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// TMW2 Scripts
// Author:
//  Jesusalva
// Description:
//  Maze generation script
//  Based on https://wiki.themanaworld.org/index.php/Archive:Afterlife#maze_generation
// Begin script, instance is required. Maze is Saved to player data.
// Scopes: MAZE_ {ID, MX, MY} or {X_Y$} or {X_Y_ALLOWEDTYPES} or {X_Y_ID}

/////////////////////////////////////////////////////////////////////////////////
// MazeVar(x,y,param)
function	script	MazeVar	{
    return "MAZE_"+getarg(0)+"_"+getarg(1)+getarg(2, "");
}

/////////////////////////////////////////////////////////////////////////////////
// WarpToMaze(instanceID, x, y)
function	script	WarpToMaze	{
    end;
}

/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
// ParseMaze(mapType, x, y)
function	script	ParseMaze	{
    .@t=getarg(0);
    .@x=getarg(1);
    .@y=getarg(2);

    // Prepare .@sim, the simulator array
    copyarray(.@sim,
              getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
              getarraysize(getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES"))));

    switch (@t) {
        case 0:
        case 1:
        case 2:
        case 3:
        case 4:
        case 5:
        case 6:
        case 7:
        case 8:
        case 9:
        case 10:
        case 11:
        case 12:
        case 13:
        case 14:
        case 15:
            return true;
    }
    return false;
}

/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
// GenerateMaze(width, height, instanceID)
function	script	GenerateMaze	{
    // Save maze configuration
    MAZE_ID=getarg(2);
    MAZE_MX=getarg(0);
    MAZE_MY=getarg(1);
    freeloop(true);

    // Delete previous maze data as relevant
    debugmes "[STATUS] Clean up";
    for (.@y=0; .@y < MAZE_MY; .@y++) {
        for (.@x=0; .@x < MAZE_MX; .@x++) {
            setd(MazeVar(.@x, .@y, "_ID"), 0);
            deletearray(getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")));
            deletearray(getd(MazeVar(.@x, .@y, "$")));
        }
    }

    ////////////////////
    // SETUP
    .@x=0; .@y=0;
    debugmes "[STATUS] Setup";

    // For every column:
    while (.@x < MAZE_MX) {
        // For every cell:
        while (.@y < MAZE_MY) {

            // Case 1: Left column
            if (.@y == 0) {

                // NW edge
                if (.@x == 0)
                    setarray getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
                    MAZEMAPTYPE_DEADS, MAZEMAPTYPE_DEADE,
                    MAZEMAPTYPE_CURVESE;
                // NE edge
                else if (.@x == MAZE_MX)
                    setarray getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
                    MAZEMAPTYPE_DEADS, MAZEMAPTYPE_DEADW,
                    MAZEMAPTYPE_CURVESW;
                // North wall
                else
                    setarray getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
                    MAZEMAPTYPE_DEADS, MAZEMAPTYPE_DEADW, MAZEMAPTYPE_DEADE,
                    MAZEMAPTYPE_TWES, MAZEMAPTYPE_LINEWE,
                    MAZEMAPTYPE_CURVESE, MAZEMAPTYPE_CURVESW;


            // Case 2: Right column
            } else if (.@y == MAZE_MY) {

                // SW edge
                if (.@x == 0)
                    setarray getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
                    MAZEMAPTYPE_DEADN, MAZEMAPTYPE_DEADE,
                    MAZEMAPTYPE_CURVENE;
                // SE edge
                else if (.@x == MAZE_MX)
                    setarray getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
                    MAZEMAPTYPE_DEADN, MAZEMAPTYPE_DEADW,
                    MAZEMAPTYPE_CURVENW;
                // South wall
                else
                    setarray getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
                    MAZEMAPTYPE_DEADN, MAZEMAPTYPE_DEADW, MAZEMAPTYPE_DEADE,
                    MAZEMAPTYPE_TWEN, MAZEMAPTYPE_LINEWE,
                    MAZEMAPTYPE_CURVENE, MAZEMAPTYPE_CURVENW;


            // Case 3: Nothing in special
            } else {
                    setarray getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
                    MAZEMAPTYPE_DEADN, MAZEMAPTYPE_DEADW, MAZEMAPTYPE_DEADE, MAZEMAPTYPE_DEADS,
                    MAZEMAPTYPE_CURVENW, MAZEMAPTYPE_CURVENE, MAZEMAPTYPE_CURVESW, MAZEMAPTYPE_CURVESE,
                    MAZEMAPTYPE_TNWS, MAZEMAPTYPE_TNES, MAZEMAPTYPE_TWEN, MAZEMAPTYPE_TWES,
                    MAZEMAPTYPE_LINEWE, MAZEMAPTYPE_LINENS, MAZEMAPTYPE_CROSS;
            }


        // End the setup loop
        .@y++;
        }
        .@x++;
        .@y=0;
    }


    ////////////////////
    // BUILDING
    .@x=0; .@y=0;
    debugmes "[STATUS] Build";

    // For every line:
    while (.@y < MAZE_MY) {
        // For every cell:
        while (.@x < MAZE_MX) {

            //debugmes "[STATUS] [BUILD %d %d] Running...", .@x, .@y;
            // While connections weren't parsed
            do {
                // We start at (0,0) and go to (MAZE_MX,0)
                // Then we go to (0,MAZE_MY) until (MAZE_MX,MAZE_MY)
                // Shuffle the array
                array_shuffle(getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")));
                .@maze_typexy=array_pop(getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")));

                // XXX: MAZEMAPTYPE_NULL is also a bug
                if (.@maze_typexy <= 0) {
                    Exception("ERROR IN MAZE BUILDER ("+.@x+","+.@y+") MTYPEXY");
                    .@maze_typexy=MAZEMAPTYPE_NULL;
                }
                setd(MazeVar(.@x, .@y, "_ID"), .@maze_typexy);

                // Attempt to parse connections
            } while (!ParseMaze(.@maze_typexy, .@x, .@y));

        // End the build loop
        .@x++;
        }
        .@y++;
        .@x=0;
    }

    // Debug the statuses
    .@x=0; .@y=0;
    debugmes "[STATUS] Finishing...";
    for (.@y=0; .@y < MAZE_MY; .@y++) {
        .@l$="";
        freeloop(true);
        for (.@x=0; .@x < MAZE_MX; .@x++) {
            //debugmes "[rpts] %d %d = %d", .@x, .@y, getd(MazeVar(.@x, .@y, "_ID"));
            .@l$=.@l$+","+getd(MazeVar(.@x, .@y, "_ID"));
        }
        debugmes "[REPORT] %s", .@l$;
    }

    freeloop(false);
    debugmes "[STATUS] Finished";
    end;
}


// One warp handler per maze map
maze0,30,30,0	script	#MazeMaster	NPC_MONA,{
    /*
    function mazeGen;
    function parseConnections;
    */
    GenerateMaze(7, 7, 0);
    end;
}