File: l-view.cc

package info (click to toggle)
crawl 2%3A0.34.0-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 100,188 kB
  • sloc: cpp: 363,709; ansic: 27,765; javascript: 9,516; python: 8,463; perl: 3,293; java: 3,132; xml: 2,380; makefile: 1,835; sh: 611; objc: 250; cs: 15; sed: 9; lisp: 3
file content (388 lines) | stat: -rw-r--r-- 10,229 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
/*** View the world.
 * All functions in this module that take coordinates use a player centered
 * coordinate system.
 * @module view
 */
#include "AppHdr.h"

#include "l-libs.h"

#include "cloud.h"
#include "cluautil.h"
#include "coord.h"
#include "describe.h"
#include "env.h"
#include "l-defs.h"
#include "losglobal.h"
#include "map-knowledge.h"
#include "mon-death.h"
#include "player.h"
#include "player-notices.h"
#include "religion.h"
#include "stringutil.h"
#include "terrain.h"
#include "travel.h"
#include "view.h"
#include "map-knowledge.h"
#include "coordit.h"
#include "stash.h"
#include "traps.h"

/*** What is the feature here?
 * @tparam int x
 * @tparam int y
 * @treturn string feature name
 * @function feature_at
 */
LUAFN(view_feature_at)
{
    PLAYERCOORDS(p, 1, 2)
    if (!map_bounds(p))
    {
        lua_pushstring(ls, "unseen");
        return 1;
    }
    dungeon_feature_type f = env.map_knowledge(p).feat();
    lua_pushstring(ls, dungeon_feature_name(f));
    return 1;
}

/*** What kind of cloud (if any) is here?
 * @tparam int x
 * @tparam int y
 * @treturn string|nil cloud name or nil
 * @function cloud_at
 */
LUAFN(view_cloud_at)
{
    PLAYERCOORDS(p, 1, 2)
    if (!map_bounds(p))
    {
        lua_pushnil(ls);
        return 1;
    }
    cloud_type c = env.map_knowledge(p).cloud();
    if (c == CLOUD_NONE)
    {
        lua_pushnil(ls);
        return 1;
    }
    lua_pushstring(ls, cloud_type_name(c).c_str());
    return 1;
}

/*** What kind of trap (if any) is here?
 * @tparam int x
 * @tparam int y
 * @treturn string|nil The base trap name or nil. Here the base name doesn't
 *                     include the word "trap" and is the same string passed to
 *                     the c_trap_is_safe() hook.
 * @function trap_at
 */
LUAFN(view_trap_at)
{
    PLAYERCOORDS(p, 1, 2)
    if (!map_bounds(p))
    {
        lua_pushnil(ls);
        return 1;
    }

    auto trap = trap_at(p);
    if (!trap)
    {
        lua_pushnil(ls);
        return 1;
    }

    lua_pushstring(ls, trap_name(trap->type).c_str());
    return 1;
}

/*** Is it safe here? A square is considered unsafe if it has a harmful cloud,
 * harmful trap, untraversable terrain, a runed door, or is excluded. The
 * untraversable terrain check is the same as travel.feature_is_traversable().
 * @tparam int x
 * @tparam int y
 * @tparam boolean assume_flight If true, assume the player has permanent
 *                               flight.
 * @treturn boolean
 * @function is_safe_square
 */
LUAFN(view_is_safe_square)
{
    PLAYERCOORDS(p, 1, 2)
    if (!map_bounds(p))
    {
        PLUARET(boolean, false);
        return 1;
    }
    cloud_type c = env.map_knowledge(p).cloud();
    if (c != CLOUD_NONE
        && is_damaging_cloud(c, true,
            YOU_KILL(env.map_knowledge(p).cloudinfo()->killer)))
    {
        PLUARET(boolean, false);
        return 1;
    }
    trap_type t = env.map_knowledge(p).trap();
    if (t != TRAP_UNASSIGNED)
    {
        trap_def trap;
        trap.type = t;
        trap.ammo_qty = 1;
        PLUARET(boolean, trap.is_safe());
        return 1;
    }
    dungeon_feature_type f = env.map_knowledge(p).feat();
    const bool assume_flight = lua_isboolean(ls, 1) ? lua_toboolean(ls, 1)
                                                    : false;
    if (f != DNGN_UNSEEN && !feat_is_traversable_now(f, false, assume_flight)
        || feat_is_runed(f))
    {
        PLUARET(boolean, false);
        return 1;
    }
    if (is_excluded(p))
    {
        PLUARET(boolean, false);
        return 1;
    }
    PLUARET(boolean, true);
    return 1;
}

