y1,x2,y2),dir
*/
/* levregion({ region = { x1,y1, x2,y2 }, exclude = { x1,y1, x2,y2 }, type = "portal", name="air" }); */
/* TODO: allow region to be optional, defaulting to whole level */
int
lspo_levregion(lua_State *L)
{
static const char *const regiontypes[] = {
"stair-down", "stair-up", "portal", "branch",
"teleport", "teleport-up", "teleport-down", NULL
};
static const int regiontypes2i[] = {
LR_DOWNSTAIR, LR_UPSTAIR, LR_PORTAL, LR_BRANCH,
LR_TELE, LR_UPTELE, LR_DOWNTELE, 0
};
lev_region tmplregion;
int x1,y1,x2,y2;
create_des_coder();
lcheck_param_table(L);
get_table_region(L, "region", &x1, &y1, &x2, &y2, FALSE);
tmplregion.inarea.x1 = x1;
tmplregion.inarea.y1 = y1;
tmplregion.inarea.x2 = x2;
tmplregion.inarea.y2 = y2;
x1 = y1 = x2 = y2 = 0;
get_table_region(L, "exclude", &x1, &y1, &x2, &y2, TRUE);
tmplregion.delarea.x1 = x1;
tmplregion.delarea.y1 = y1;
tmplregion.delarea.x2 = x2;
tmplregion.delarea.y2 = y2;
tmplregion.in_islev = get_table_boolean_opt(L, "region_islev", 0);
tmplregion.del_islev = get_table_boolean_opt(L, "exclude_islev", 0);
tmplregion.rtype = regiontypes2i[get_table_option(L, "type", "stair-down",
regiontypes)];
tmplregion.padding = get_table_int_opt(L, "padding", 0);
tmplregion.rname.str = get_table_str_opt(L, "name", NULL);
levregion_add(&tmplregion);
return 0;
}
static void
sel_set_lit(int x, int y, genericptr_t arg)
{
int lit = *(int *)arg;
levl[x][y].lit = (levl[x][y].typ == LAVAPOOL) ? 1 : lit;
}
/* Add to the room any doors within/bordering it */
static void
add_doors_to_room(struct mkroom *croom)
{
int x, y;
for (x = croom->lx - 1; x <= croom->hx + 1; x++)
for (y = croom->ly - 1; y <= croom->hy + 1; y++)
if (IS_DOOR(levl[x][y].typ) || levl[x][y].typ == SDOOR)
maybe_add_door(x, y, croom);
}
/* region(selection, lit); */
/* region({ x1=NN, y1=NN, x2=NN, y2=NN, lit=BOOL, type=ROOMTYPE, joined=BOOL,
irregular=BOOL, filled=NN [ , contents = FUNCTION ] }); */
/* region({ region={x1,y1, x2,y2}, type="ordinary" }); */
int
lspo_region(lua_State *L)
{
xchar dx1, dy1, dx2, dy2;
register struct mkroom *troom;
boolean do_arrival_room = FALSE, room_not_needed,
irregular = FALSE, joined = TRUE;
int rtype = OROOM, rlit = 1, needfill = 0;
int argc = lua_gettop(L);
create_des_coder();
if (argc <= 1) {
lcheck_param_table(L);
/* TODO: "unfilled" ==> filled=0, "filled" ==> filled=1, and
* "lvflags_only" ==> filled=2, probably in a get_table_needfill_opt */
needfill = get_table_int_opt(L, "filled", 0);
irregular = get_table_boolean_opt(L, "irregular", 0);
joined = get_table_boolean_opt(L, "joined", TRUE);
do_arrival_room = get_table_boolean_opt(L, "arrival_room", 0);
rtype = get_table_roomtype_opt(L, "type", OROOM);
rlit = get_table_int_opt(L, "lit", -1);
