#include "AppHdr.h"
#include <cmath>
#include "cluautil.h"
#include "l_libs.h"
#include "coord.h"
#include "dungeon.h"
#include "random.h"
static int dgn_mapgrd_table(lua_State *ls)
{
MAP(ls, 1, map);
map_def **mapref = clua_new_userdata<map_def *>(ls, MAPGRD_METATABLE);
*mapref = map;
return (1);
}
static int dgn_width(lua_State *ls)
{
MAP(ls, 1, map);
lua_pushnumber(ls, map->map.width());
return (1);
}
static int dgn_height(lua_State *ls)
{
MAP(ls, 1, map);
lua_pushnumber(ls, map->map.height());
return (1);
}
static void _clamp_to_bounds(int &x, int &y, bool edge_ok = false)
{
const int edge_offset = edge_ok ? 0 : 1;
x = std::min(std::max(x, X_BOUND_1 + edge_offset), X_BOUND_2 - edge_offset);
y = std::min(std::max(y, Y_BOUND_1 + edge_offset), Y_BOUND_2 - edge_offset);
}
static int dgn_fill_area(lua_State *ls)
{
int x1 = luaL_checkint(ls, 1);
int y1 = luaL_checkint(ls, 2);
int x2 = luaL_checkint(ls, 3);
int y2 = luaL_checkint(ls, 4);
dungeon_feature_type feat = check_lua_feature(ls, 5);
_clamp_to_bounds(x1, y1);
_clamp_to_bounds(x2, y2);
if (x2 < x1)
std::swap(x1, x2);
if (y2 < y1)
std::swap(y1, y2);
for (int y = y1; y <= y2; y++)
for (int x = x1; x <= x2; x++)
grd[x][y] = feat;
return 0;
}
static int dgn_replace_area(lua_State *ls)
{
int x1 = luaL_checkint(ls, 1);
int y1 = luaL_checkint(ls, 2);
int x2 = luaL_checkint(ls, 3);
int y2 = luaL_checkint(ls, 4);
dungeon_feature_type search = check_lua_feature(ls, 5);
dungeon_feature_type replace = check_lua_feature(ls, 6);
_clamp_to_bounds(x1, y1);
_clamp_to_bounds(x2, y2);
if (x2 < x1)
std::swap(x1, x2);
if (y2 < y1)
std::swap(y1, y2);
for (int y = y1; y <= y2; y++)
for (int x = x1; x <= x2; x++)
if (grd[x][y] == search)
grd[x][y] = replace;
return 0;
}
static int dgn_octa_room(lua_State *ls)
{
int x1 = luaL_checkint(ls, 1);
int y1 = luaL_checkint(ls, 2);
int x2 = luaL_checkint(ls, 3);
int y2 = luaL_checkint(ls, 4);
int oblique = luaL_checkint(ls, 5);
dungeon_feature_type fill = check_lua_feature(ls, 6);
spec_room sr;
sr.tl.x = x1;
sr.br.x = x2;
sr.tl.y = y1;
sr.br.y = y2;
octa_room(sr, oblique, fill);
return 0;
}
static int dgn_make_pillars(lua_State *ls)
{
int center_x = luaL_checkint(ls, 1);
int center_y = luaL_checkint(ls, 2);
int num = luaL_checkint(ls, 3);
int scale_x = luaL_checkint(ls, 4);
int big_radius = luaL_checkint(ls, 5);
int pillar_radius = luaL_checkint(ls, 6);
dungeon_feature_type fill = check_lua_feature(ls, 8);
const float _PI = 3.14159265f;
for (int n = 0; n < num; n++)
{
float angle = n * 2 * _PI / (float)num;
int x = (int)std::floor(std::cos(angle) * big_radius * scale_x + 0.5f);
int y = (int)std::floor(std::sin(angle) * big_radius + 0.5f);
lua_pushvalue(ls, 7);
lua_pushnumber(ls, center_x + x);
lua_pushnumber(ls, center_y + y);
lua_pushnumber(ls, pillar_radius);
lua_pushnumber(ls, fill);
lua_call(ls, 4, 0);
}
return 0;
}
static int dgn_make_square(lua_State *ls)
{
int center_x = luaL_checkint(ls, 1);
int center_y = luaL_checkint(ls, 2);
int radius = std::abs(luaL_checkint(ls, 3));
dungeon_feature_type fill = check_lua_feature(ls, 4);
for (int x = -radius; x <= radius; x++)
for (int y = -radius; y <= radius; y++)
grd[center_x + x][center_y + y] = fill;
return 0;
}
static int dgn_make_rounded_square(lua_State *ls)
{
int center_x = luaL_checkint(ls, 1);
int center_y = luaL_checkint(ls, 2);
int radius = std::abs(luaL_checkint(ls, 3));
dungeon_feature_type fill = check_lua_feature(ls, 4);
for (int x = -radius; x <= radius; x++)
for (int y = -radius; y <= radius; y++)
if (std::abs(x) != radius || std::abs(y) != radius)
grd[center_x + x][center_y + y] = fill;
return 0;
}
static int dgn_make_circle(lua_State *ls)
{
int center_x = luaL_checkint(ls, 1);
int center_y = luaL_checkint(ls, 2);
int radius = std::abs(luaL_checkint(ls, 3));
dungeon_feature_type fill = check_lua_feature(ls, 4);
for (int x = -radius; x <= radius; x++)
for (int y = -radius; y <= radius; y++)
if (x * x + y * y < radius * radius)
grd[center_x + x][center_y + y] = fill;
return 0;
}