/*** Can we get to this square?
 * @tparam int x
 * @tparam int y
 * @treturn boolean
 * @function can_reach
 */
LUAFN(view_can_reach)
{
    COORDSHOW(s, 1, 2)
    // TODO: refactor this to use can_reach_attack_between()
    const int x_distance  = abs(s.x);
    const int y_distance  = abs(s.y);
    if (x_distance > 2 || y_distance > 2)
    {
        PLUARET(boolean, false);
        return 1;
    }
    if (x_distance < 2 && y_distance < 2)
    {
        PLUARET(boolean, true);
        return 1;
    }
    const coord_def first_middle(s.x/2,s.y/2);
    const coord_def second_middle(s.x - s.x/2, s.y - s.y/2);
    if (!feat_is_reachable_past(env.grid(player2grid(first_middle)))
        && !feat_is_reachable_past(env.grid(player2grid(second_middle))))
    {
        PLUARET(boolean, false);
        return 1;
    }
    PLUARET(boolean, true);
    return 1;
}

/*** Is this square excluded from movement by mesmerise-like effects?
 * @tparam int x
 * @tparam int y
 * @treturn boolean
 * @function withheld
 */
LUAFN(view_withheld)
{
    PLAYERCOORDS(p, 1, 2)
    if (!map_bounds(p))
    {
        PLUARET(boolean, false);
        return 1;
    }
    PLUARET(boolean, env.map_knowledge(p).flags & MAP_WITHHELD);
    return 1;
}

/*** Did we detect an invisible monster on this square?
 * @tparam int x
 * @tparam int y
 * @treturn boolean
 * @function invisible_monster
 */
LUAFN(view_invisible_monster)
{
    PLAYERCOORDS(p, 1, 2)
    if (!map_bounds(p))
    {
        PLUARET(boolean, false);
        return 1;
    }
    PLUARET(boolean, env.map_knowledge(p).flags & MAP_INVISIBLE_MONSTER);
    return 1;
}

/*** Can one cell see the other?
 * @tparam int x1
 * @tparam int y1
 * @tparam int x2
 * @tparam int y2
 * @treturn boolean
 * @function cell_see_cell
 */
LUAFN(view_cell_see_cell)
{
    PLAYERCOORDS(p1, 1, 2)
    PLAYERCOORDS(p2, 3, 4)
    PLUARET(boolean, cell_see_cell(p1, p2, LOS_DEFAULT));
    return 1;
}