dx1 = get_table_int_opt(L, "x1", -1); /* TODO: area */
dy1 = get_table_int_opt(L, "y1", -1);
dx2 = get_table_int_opt(L, "x2", -1);
dy2 = get_table_int_opt(L, "y2", -1);
if (dx1 == -1 && dy1 == -1 && dx2 == -1 && dy2 == -1) {
int rx1, ry1, rx2, ry2;
get_table_region(L, "region", &rx1, &ry1, &rx2, &ry2, FALSE);
dx1 = rx1; dy1 = ry1;
dx2 = rx2; dy2 = ry2;
}
if (dx1 == -1 && dy1 == -1 && dx2 == -1 && dy2 == -1) {
nhl_error(L, "region needs region");
}
} else if (argc == 2) {
/* region(selection, "lit"); */
static const char *const lits[] = { "unlit", "lit", NULL };
struct selectionvar *sel = l_selection_check(L, 1);
rlit = luaL_checkoption(L, 2, "lit", lits);
/*
TODO: adjust region size for wall, but only if lit
TODO: lit=random
*/
if (rlit)
selection_do_grow(sel, W_ANY);
selection_iterate(sel, sel_set_lit, (genericptr_t) &rlit);
/* TODO: skip the rest of this function? */
return 0;
} else {
nhl_error(L, "Wrong parameters");
return 0;
}
rlit = litstate_rnd(rlit);
get_location(&dx1, &dy1, ANY_LOC, (struct mkroom *) 0);
get_location(&dx2, &dy2, ANY_LOC, (struct mkroom *) 0);
/* Many regions are simple, rectangular areas that just need to set
* lighting in an area. In that case, we don't need to do anything
* complicated by creating a room. The exceptions are:
* - Special rooms (which usually need to be filled).
* - Irregular regions (more convenient to use the room-making code).
* - Themed room regions (which often have contents).
* - When a room is desired to constrain the arrival of migrating monsters
* (see the mon_arrive function for details).
*/
room_not_needed = (rtype == OROOM && !irregular
&& !do_arrival_room && !g.in_mk_themerooms);
if (room_not_needed || g.nroom >= MAXNROFROOMS) {
region tmpregion;
if (!room_not_needed)
impossible("Too many rooms on new level!");
tmpregion.rlit = rlit;
tmpregion.x1 = dx1;
tmpregion.y1 = dy1;
tmpregion.x2 = dx2;
tmpregion.y2 = dy2;
light_region(&tmpregion);
return 0;
}
troom = &g.rooms[g.nroom];
/* mark rooms that must be filled, but do it later */
troom->needfill = needfill;
troom->needjoining = joined;
if (irregular) {
g.min_rx = g.max_rx = dx1;
g.min_ry = g.max_ry = dy1;
g.smeq[g.nroom] = g.nroom;
flood_fill_rm(dx1, dy1, g.nroom + ROOMOFFSET, rlit, TRUE);
add_room(g.min_rx, g.min_ry, g.max_rx, g.max_ry, FALSE, rtype, TRUE);
troom->rlit = rlit;
troom->irregular = TRUE;
} else {
add_room(dx1, dy1, dx2, dy2, rlit, rtype, TRUE);
#ifdef SPECIALIZATION
topologize(troom, FALSE); /* set roomno */
#else
topologize(troom); /* set roomno */
#endif
}
if (!room_not_needed) {
if (g.coder->n_subroom > 1)
impossible("region as subroom");
else {
g.coder->tmproomlist[g.coder->n_subroom] = troom;
g.coder->failed_room[g.coder->n_subroom] = FALSE;
g.coder->n_subroom++;
update_croom();
lua_getfield(L, 1, "contents");
