/* File: lua_bind.c */ /* Purpose: various lua bindings */ /* * Copyright (c) 2001 DarkGod * * This software may be copied and distributed for educational, research, and * not for profit purposes provided that this copyright and statement are * included in all such copies. */ #include "angband.h" #include "lua.h" #include "tolua.h" extern lua_State *L; magic_power *grab_magic_power(magic_power *m_ptr, int num) { return (&m_ptr[num]); } static char *magic_power_info_lua_fct; static void magic_power_info_lua(char *p, int power) { int oldtop = lua_gettop(L); lua_getglobal(L, magic_power_info_lua_fct); tolua_pushnumber(L, power); lua_call(L, 1, 1); strcpy(p, lua_tostring(L, -1)); lua_settop(L, oldtop); } bool_ lua_spell_success(magic_power *spell, int stat, char *oups_fct) { int chance; int minfail = 0; /* Spell failure chance */ chance = spell->fail; /* Reduce failure rate by "effective" level adjustment */ chance -= 3 * (p_ptr->lev - spell->min_lev); /* Reduce failure rate by INT/WIS adjustment */ chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[stat]] - 1); /* Not enough mana to cast */ if (spell->mana_cost > p_ptr->csp) { chance += 5 * (spell->mana_cost - p_ptr->csp); } /* Extract the minimum failure rate */ minfail = adj_mag_fail[p_ptr->stat_ind[stat]]; /* Minimum failure rate */ if (chance < minfail) chance = minfail; /* Stunning makes spells harder */ if (p_ptr->stun > 50) chance += 25; else if (p_ptr->stun) chance += 15; /* Always a 5 percent chance of working */ if (chance > 95) chance = 95; /* Failed spell */ if (rand_int(100) < chance) { if (flush_failure) flush(); msg_format("You failed to concentrate hard enough!"); sound(SOUND_FAIL); if (oups_fct != NULL) exec_lua(format("%s(%d)", oups_fct, chance)); return (FALSE); } return (TRUE); } /* * Create objects */ object_type *new_object() { object_type *o_ptr; MAKE(o_ptr, object_type); return (o_ptr); } void end_object(object_type *o_ptr) { FREE(o_ptr, object_type); } /* * Powers */ s16b add_new_power(cptr name, cptr desc, cptr gain, cptr lose, byte level, byte cost, byte stat, byte diff) { /* Increase the size */ reinit_powers_type(power_max + 1); /* Copy the strings */ C_MAKE(powers_type[power_max - 1].name, strlen(name) + 1, char); strcpy(powers_type[power_max - 1].name, name); C_MAKE(powers_type[power_max - 1].desc_text, strlen(desc) + 1, char); strcpy(powers_type[power_max - 1].desc_text, desc); C_MAKE(powers_type[power_max - 1].gain_text, strlen(gain) + 1, char); strcpy(powers_type[power_max - 1].gain_text, gain); C_MAKE(powers_type[power_max - 1].lose_text, strlen(lose) + 1, char); strcpy(powers_type[power_max - 1].lose_text, lose); /* Copy the other stuff */ powers_type[power_max - 1].level = level; powers_type[power_max - 1].cost = cost; powers_type[power_max - 1].stat = stat; powers_type[power_max - 1].diff = diff; return (power_max - 1); } static char *lua_item_tester_fct; static bool_ lua_item_tester(object_type* o_ptr) { int oldtop = lua_gettop(L); bool_ ret; lua_getglobal(L, lua_item_tester_fct); tolua_pushusertype(L, o_ptr, tolua_tag(L, "object_type")); lua_call(L, 1, 1); ret = lua_tonumber(L, -1); lua_settop(L, oldtop); return (ret); } void lua_set_item_tester(int tval, char *fct) { if (tval) { item_tester_tval = tval; } else { lua_item_tester_fct = fct; item_tester_hook = lua_item_tester; } } char *lua_object_desc(object_type *o_ptr, int pref, int mode) { static char buf[150]; object_desc(buf, o_ptr, pref, mode); return (buf); } /* * Monsters */ void find_position(int y, int x, int *yy, int *xx) { int attempts = 500; do { scatter(yy, xx, y, x, 6, 0); } while (!