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/**
* @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);
}
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