if (lua_type(L, -1) == LUA_TFUNCTION) {
lua_remove(L, -2);
lua_call(L, 0, 0);
} else
lua_pop(L, 1);
spo_endroom(g.coder);
add_doors_to_room(troom);
}
}
return 0;
}
/* drawbridge({ dir="east", state="closed", x=05,y=08 }); */
/* drawbridge({ dir="east", state="closed", coord={05,08} }); */
int
lspo_drawbridge(lua_State *L)
{
static const char *const mwdirs[] = {
"north", "south", "west", "east", "random", NULL
};
static const int mwdirs2i[] = {
DB_NORTH, DB_SOUTH, DB_WEST, DB_EAST, -1, -2
};
static const char *const dbopens[] = {
"open", "closed", "random", NULL
};
static const int dbopens2i[] = { 1, 0, -1, -2 };
xchar x, y;
int mx, my, dir;
int db_open;
long dcoord;
create_des_coder();
lcheck_param_table(L);
get_table_xy_or_coord(L, &mx, &my);
dir = mwdirs2i[get_table_option(L, "dir", "random", mwdirs)];
dcoord = SP_COORD_PACK(mx, my);
db_open = dbopens2i[get_table_option(L, "state", "random", dbopens)];
x = mx;
y = my;
get_location_coord(&x, &y, DRY | WET | HOT, g.coder->croom, dcoord);
if (db_open == -1)
db_open = !rn2(2);
if (!create_drawbridge(x, y, dir, db_open ? TRUE : FALSE))
impossible("Cannot create drawbridge.");
SpLev_Map[x][y] = 1;
return 0;
}
/* mazewalk({ x = NN, y = NN, typ = ".", dir = "north", stocked = 0 }); */
/* mazewalk({ coord = {XX, YY}, typ = ".", dir = "north", stocked = 0 }); */
/* mazewalk(x,y,dir); */
int
lspo_mazewalk(lua_State *L)
{
static const char *const mwdirs[] = {
"north", "south", "east", "west", "random", NULL
};
static const int mwdirs2i[] = { W_NORTH, W_SOUTH, W_EAST, W_WEST, -1, -2 };
xchar x, y;
int mx, my;
xchar ftyp = ROOM;
int fstocked = 1, dir = -1;
long mcoord;
int argc = lua_gettop(L);
create_des_coder();
if (argc == 3) {
mx = luaL_checkinteger(L, 1);
my = luaL_checkinteger(L, 2);
dir = mwdirs2i[luaL_checkoption(L, 3, "random", mwdirs)];
} else {
lcheck_param_table(L);
get_table_xy_or_coord(L, &mx, &my);
ftyp = get_table_mapchr_opt(L, "typ", ROOM);
fstocked = get_table_boolean_opt(L, "stocked", 1);
dir = mwdirs2i[get_table_option(L, "dir", "random", mwdirs)];
}
mcoord = SP_COORD_PACK(mx, my);
x = mx;
y = my;
get_location_coord(&x, &y, ANY_LOC, g.coder->croom, mcoord);
if (!isok(x, y))
return 0;
if (ftyp < 1) {
ftyp = g.level.flags.corrmaze ? CORR : ROOM;
}
if (dir == -1)
dir = mwdirs2i[rn2(4)];
/* don't use move() - it doesn't use W_NORTH, etc. */
switch (dir) {
case W_NORTH:
--y;
break;
case W_SOUTH:
y++;
break;
case W_EAST:
x++;
break;
case W_WEST:
--x;
break;
default:
impossible("mazewalk: Bad direction");
}
if (!IS_DOOR(levl[x][y].typ)) {
levl[x][y].typ = ftyp;
levl[x][y].flags = 0;
}
/*
* We must be sure that the parity of the coordinates for
* walkfrom() is odd. But we must also take into account
* what direction was chosen.
