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// TMW2 Scripts
// Author:
//  Jesusalva
// Description:
//  Maze generation script (Protip: (30,30) is ALWAYS reachable - for @warp)
//  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;
}

/////////////////////////////////////////////////////////////////////////////////
// SetMazeCon(Maze, north, west, east, south)
function	script	SetMazeCon	{
    setd(getarg(0)+"$["+MAZENORTH+"]", getarg(1));
    setd(getarg(0)+"$["+MAZE_WEST+"]", getarg(2));
    setd(getarg(0)+"$["+MAZE_EAST+"]", getarg(3));
    setd(getarg(0)+"$["+MAZESOUTH+"]", getarg(4));
    return;
}

/////////////////////////////////////////////////////////////////////////////////
// UpdateMazeCon(Maze, x, y)
function	script	UpdateMazeCon	{
    if (getd(getarg(0)+"$["+MAZENORTH+"]") != "WALL")
        setd(getarg(0)+"$["+MAZENORTH+"]", str(getarg(1))+"_"+str(getarg(2)+1));

    if (getd(getarg(0)+"$["+MAZE_WEST+"]") != "WALL")
        setd(getarg(0)+"$["+MAZE_WEST+"]", str(getarg(1)-1)+"_"+str(getarg(2)));

    if (getd(getarg(0)+"$["+MAZE_EAST+"]") != "WALL")
        setd(getarg(0)+"$["+MAZE_EAST+"]", str(getarg(1)+1)+"_"+str(getarg(2)));

    if (getd(getarg(0)+"$["+MAZESOUTH+"]") != "WALL")
        setd(getarg(0)+"$["+MAZESOUTH+"]", str(getarg(1))+"_"+str(getarg(2)+1));
    return;
}

/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
// 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"))));
    */

    // Setup the maze connectors
    .@v$=MazeVar(.@x, .@y);
    switch (.@t) {
        case MAZEMAPTYPE_NULL:
            SetMazeCon(.@v$, "WALL", "WALL", "WALL", "WALL");
            break;

        // N W E S
        case MAZEMAPTYPE_DEADS:
            SetMazeCon(.@v$, "WALL", "WALL", "WALL", "");
            break;
        case MAZEMAPTYPE_DEADW:
            SetMazeCon(.@v$, "WALL", "", "WALL", "WALL");
            break;
        case MAZEMAPTYPE_DEADN:
            SetMazeCon(.@v$, "", "WALL", "WALL", "WALL");
            break;
        case MAZEMAPTYPE_DEADE:
            SetMazeCon(.@v$, "WALL", "WALL", "", "WALL");
            break;

        // N W E S
        case MAZEMAPTYPE_CURVENW:
            SetMazeCon(.@v$, "", "", "WALL", "WALL");
            break;
        case MAZEMAPTYPE_CURVENE:
            SetMazeCon(.@v$, "", "WALL", "", "WALL");
            break;
        case MAZEMAPTYPE_CURVESW:
            SetMazeCon(.@v$, "WALL", "", "WALL", "");
            break;
        case MAZEMAPTYPE_CURVESE:
            SetMazeCon(.@v$, "WALL", "WALL", "", "");
            break;

        // N W E S
        case MAZEMAPTYPE_TNWS:
            SetMazeCon(.@v$, "", "", "WALL", "");
            break;
        case MAZEMAPTYPE_TNES:
            SetMazeCon(.@v$, "", "WALL", "", "");
            break;
        case MAZEMAPTYPE_TWEN:
            SetMazeCon(.@v$, "", "", "", "WALL");
            break;
        case MAZEMAPTYPE_TWES:
            SetMazeCon(.@v$, "WALL", "", "", "");
            break;

        // N W E S
        case MAZEMAPTYPE_LINENS:
            SetMazeCon(.@v$, "", "WALL", "WALL", "");
            break;
        case MAZEMAPTYPE_LINEWE:
            SetMazeCon(.@v$, "WALL", "", "", "WALL");
            break;

        // N W E S
        case MAZEMAPTYPE_CROSS:
            SetMazeCon(.@v$, "", "", "", "");
            break;
    }

    // Now that connectors are set, we do simulations
    /*
    debugmes "(%d, %d) is with north %s (ID %d)", .@x, .@y, getd(MazeVar(.@x, .@y, "$["+MAZENORTH+"]")), getd(MazeVar(.@x, .@y, "_ID"));
    debugmes ".@v$ is %s", .@v$;
    debugmes ".@v$[NORTH] is %s", getd(.@v$+"$["+MAZENORTH+"]");
    */

    //////////////////////////
    // Way north
    if (getd(.@v$+"$["+MAZENORTH+"]") != "WALL") {
        // Does north map accept this?
        //debugmes "(%d, %d) is worth proccessing in NORTH", .@x, .@y;

        // Case 1: We're in the edge
        if (.@y == 0)
            return false;

        // Case 2: South direction thinks it is a wall
        if (getd(MazeVar(.@x, .@y-1, "$["+MAZESOUTH+"]")) == "WALL")
            return false;

        //debugmes "(%d, %d) found %s (ID %d)", .@x, .@y, getd(MazeVar(.@x, .@y-1, "$["+MAZESOUTH+"]")), getd(MazeVar(.@x, .@y-1, "_ID"));
        // Okay, this is a valid movement, we continue
    }
    //////////////////////////
    // Way west
    if (getd(.@v$+"$["+MAZE_WEST+"]") != "WALL") {
        // Does west map accept this?

        // Case 1: We're in the edge
        if (.@x == 0)
            return false;

        // Case 2: West direction thinks it is a wall
        if (getd(MazeVar(.@x-1, .@y, "$["+MAZE_EAST+"]")) == "WALL")
            return false;

        // Okay, this is a valid movement, we continue
    }

    //////////////////////////
    // Way down
    if (getd(.@v$+"$["+MAZESOUTH+"]") != "WALL") {
        // Can we do this?

        // Case 1: We're in the edge
        if (.@y == MAZE_MY)
            return false;

        // Case 2: Down direction is invalid?
        // TODO

        // Okay, this is a valid movement, we continue
    }

    //////////////////////////
    // Way east
    if (getd(.@v$+"$["+MAZE_EAST+"]") != "WALL") {
        // Can we do this?

        // Case 1: We're in the edge
        if (.@x == MAZE_MX)
            return false;

        // Case 2: Right direction is invalid?
        // TODO

        // Okay, this is a valid movement, we continue
    }

    // All checks passed!
    UpdateMazeCon(.@v$, .@x, .@y);
    return true;
}

/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
// 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) {
            freeloop(true);

            //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$+","+getd(MazeVar(.@x, .@y, "_ID"));
        }
        debugmes "[REPORT] %s", .@l$;
    }


    // Sanity Check
    for (.@y=0; .@y < MAZE_MY; .@y++) {
        freeloop(true);
        for (.@x=0; .@x < MAZE_MX; .@x++) {
            .@mid=getd(MazeVar(.@x, .@y, "_ID"));
            .@v$=MazeVar(.@x, .@y);
            .@n$=getd(.@v$+"$["+MAZENORTH+"]");
            .@w$=getd(.@v$+"$["+MAZE_WEST+"]");
            .@e$=getd(.@v$+"$["+MAZE_EAST+"]");
            .@s$=getd(.@v$+"$["+MAZESOUTH+"]");
            debugmes "%s (%d):  %s  ", .@v$, .@mid, .@n$;
            //debugmes "%s | %s | %s", .@w$, .@s$, .@e$;

        }
        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);
    GenerateMaze(5, 5, 0);
    end;
}