/*** Returns the entire known map as a table of cell objects.
 * Cells have x, y, feature; optional monster (object);
 * optional cloud (name); and optional flags [visible, mapped,
 * traversable, solid, door, undiggable, frontier, excluded, item,
 * unvisited, unsafe, invisible_monster, detected_item, detected_monster].
 * The frontier flag indicates that the cell is adjacent to an unknown cell.
 * The key for each cell is 40000*(100+x) + (100+y), which is
 * a reversible composition of the x,y coordinates (much more efficient
 * as a key for lua than other options).
 * @treturn table[cell]
 * @function get_map
 */
LUAFN(view_get_map)
{
    lua_createtable(ls, env.map_knowledge.size(), 0);
    for (rectangle_iterator ri(BOUNDARY_BORDER - 1); ri; ++ri)
    {
        const coord_def p = *ri;
        map_cell& cell = env.map_knowledge(p);
        if (!cell.known())
            continue;
        auto pc = grid2player(p);
        lua_createtable(ls, 4, 0);
        LUA_PUSHINT("x", pc.x);
        LUA_PUSHINT("y", pc.y)
        auto feat = cell.feat();
        LUA_PUSHSTRING("feature", dungeon_feature_name(feat));
        auto visible = cell.visible();
        if (visible)
            LUA_PUSHBOOL("visible", true);
        if (cell.mapped() && !cell.seen())
            LUA_PUSHBOOL("mapped", true);
        if (!feat_is_solid(feat) || feat_is_door(feat))
        {
            for (adjacent_iterator ai(p); ai; ++ai)
            {
                if (!env.map_knowledge(*ai).known())
                {
                    LUA_PUSHBOOL("frontier", true);
                    break;
                }
            }
        }
        if (feat_is_traversable_now(feat))
            LUA_PUSHBOOL("traversable", true);
        if (feat_is_solid(feat))
        {
            LUA_PUSHBOOL("solid", true);
            if (feat_is_door(feat))
                LUA_PUSHBOOL("door", true);
            if (!feat_is_diggable(feat))
                LUA_PUSHBOOL("undiggable", true);
            lua_rawseti(ls, -2, 40000*(100+pc.x) + (100+pc.y));
            continue;
        }

        if (is_excluded(p))
            LUA_PUSHBOOL("excluded", true);
        if (feat == DNGN_ENTER_SHOP)
        {
            LevelStashes *lev = StashTrack.find_current_level();
            if (lev && lev->shop_needs_visit(p))
                LUA_PUSHBOOL("unvisited", true);
        }
        if (cell.item() && cell.item()->defined())
            LUA_PUSHBOOL("item", true)
        if (cell.monsterinfo())
        {
            lua_push_moninf(ls, cell.monsterinfo());
            lua_setfield(ls, -2, "monster");
        }
        else if (cell.invisible_monster())
            LUA_PUSHBOOL("invisible_monster", true);
        bool unsafe = false;
        if (cell.cloud() != CLOUD_NONE)
        {
            LUA_PUSHSTRING("cloud", cloud_type_name(cell.cloud()).c_str());
            auto killer = cell.cloudinfo()->killer;
            if (is_damaging_cloud(cell.cloud(), true, YOU_KILL(killer)))
                unsafe = true;
        }
        if (!unsafe && cell.trap() != TRAP_UNASSIGNED)
        {
            trap_def trap;
            trap.type = cell.trap();
            trap.ammo_qty = 1;
            if (!trap.is_safe())
                unsafe = true;
        }
        if (unsafe)
            LUA_PUSHBOOL("unsafe", true);
        if (!visible)
        {
            if (cell.detected_item())
                LUA_PUSHBOOL("detected_item", true);
            if (cell.detected_monster())
                LUA_PUSHBOOL("detected_monster", true);
        }
        lua_rawseti(ls, -2, 40000*(100+pc.x) + (100+pc.y));
    }
    return 1;
}

/*** Are the given coordinates in the minimal bounding box of the known map?
 * @tparam int x
 * @tparam int y
 * @treturn boolean
 * @function in_known_map_bounds
 */
LUAFN(view_in_known_map_bounds)
{
    PLAYERCOORDS(p, 1, 2)
    PLUARET(boolean, in_known_map_bounds(p));
    return 1;
}

LUAFN(view_update_monsters)
{
    ASSERT_DLUA;

    update_monsters_in_view();
    return 0;
}

static const struct luaL_Reg view_lib[] =
{
    { "feature_at", view_feature_at },
    { "cloud_at", view_cloud_at },
    { "trap_at", view_trap_at },
    { "is_safe_square", view_is_safe_square },
    { "can_reach", view_can_reach },
    { "withheld", view_withheld },
    { "invisible_monster", view_invisible_monster },
    { "cell_see_cell", view_cell_see_cell },
    { "in_known_map_bounds", view_in_known_map_bounds },
    { "get_map", view_get_map },

    { "update_monsters", view_update_monsters },

    { nullptr, nullptr }
};

void cluaopen_view(lua_State *ls)
{
    lua_newtable(ls);
    luaL_setfuncs(ls, view_lib, 0);
    lua_setglobal(ls, "view");
}