*/
if (!(x % 2)) {
if (dir == W_EAST)
x++;
else
x--;
/* no need for IS_DOOR check; out of map bounds */
levl[x][y].typ = ftyp;
levl[x][y].flags = 0;
}
if (!(y % 2)) {
if (dir == W_SOUTH)
y++;
else
y--;
}
walkfrom(x, y, ftyp);
if (fstocked)
fill_empty_maze();
return 0;
}
/* wall_property({ x1=0, y1=0, x2=78, y2=20, property="nondiggable" }); */
/* wall_property({ region = {1,0, 78,20}, property="nonpasswall" }); */
int
lspo_wall_property(lua_State *L)
{
static const char *const wprops[] = { "nondiggable", "nonpasswall", NULL };
static const int wprop2i[] = { W_NONDIGGABLE, W_NONPASSWALL, -1 };
xchar dx1 = -1, dy1 = -1, dx2 = -1, dy2 = -1;
int wprop;
create_des_coder();
lcheck_param_table(L);
dx1 = get_table_int_opt(L, "x1", -1);
dy1 = get_table_int_opt(L, "y1", -1);
dx2 = get_table_int_opt(L, "x2", -1);
dy2 = get_table_int_opt(L, "y2", -1);
if (dx1 == -1 && dy1 == -1 && dx2 == -1 && dy2 == -1) {
int rx1, ry1, rx2, ry2;
get_table_region(L, "region", &rx1, &ry1, &rx2, &ry2, FALSE);
dx1 = rx1; dy1 = ry1;
dx2 = rx2; dy2 = ry2;
}
wprop = wprop2i[get_table_option(L, "property", "nondiggable", wprops)];
if (dx1 == -1)
dx1 = g.xstart - 1;
if (dy1 == -1)
dy1 = g.ystart - 1;
if (dx2 == -1)
dx2 = g.xstart + g.xsize + 1;
if (dy2 == -1)
dy2 = g.ystart + g.ysize + 1;
get_location(&dx1, &dy1, ANY_LOC, (struct mkroom *) 0);
get_location(&dx2, &dy2, ANY_LOC, (struct mkroom *) 0);
set_wall_property(dx1, dy1, dx2, dy2, wprop);
return 0;
}
static void
set_wallprop_in_selection(lua_State *L, int prop)
{
int argc = lua_gettop(L);
boolean freesel = FALSE;
struct selectionvar *sel = (struct selectionvar *) 0;
create_des_coder();
if (argc == 1) {
sel = l_selection_check(L, -1);
} else if (argc == 0) {
freesel = TRUE;
sel = selection_new();
selection_not(sel);
}
if (sel) {
selection_iterate(sel, sel_set_wall_property, (genericptr_t) &prop);
if (freesel)
selection_free(sel, TRUE);
}
}
/* non_diggable(selection); */
/* non_diggable(); */
int
lspo_non_diggable(lua_State *L)
{
set_wallprop_in_selection(L, W_NONDIGGABLE);
return 0;
}
/* non_passwall(selection); */
/* non_passwall(); */
int
lspo_non_passwall(lua_State *L)
{
set_wallprop_in_selection(L, W_NONPASSWALL);
return 0;
}
#if 0
/*ARGSUSED*/
static void
sel_set_wallify(int x, int y, genericptr_t arg UNUSED)
{
wallify_map(x, y, x, y);
}
#endif
/* TODO: wallify(selection) */
/* wallify({ x1=NN,y1=NN, x2=NN,y2=NN }); */
/* wallify(); */
int
lspo_wallify(lua_State *L)
{
int dx1 = -1, dy1 = -1, dx2 = -1, dy2 = -1;
/* TODO: clamp coord values */
/* TODO: maybe allow wallify({x1,y1}, {x2,y2}) */
/* TODO: is_table_coord(), is_table_area(),
get_table_coord(), get_table_area() */
create_des_coder();
if (lua_gettop(L) == 1) {
dx1 = get_table_int(L, "x1");
dy1 = get_table_int(L, "y1");
dx2 = get_table_int(L, "x2");
dy2 = get_table_int(L, "y2");
}
wallify_map(dx1 < 0 ? (g.xstart - 1) : dx1,
dy1 < 0 ? (g.ystart - 1) : dy1,