static int dgn_in_bounds(lua_State *ls)
{
int x = luaL_checkint(ls, 1);
int y = luaL_checkint(ls, 2);
lua_pushboolean(ls, in_bounds(x, y));
return 1;
}
static int dgn_replace_first(lua_State *ls)
{
int x = luaL_checkint(ls, 1);
int y = luaL_checkint(ls, 2);
int dx = luaL_checkint(ls, 3);
int dy = luaL_checkint(ls, 4);
dungeon_feature_type search = check_lua_feature(ls, 5);
dungeon_feature_type replace = check_lua_feature(ls, 6);
_clamp_to_bounds(x, y);
bool found = false;
while (in_bounds(x, y))
{
if (grd[x][y] == search)
{
grd[x][y] = replace;
found = true;
break;
}
x += dx;
y += dy;
}
lua_pushboolean(ls, found);
return 1;
}
static int dgn_replace_random(lua_State *ls)
{
dungeon_feature_type search = check_lua_feature(ls, 1);
dungeon_feature_type replace = check_lua_feature(ls, 2);
int x, y;
do
{
x = random2(GXM);
y = random2(GYM);
}
while (grd[x][y] != search);
grd[x][y] = replace;
return 0;
}
static int dgn_spotty_level(lua_State *ls)
{
bool seeded = lua_toboolean(ls, 1);
int iterations = luaL_checkint(ls, 2);
bool boxy = lua_toboolean(ls, 3);
spotty_level(seeded, iterations, boxy);
return 0;
}
static int dgn_smear_feature(lua_State *ls)
{
int iterations = luaL_checkint(ls, 1);
bool boxy = lua_toboolean(ls, 2);
dungeon_feature_type feat = check_lua_feature(ls, 3);
int x1 = luaL_checkint(ls, 4);
int y1 = luaL_checkint(ls, 5);
int x2 = luaL_checkint(ls, 6);
int y2 = luaL_checkint(ls, 7);
_clamp_to_bounds(x1, y1, true);
_clamp_to_bounds(x2, y2, true);
smear_feature(iterations, boxy, feat, x1, y1, x2, y2);
return 0;
}
static int dgn_count_feature_in_box(lua_State *ls)
{
int x1 = luaL_checkint(ls, 1);
int y1 = luaL_checkint(ls, 2);
int x2 = luaL_checkint(ls, 3);
int y2 = luaL_checkint(ls, 4);
dungeon_feature_type feat = check_lua_feature(ls, 5);
lua_pushnumber(ls, count_feature_in_box(x1, y1, x2, y2, feat));
return 1;
}
static int dgn_count_antifeature_in_box(lua_State *ls)
{
int x1 = luaL_checkint(ls, 1);
int y1 = luaL_checkint(ls, 2);
int x2 = luaL_checkint(ls, 3);
int y2 = luaL_checkint(ls, 4);
dungeon_feature_type feat = check_lua_feature(ls, 5);
lua_pushnumber(ls, count_antifeature_in_box(x1, y1, x2, y2, feat));
return 1;
}
static int dgn_count_neighbours(lua_State *ls)
{
int x = luaL_checkint(ls, 1);
int y = luaL_checkint(ls, 2);
dungeon_feature_type feat = check_lua_feature(ls, 3);
lua_pushnumber(ls, count_neighbours(x, y, feat));
return 1;
}
static int dgn_join_the_dots(lua_State *ls)
{
int from_x = luaL_checkint(ls, 1);
int from_y = luaL_checkint(ls, 2);
int to_x = luaL_checkint(ls, 3);
int to_y = luaL_checkint(ls, 4);
unsigned map_mask = MMT_VAULT;
bool early_exit = lua_toboolean(ls, 5);
coord_def from(from_x, from_y);
coord_def to(to_x, to_y);
bool ret = join_the_dots(from, to, map_mask, early_exit);
lua_pushboolean(ls, ret);
return 1;
}
static int dgn_fill_disconnected_zones(lua_State *ls)
{
int from_x = luaL_checkint(ls, 1);
int from_y = luaL_checkint(ls, 2);
int to_x = luaL_checkint(ls, 3);
int to_y = luaL_checkint(ls, 4);
dungeon_feature_type feat = check_lua_feature(ls, 5);
process_disconnected_zones(from_x, from_y, to_x, to_y, true, feat);
return 0;
}
const struct luaL_reg dgn_build_dlib[] =
{
{ "mapgrd_table", dgn_mapgrd_table },
{ "width", dgn_width },
{ "height", dgn_height },
{ "fill_area", dgn_fill_area },
{ "replace_area", dgn_replace_area },
{ "octa_room", dgn_octa_room },
{ "make_pillars", dgn_make_pillars },
{ "make_square", dgn_make_square },
{ "make_rounded_square", dgn_make_rounded_square },
{ "make_circle", dgn_make_circle },
{ "in_bounds", dgn_in_bounds },
{ "replace_first", dgn_replace_first },
{ "replace_random", dgn_replace_random },
{ "spotty_level", dgn_spotty_level },
{ "smear_feature", dgn_smear_feature },
{ "count_feature_in_box", dgn_count_feature_in_box },
{ "count_antifeature_in_box", dgn_count_antifeature_in_box },
{ "count_neighbours", dgn_count_neighbours },
{ "join_the_dots", dgn_join_the_dots },
{ "fill_disconnected_zones", dgn_fill_disconnected_zones },
{ NULL, NULL }
};