/* 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 s16b can_spell_random(s16b spell_idx) { return spell_at(spell_idx)->random_type; } magic_power *grab_magic_power(magic_power *m_ptr, int num) { return (&m_ptr[num]); } /* * 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); } 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); } while (!(in_bounds(*yy, *xx) && cave_floor_bold(*yy, *xx)) && --attempts); } /* * Misc */ bool_ get_com_lua(cptr prompt, int *com) { char c; if (!get_com(prompt, &c)) return (FALSE); *com = c; return (TRUE); } 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(spell_type *spell, s32b lvl, s32b max, s32b min, s32b bonus) { s32b tmp; tmp = lvl - ((spell->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; } /** This is the function to use when casting through a stick */ s32b get_level_device(s32b s, s32b max, s32b min) { int lvl; spell_type *spell = spell_at(s); /* No max specified ? assume 50 */ if (max <= 0) { max = 50; } /* No min specified ? */ if (min <= 0) { min = 1; } lvl = s_info[SKILL_DEVICE].value; lvl = lvl + (get_level_use_stick * SKILL_STEP); /* Sticks are limited */ if (lvl - ((spell->skill_level + 1) * SKILL_STEP) >= get_level_max_stick * SKILL_STEP) { lvl = (get_level_max_stick + spell->skill_level - 1) * SKILL_STEP; } /* / 10 because otherwise we can overflow a s32b and we can use a u32b because the value can be negative -- The loss of information should be negligible since 1 skill = 1000 internally */ lvl = lvl / 10; lvl = lua_get_level(spell, lvl, max, min, 0); return lvl; } int get_mana(s32b s) { spell_type *spell = spell_at(s); return get_level(s, spell->mana_range.max, spell->mana_range.min); } /** Returns spell chance of failure for spell */ s32b spell_chance(s32b s) { spell_type *s_ptr = &school_spells[s]; int level = get_level(s, 50, 1); /* Extract the base spell failure rate */ if (get_level_use_stick > -1) { return lua_spell_device_chance(s_ptr->failure_rate, level, s_ptr->skill_level); } else { return lua_spell_chance(s_ptr->failure_rate, level, s_ptr->skill_level, get_mana(s), get_power(s), s_ptr->casting_stat); } } s32b get_level(s32b s, s32b max, s32b min) { /** Ahah shall we use Magic device instead ? */ if (get_level_use_stick > -1) { return get_level_device(s, max, min); } else { s32b level; bool_ notused; get_level_school(s, max, min, &level, ¬used); return level; } } 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; /* Return the chance */ return clamp_failure_chance(chance, minfail); } 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); /* Return the chance */ return clamp_failure_chance(chance, minfail); } /* 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(char *name, int *ysize, int *xsize) { *xsize = 0; *ysize = 0; init_flags = INIT_GET_SIZE; process_dungeon_file(name, ysize, xsize, cur_hgt, cur_wid, TRUE, TRUE); } void load_map(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(name, y, x, cur_hgt, cur_wid, TRUE, TRUE); } 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); } void increase_mana(int delta) { p_ptr->csp += delta; p_ptr->redraw |= PR_MANA; if (p_ptr->csp < 0) { p_ptr->csp = 0; } if (p_ptr->csp > p_ptr->msp) { p_ptr->csp = p_ptr->msp; } } timer_type *TIMER_AGGRAVATE_EVIL = 0; void timer_aggravate_evil_enable() { TIMER_AGGRAVATE_EVIL->enabled = TRUE; } void timer_aggravate_evil_callback() { if ((p_ptr->prace == RACE_MAIA) && (!player_has_corruption(CORRUPT_BALROG_AURA)) && (!player_has_corruption(CORRUPT_BALROG_WINGS)) && (!player_has_corruption(CORRUPT_BALROG_STRENGTH)) && (!player_has_corruption(CORRUPT_BALROG_FORM))) { dispel_evil(0); } } cptr get_spell_info(s32b s) { spell_type *spell = spell_at(s); assert(spell->info_func != NULL); return spell->info_func(); }