dx2 < 0 ? (g.xstart + g.xsize + 1) : dx2,
dy2 < 0 ? (g.ystart + g.ysize + 1) : dy2);
return 0;
}
/* reset_level is only needed for testing purposes */
int
lspo_reset_level(lua_State *L UNUSED)
{
boolean wtower = In_W_tower(u.ux, u.uy, &u.uz);
iflags.lua_testing = TRUE;
if (L)
create_des_coder();
makemap_prepost(TRUE, wtower);
g.in_mklev = TRUE;
oinit(); /* assign level dependent obj probabilities */
clear_level_structures();
return 0;
}
/* finalize_level is only needed for testing purposes */
int
lspo_finalize_level(lua_State *L UNUSED)
{
boolean wtower = In_W_tower(u.ux, u.uy, &u.uz);
int i;
if (L)
create_des_coder();
link_doors_rooms();
remove_boundary_syms();
/* TODO: ensure_way_out() needs rewrite */
if (L && g.coder->check_inaccessibles)
ensure_way_out();
/* FIXME: Ideally, we want this call to only cover areas of the map
* which were not inserted directly by the special level file (see
* the insect legs on Baalzebub's level, for instance). Since that
* is currently not possible, we overload the corrmaze flag for this
* purpose.
*/
if (!g.level.flags.corrmaze)
wallification(1, 0, COLNO - 1, ROWNO - 1);
if (L)
flip_level_rnd(g.coder->allow_flips, FALSE);
count_features();
if (L && g.coder->solidify)
solidify_map();
/* This must be done before sokoban_detect(),
* otherwise branch stairs won't be premapped. */
fixup_special();
if (L && g.coder->premapped)
sokoban_detect();
level_finalize_topology();
for (i = 0; i < g.nroom; ++i) {
fill_special_room(&g.rooms[i]);
}
makemap_prepost(FALSE, wtower);
iflags.lua_testing = FALSE;
return 0;
}
/* map({ x = 10, y = 10, map = [[...]] }); */
/* map({ coord = {10, 10}, map = [[...]] }); */
/* map({ halign = "center", valign = "center", map = [[...]] }); */
/* map({ map = [[...]], contents = function(map) ... end }); */
/* map([[...]]) */
int
lspo_map(lua_State *L)
{
/*
TODO: allow passing an array of strings as map data
TODO: handle if map lines aren't same length
TODO: g.coder->croom needs to be updated
*/
static const char *const left_or_right[] = {
"left", "half-left", "center", "half-right", "right", "none", NULL
};
static const int l_or_r2i[] = {
LEFT, H_LEFT, CENTER, H_RIGHT, RIGHT, -1, -1
};
static const char *const top_or_bot[] = {
"top", "center", "bottom", "none", NULL
};
static const int t_or_b2i[] = { TOP, CENTER, BOTTOM, -1, -1 };
int lr, tb, x = -1, y = -1;
struct mapfragment *mf;
char *tmpstr;
int argc = lua_gettop(L);
boolean has_contents = FALSE;
int tryct = 0;
int ox, oy;
create_des_coder();
if (g.in_mk_themerooms && g.themeroom_failed)
return 0;
if (argc == 1 && lua_type(L, 1) == LUA_TSTRING) {
tmpstr = dupstr(luaL_checkstring(L, 1));
lr = tb = CENTER;
mf = mapfrag_fromstr(tmpstr);
free(tmpstr);
} else {
lcheck_param_table(L);
lr = l_or_r2i[get_table_option(L, "halign", "none", left_or_right)];
tb = t_or_b2i[get_table_option(L, "valign", "none", top_or_bot)];
