/** * @file * @brief Travel and exclusions. **/ #include "AppHdr.h" #include "l_libs.h" #include "l_defs.h" #include "branch.h" #include "cluautil.h" #include "coord.h" #include "exclude.h" #include "player.h" #include "terrain.h" #include "travel.h" LUAFN(l_set_exclude) { coord_def s; s.x = luaL_checkint(ls, 1); s.y = luaL_checkint(ls, 2); const coord_def p = player2grid(s); if (!in_bounds(p)) return 0; int r = LOS_RADIUS; if (lua_gettop(ls) > 2) r = luaL_checkint(ls, 3); set_exclude(p, r); return 0; } LUAFN(l_del_exclude) { coord_def s; s.x = luaL_checkint(ls, 1); s.y = luaL_checkint(ls, 2); const coord_def p = player2grid(s); if (!in_bounds(p)) return 0; del_exclude(p); return 0; } LUAFN(l_feature_is_traversable) { const string &name = luaL_checkstring(ls, 1); const dungeon_feature_type feat = dungeon_feature_by_name(name); PLUARET(boolean, feat_is_traversable_now(feat)); } LUAFN(l_find_deepest_explored) { const string &branch = luaL_checkstring(ls, 1); const level_id lid(str_to_branch(branch), 1); if (lid.branch == NUM_BRANCHES) luaL_error(ls, "Bad branch name: '%s'", branch.c_str()); if (!is_known_branch_id(lid.branch)) PLUARET(number, 0); PLUARET(number, find_deepest_explored(lid).depth); } static const struct luaL_reg travel_lib[] = { { "set_exclude", l_set_exclude }, { "del_exclude", l_del_exclude }, { "feature_traversable", l_feature_is_traversable }, { "find_deepest_explored", l_find_deepest_explored }, { NULL, NULL } }; void cluaopen_travel(lua_State *ls) { luaL_openlib(ls, "travel", travel_lib, 0); }