(in_bounds(*yy, *xx) && cave_floor_bold(*yy, *xx)) && --attempts); } static char *summon_lua_okay_fct; bool_ summon_lua_okay(int r_idx) { int oldtop = lua_gettop(L); bool_ ret; lua_getglobal(L, lua_item_tester_fct); tolua_pushnumber(L, r_idx); lua_call(L, 1, 1); ret = lua_tonumber(L, -1); lua_settop(L, oldtop); return (ret); } bool_ lua_summon_monster(int y, int x, int lev, bool_ friend_, char *fct) { summon_lua_okay_fct = fct; if (!friend_) return summon_specific(y, x, lev, SUMMON_LUA); else return summon_specific_friendly(y, x, lev, SUMMON_LUA, TRUE); } /* * Quests */ s16b add_new_quest(char *name) { int i; /* Increase the size */ reinit_quests(max_q_idx + 1); quest[max_q_idx - 1].type = HOOK_TYPE_LUA; strncpy(quest[max_q_idx - 1].name, name, 39); for (i = 0; i < 10; i++) strncpy(quest[max_q_idx - 1].desc[i], "", 39); return (max_q_idx - 1); } void desc_quest(int q_idx, int d, char *desc) { if (d >= 0 && d < 10) strncpy(quest[q_idx].desc[d], desc, 79); } /* * Misc */ bool_ get_com_lua(cptr prompt, int *com) { char c; if (!get_com(prompt, &c)) return (FALSE); *com = c; return (TRUE); } /* Spell schools */ s16b new_school(int i, cptr name, s16b skill) { schools[i].name = string_make(name); schools[i].skill = skill; return (i); } s16b new_spell(int i, cptr name) { school_spells[i].name = string_make(name); school_spells[i].level = 0; school_spells[i].level = 0; return (i); } spell_type *grab_spell_type(s16b num) { return (&school_spells[num]); } school_type *grab_school_type(s16b num) { return (&schools[num]); } /* Change this fct if I want to switch to learnable spells */ s32b lua_get_level(s32b s, s32b lvl, s32b max, s32b min, s32b bonus) { s32b tmp; tmp = lvl - ((school_spells[s].skill_level - 1) * (SKILL_STEP / 10)); if (tmp >= (SKILL_STEP / 10)) /* We require at least one spell level */ tmp += bonus; tmp = (tmp * (max * (SKILL_STEP / 10)) / (SKILL_MAX / 10)); if (tmp < 0) /* Shift all negative values, so they map to appropriate integer */ tmp -= SKILL_STEP / 10 - 1; /* Now, we can safely divide */ lvl = tmp / (SKILL_STEP / 10); if (lvl < min) lvl = min; return lvl; } s32b lua_spell_chance(s32b chance, int level, int skill_level, int mana, int cur_mana, int stat) { int minfail; /* Reduce failure rate by "effective" level adjustment */ chance -= 3 * (level - 1); /* Reduce failure rate by INT/WIS adjustment */ chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[stat]] - 1); /* Not enough mana to cast */ if (chance < 0) chance = 0; if (mana > cur_mana) { chance += 15 * (mana - cur_mana); } /* Extract the minimum failure rate */ minfail = adj_mag_fail[p_ptr->stat_ind[stat]]; /* * Non mage characters never get too good */ if (!(has_ability(AB_PERFECT_CASTING))) { if (minfail < 5) minfail = 5; } /* Hack -- Priest prayer penalty for "edged" weapons -DGK */ if ((forbid_non_blessed()) && (p_ptr->icky_wield)) chance += 25; /* Minimum failure rate */ if (chance < minfail) chance = minfail; /* Stunning makes spells harder */ if (p_ptr->stun > 50) chance += 25; else if (p_ptr->stun) chance += 15; /* Always a 5 percent chance of working */ if (chance > 95) chance = 95; /* Return the chance */ return (chance); } s32b lua_spell_device_chance(s32b chance, int level, int base_level) { int minfail; /* Reduce failure rate by "effective" level adjustment */ chance -= (level - 1); /* Extract the minimum failure rate */ minfail = 15 - get_skill_scale(SKILL_DEVICE, 25); if (minfail < 0) minfail = 0; /* Minimum failure rate */ if (chance < minfail) chance = minfail; /* Stunning makes spells harder */ if (p_ptr->stun > 50) chance += 25; else if (p_ptr->stun) chance += 15; /* Always a 5 percent chance of working */ if (chance > 95) chance = 95; /* Return the chance */ return (chance); } /* Cave */ cave_type *lua_get_cave(int y, int x) { return (&(cave[y][x])); } void set_target(int y, int x) { target_who = -1; target_col = x; target_row = y; } void get_target(int dir, int *y, int *x) { int ty, tx; /* Use the given direction */ tx = p_ptr->px + (ddx[dir] * 100); ty = p_ptr->py + (ddy[dir] * 100); /* Hack -- Use an actual "target" */ if ((dir == 5) && target_okay()) { tx = target_col; ty = target_row; } *y = ty; *x = tx; } /* Level gen */ void get_map_size(bool_ full_text, char *name, int *ysize, int *xsize) { *xsize = 0; *ysize = 0; init_flags = INIT_GET_SIZE; process_dungeon_file_full = TRUE; if (full_text) process_dungeon_file(name, "embeded map script", ysize, xsize, cur_hgt, cur_wid, TRUE); else process_dungeon_file(NULL, name, ysize, xsize, cur_hgt, cur_wid, TRUE); process_dungeon_file_full = FALSE; } void load_map(bool_ full_text, char *name, int *y, int *x) { /* Set the correct