get_table_xy_or_coord(L, &x, &y);
tmpstr = get_table_str(L, "map");
lua_getfield(L, 1, "contents");
if (lua_type(L, -1) == LUA_TFUNCTION) {
lua_remove(L, -2);
has_contents = TRUE;
} else {
lua_pop(L, 1);
}
mf = mapfrag_fromstr(tmpstr);
free(tmpstr);
}
if (!mf) {
nhl_error(L, "Map data error");
return 0;
}
ox = x;
oy = y;
redo_maploc:
g.xsize = mf->wid;
g.ysize = mf->hei;
if (lr == -1 && tb == -1) {
if (g.in_mk_themerooms && (ox == -1 || oy == -1)) {
if (ox == -1) {
if (g.coder->croom) {
x = somex(g.coder->croom) - mf->wid;
if (x < 1)
x = 1;
} else {
x = 1 + rn2(COLNO - 1 - mf->wid);
}
}
if (oy == -1) {
if (g.coder->croom) {
y = somey(g.coder->croom) - mf->hei;
if (y < 1)
y = 1;
} else {
y = rn2(ROWNO - mf->wid);
}
}
}
if (isok(x, y)) {
/* x,y is given, place map starting at x,y */
if (g.coder->croom) {
/* in a room? adjust to room relative coords */
g.xstart = x + g.coder->croom->lx;
g.ystart = y + g.coder->croom->ly;
g.xsize = min(mf->wid,
(g.coder->croom->hx - g.coder->croom->lx));
g.ysize = min(mf->hei,
(g.coder->croom->hy - g.coder->croom->ly));
} else {
g.xsize = mf->wid;
g.ysize = mf->hei;
g.xstart = x;
g.ystart = y;
}
} else {
mapfrag_free(&mf);
nhl_error(L, "Map requires either x,y or halign,valign params");
return 0;
}
} else {
/* place map starting at halign,valign */
switch (lr) {
case LEFT:
g.xstart = splev_init_present ? 1 : 3;
break;
case H_LEFT:
g.xstart = 2 + ((g.x_maze_max - 2 - g.xsize) / 4);
break;
case CENTER:
g.xstart = 2 + ((g.x_maze_max - 2 - g.xsize) / 2);
break;
case H_RIGHT:
g.xstart = 2 + ((g.x_maze_max - 2 - g.xsize) * 3 / 4);
break;
case RIGHT:
g.xstart = g.x_maze_max - g.xsize - 1;
break;
}
switch (tb) {
case TOP:
g.ystart = 3;
break;
case CENTER:
g.ystart = 2 + ((g.y_maze_max - 2 - g.ysize) / 2);
break;
case BOTTOM:
g.ystart = g.y_maze_max - g.ysize - 1;
break;
}
if (!(g.xstart % 2))
g.xstart++;
if (!(g.ystart % 2))
g.ystart++;
}
if (g.ystart < 0 || g.ystart + g.ysize > ROWNO) {
if (g.in_mk_themerooms) {
g.themeroom_failed = TRUE;
goto skipmap;
}
/* try to move the start a bit */
g.ystart += (g.ystart > 0) ? -2 : 2;
if (g.ysize == ROWNO)
g.ystart = 0;
if (g.ystart < 0 || g.ystart + g.ysize > ROWNO)
g.ystart = 0;
}
if (g.xsize <= 1 && g.ysize <= 1) {
g.xstart = 1;
g.ystart = 0;
g.xsize = COLNO - 1;
g.ysize = ROWNO;
} else {
xchar mptyp;
/* Themed rooms should never overwrite anything */
if (g.in_mk_themerooms) {
boolean isokp = TRUE;
for (y = g.ystart - 1; y < min(ROWNO, g.ystart + g.ysize) + 1; y++)
for (x = g.xstart - 1; x < min(COLNO, g.xstart + g.xsize) + 1;
x++) {
if (!isok(x, y)) {
isokp = FALSE;
} else if (y < g.ystart || y >= (g.ystart + g.ysize)
|| x < g.xstart || x >= (g.xstart + g.xsize)) {
if (levl[x][y].typ != STONE
|| levl[x][y].roomno != NO_ROOM)
isokp = FALSE;
} else {
mptyp = mapfrag_get(mf, x - g.xstart, y - g.ystart);
if (mptyp >= MAX_TYPE)
continue;
if ((levl[x][y].typ != STONE
&& levl[x][y].typ != mptyp)
|| levl[x][y].roomno != NO_ROOM)
isokp = FALSE;
}
if (!isokp) {
if (tryct++ < 100 && (lr == -1 || tb == -1))
goto redo_maploc;
g.themeroom_failed = TRUE;
goto skipmap;
}
}
}
/* Load the map */
for (y = g.ystart; y < min(ROWNO, g.ystart + g.ysize); y++)
for (x = g.xstart; x < min(COLNO, g.xstart + g.xsize); x++) {
mptyp = mapfrag_get(mf, (x - g.xstart), (y - g.ystart));
if (mptyp == INVALID_TYPE) {
/* TODO: warn about illegal map char */
continue;
}
if (mptyp >= MAX_TYPE)
continue;
levl[x][y].typ = mptyp;
levl[x][y].lit = FALSE;
/* clear out levl: load_common_data may set them */
levl[x][y].flags = 0;
levl[x][y].horizontal = 0;
levl[x][y].roomno = 0;
levl[x][y].edge = 0;
SpLev_Map[x][y] = 1;
/*
* Set secret doors to closed (why not trapped too?). Set
* the horizontal bit.
*/
if (levl[x][y].typ == SDOOR || IS_DOOR(levl[x][y].typ)) {
if (levl[x][y].typ == SDOOR)
levl[x][y].doormask = D_CLOSED;
/*
* If there is a wall to the left that connects to a
* (secret) door, then it is horizontal. This does
* not allow (secret) doors to be corners of rooms.
*/
if (x != g.xstart && (IS_WALL(levl[x - 1][y].typ)
|| levl[x - 1][y].horizontal))
levl[x][y].horizontal = 1;
} else if (levl[x][y].typ == HWALL
|| levl[x][y].typ == IRONBARS)
levl[x][y].horizontal = 1;
else if (levl[x][y].typ == LAVAPOOL)
levl[x][y].lit = 1;
else if (splev_init_present && levl[x][y].typ == ICE)
levl[x][y].icedpool = icedpools ? ICED_POOL : ICED_MOAT;
}
if (g.coder->lvl_is_joined && !g.in_mk_themerooms)
remove_rooms(g.xstart, g.ystart,
g.xstart + g.xsize, g.ystart + g.ysize);
}
skipmap:
mapfrag_free(&mf);
if (has_contents && !(g.in_mk_themerooms && g.themeroom_failed)) {
l_push_wid_hei_table(L, g.xsize, g.ysize);
lua_call(L, 1, 0);
}
return 0;
}
void
update_croom(void)
{
if (!g.coder)
return;
if (g.coder->n_subroom)
g.coder->croom = g.coder->tmproomlist[g.coder->n_subroom - 1];
else
g.coder->croom = NULL;
}
static struct sp_coder *
sp_level_coder_init(void)
{
int tmpi;
struct sp_coder *coder = (struct sp_coder *) alloc(sizeof *coder);
coder->premapped = FALSE;
coder->solidify = FALSE;
coder->check_inaccessibles = FALSE;
coder->allow_flips = 3; /* allow flipping level horiz/vert */
coder->croom = NULL;
coder->n_subroom = 1;
coder->lvl_is_joined = FALSE;
coder->room_stack = 0;
splev_init_present = FALSE;
icedpools = FALSE;
for (tmpi = 0; tmpi <= MAX_NESTED_ROOMS; tmpi++) {
coder->tmproomlist[tmpi] = (struct mkroom *) 0;
coder->failed_room[tmpi] = FALSE;
}
update_croom();
for (tmpi = 0; tmpi < MAX_CONTAINMENT; tmpi++)
container_obj[tmpi] = NULL;
container_idx = 0;
invent_carrying_monster = NULL;
(void) memset((genericptr_t) SpLev_Map, 0, sizeof SpLev_Map);
g.level.flags.is_maze_lev = 0;
g.xstart = 1; /* column [0] is off limits */
g.ystart = 0;
g.xsize = COLNO - 1; /* 1..COLNO-1 */
g.ysize = ROWNO; /* 0..ROWNO-1 */
return coder;
}
static const struct luaL_Reg nhl_functions[] = {