monster hook */ set_mon_num_hook(); /* Prepare allocation table */ get_mon_num_prep(); init_flags = INIT_CREATE_DUNGEON; process_dungeon_file_full = TRUE; if (full_text) process_dungeon_file(name, "embeded map script", y, x, cur_hgt, cur_wid, TRUE); else process_dungeon_file(NULL, name, y, x, cur_hgt, cur_wid, TRUE); process_dungeon_file_full = FALSE; } bool_ alloc_room(int by0, int bx0, int ysize, int xsize, int *y1, int *x1, int *y2, int *x2) { int xval, yval, x, y; /* Try to allocate space for room. If fails, exit */ if (!room_alloc(xsize + 2, ysize + 2, FALSE, by0, bx0, &xval, &yval)) return FALSE; /* Get corner values */ *y1 = yval - ysize / 2; *x1 = xval - xsize / 2; *y2 = yval + (ysize) / 2; *x2 = xval + (xsize) / 2; /* Place a full floor under the room */ for (y = *y1 - 1; y <= *y2 + 1; y++) { for (x = *x1 - 1; x <= *x2 + 1; x++) { cave_type *c_ptr = &cave[y][x]; cave_set_feat(y, x, floor_type[rand_int(100)]); c_ptr->info |= (CAVE_ROOM); c_ptr->info |= (CAVE_GLOW); } } return TRUE; } /* Files */ void lua_print_hook(cptr str) { fprintf(hook_file, "%s", str); } /* * Finds a good random bounty monster * Im too lazy to write it in lua since the lua API for monsters is not very well yet */ /* * Hook for bounty monster selection. */ static bool_ lua_mon_hook_bounty(int r_idx) { monster_race* r_ptr = &r_info[r_idx]; /* Reject uniques */ if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE); /* Reject those who cannot leave anything */ if (!(r_ptr->flags9 & RF9_DROP_CORPSE)) return (FALSE); /* Accept only monsters that can be generated */ if (r_ptr->flags9 & RF9_SPECIAL_GENE) return (FALSE); if (r_ptr->flags9 & RF9_NEVER_GENE) return (FALSE); /* Reject pets */ if (r_ptr->flags7 & RF7_PET) return (FALSE); /* Reject friendly creatures */ if (r_ptr->flags7 & RF7_FRIENDLY) return (FALSE); /* Accept only monsters that are not breeders */ if (r_ptr->flags4 & RF4_MULTIPLY) return (FALSE); /* Forbid joke monsters */ if (r_ptr->flags8 & RF8_JOKEANGBAND) return (FALSE); /* Accept only monsters that are not good */ if (r_ptr->flags3 & RF3_GOOD) return (FALSE); /* The rest are acceptable */ return (TRUE); } int lua_get_new_bounty_monster(int lev) { int r_idx; /* * Set up the hooks -- no bounties on uniques or monsters * with no corpses */ get_mon_num_hook = lua_mon_hook_bounty; get_mon_num_prep(); /* Set up the quest monster. */ r_idx = get_mon_num(lev); /* Undo the filters */ get_mon_num_hook = NULL; get_mon_num_prep(); return r_idx; } /* * Some misc functions */ char *lua_input_box(cptr title, int max) { static char buf[80]; int wid, hgt; strcpy(buf, ""); Term_get_size(&wid, &hgt); if (!input_box(title, hgt / 2, wid / 2, buf, (max > 79) ? 79 : max)) return ""; return buf; } char lua_msg_box(cptr title) { int wid, hgt; Term_get_size(&wid, &hgt); return msg_box(title, hgt / 2, wid / 2); } list_type *lua_create_list(int size) { list_type *l; cptr *list; MAKE(l, list_type); C_MAKE(list, size, cptr); l->list = list; return l; } void lua_delete_list(list_type *l, int size) { int i; for (i = 0; i < size; i++) string_free(l->list[i]); C_FREE(l->list, size, cptr); FREE(l, list_type); } void lua_add_to_list(list_type *l, int idx, cptr str) { l->list[idx] = string_make(str); } void lua_display_list(int y, int x, int h, int w, cptr title, list_type* list, int max, int begin, int sel, byte sel_color) { display_list(y, x, h, w, title, list->list, max, begin, sel, sel_color); } /* * Level generators */ bool_ level_generate_script(cptr name) { s32b ret = FALSE; call_lua("level_generate", "(s)", "d", name, &ret); return ret; } void add_scripted_generator(cptr name, bool_ stairs, bool_ monsters, bool_ objects, bool_ miscs) { add_level_generator(name, level_generate_script, stairs, monsters, objects, miscs); } /* * Gods */ s16b add_new_gods(char *name) { int i; /* Increase the size */ reinit_gods(max_gods + 1); deity_info[max_gods - 1].name = string_make(name); for (i = 0; i < 10; i++) strncpy(deity_info[max_gods - 1].desc[i], "", 39); return (max_gods - 1); } void desc_god(int g_idx, int d, char *desc) { if (d >= 0 && d < 10) strncpy(deity_info[g_idx].desc[d], desc, 79); }