{ "message", lspo_message },
{ "monster", lspo_monster },
{ "object", lspo_object },
{ "level_flags", lspo_level_flags },
{ "level_init", lspo_level_init },
{ "engraving", lspo_engraving },
{ "mineralize", lspo_mineralize },
{ "door", lspo_door },
{ "stair", lspo_stair },
{ "ladder", lspo_ladder },
{ "grave", lspo_grave },
{ "altar", lspo_altar },
{ "map", lspo_map },
{ "feature", lspo_feature },
{ "terrain", lspo_terrain },
{ "replace_terrain", lspo_replace_terrain },
{ "room", lspo_room },
{ "corridor", lspo_corridor },
{ "random_corridors", lspo_random_corridors },
{ "gold", lspo_gold },
{ "trap", lspo_trap },
{ "mazewalk", lspo_mazewalk },
{ "drawbridge", lspo_drawbridge },
{ "region", lspo_region },
{ "levregion", lspo_levregion },
{ "wallify", lspo_wallify },
{ "wall_property", lspo_wall_property },
{ "non_diggable", lspo_non_diggable },
{ "non_passwall", lspo_non_passwall },
{ "teleport_region", lspo_teleport_region },
{ "reset_level", lspo_reset_level },
{ "finalize_level", lspo_finalize_level },
/* TODO: { "branch", lspo_branch }, */
/* TODO: { "portal", lspo_portal }, */
{ NULL, NULL }
};
/* TODO:
- if des-file used MAZE_ID to start a level, the level needs
des.level_flags("mazelevel")
- expose g.coder->croom or g.[xy]start and g.xy[size] to lua.
- detect a "subroom" automatically.
- new function get_mapchar(x,y) to return the mapchar on map
- many params should accept their normal type (eg, int or bool), AND "random"
- automatically add shuffle(array)
- automatically add align = { "law", "neutral", "chaos" } and shuffle it.
(remove from lua files)
- grab the header comments from des-files and add add them to the lua files
*/
void
l_register_des(lua_State *L)
{
/* register des -table, and functions for it */
lua_newtable(L);
luaL_setfuncs(L, nhl_functions, 0);
lua_setglobal(L, "des");
}
void
create_des_coder(void)
{
if (!g.coder)
g.coder = sp_level_coder_init();
}
/*
* General loader
*/
boolean
load_special(const char *name)
{
boolean result = FALSE;
create_des_coder();
if (!load_lua(name))
goto give_up;
link_doors_rooms();
remove_boundary_syms();
/* TODO: ensure_way_out() needs rewrite */
if (g.coder->check_inaccessibles)
ensure_way_out();
/* FIXME: Ideally, we want this call to only cover areas of the map
* which were not inserted directly by the special level file (see
* the insect legs on Baalzebub's level, for instance). Since that
* is currently not possible, we overload the corrmaze flag for this
* purpose.
*/
if (!g.level.flags.corrmaze)
wallification(1, 0, COLNO - 1, ROWNO - 1);
flip_level_rnd(g.coder->allow_flips, FALSE);
count_features();
if (g.coder->solidify)
solidify_map();
/* This must be done before sokoban_detect(),
* otherwise branch stairs won't be premapped. */
fixup_special();
if (g.coder->premapped)
sokoban_detect();
result = TRUE;
give_up:
Free(g.coder);
g.coder = NULL;
return result;
}
/*sp_lev.c*/