breakhack/data/layoutparser.lua

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local random = map_random
local pits = {}
local function readLayoutFile(file)
local layoutfile = read_file(file)
local cleanData = ""
for i=1, #layoutfile do
local c = layoutfile:sub(i+1, i+1)
if c ~= " " and c ~= "\n" and c ~= "\r" then
cleanData = cleanData .. c
end
end
local matrix = {}
for i=0, #cleanData-1 do
local c = cleanData:sub(i, i)
local col = i % 16
local row = (i - col)/16
local layout = 1 + (row - (row % 12))/12
local row = row % 12
if not matrix[layout] then matrix[layout] = {} end
if not matrix[layout][col] then matrix[layout][col] = {} end
matrix[layout][col][row] = c
end
return matrix;
end
local function getTileStateFor(matrix, i, j, c)
local above = matrix[i][j-1] == c;
local below = matrix[i][j+1] == c;
local left = matrix[i-1][j] == c;
local right = matrix[i+1][j] == c;
local above_left = matrix[i-1][j-1] == c;
local above_right = matrix[i+1][j-1] == c;
local below_left = matrix[i-1][j+1] == c;
local below_right = matrix[i+1][j+1] == c;
return above, below, left, right, above_left, above_right, below_left, below_right
end
local function setPitTile(room, matrix, i, j)
if matrix[i][j] ~= "p" then
return
end
local above, below, left, right, above_left, above_right, below_left, below_right = getTileStateFor(matrix, i, j, "p");
room.decor[i][j] = nil
if not above_left and not above_right and left and right and above then
room.tiles[i][j] = pits.innermid
elseif not above_left and left and above then
room.tiles[i][j] = pits.innerleft
elseif not above_right and right and above then
room.tiles[i][j] = pits.innerright
elseif not left and not above and not right then
room.tiles[i][j] = pits.topcrevice
elseif not left and not right then
room.tiles[i][j] = pits.bottomcrevice
elseif not left and not above then
room.tiles[i][j] = pits.topleft
elseif not right and not above then
room.tiles[i][j] = pits.topright
elseif not left then
room.tiles[i][j] = pits.left
elseif not right then
room.tiles[i][j] = pits.right
elseif not above then
room.tiles[i][j] = pits.top
else
room.tiles[i][j] = pits.center
end
end
local module = {}
function module.load_textures(map)
local t_pit0 = add_texture(map, "Objects/Pit0.png")
local t_pit1 = add_texture(map, "Objects/Pit1.png")
local pit_yo = (random(5) + random(3)) * (16 * 2)
pits = {
center = { t_pit0, t_pit1, 16, pit_yo + 16, false, false, false, true },
top = { t_pit0, t_pit1, 16, pit_yo, false, false, false, true },
left = { t_pit0, t_pit1, 0, pit_yo + 16, false, false, false, true },
right = { t_pit0, t_pit1, 32, pit_yo + 16, false, false, false, true },
topleft = { t_pit0, t_pit1, 0, pit_yo, false, false, false, true },
topright = { t_pit0, t_pit1, 32, pit_yo, false, false, false, true },
innerleft = { t_pit0, t_pit1, 80, pit_yo, false, false, false, true },
innermid = { t_pit0, t_pit1, 96, pit_yo, false, false, false, true },
innerright = { t_pit0, t_pit1, 112, pit_yo, false, false, false, true },
topcrevice = { t_pit0, t_pit1, 64, pit_yo, false, false, false, true },
bottomcrevice = { t_pit0, t_pit1, 64, pit_yo + 16, false, false, false, true },
}
end
function module.add_pits_to_room(room)
--if CURRENT_LEVEL < 2 or random(5) ~= 1 then
--return false
--end
local matrix = readLayoutFile("pitlayouts.dat")
-- Chose a random layout
matrix = matrix[random(#matrix)]
for i=2,13 do
for j=2,10 do
setPitTile(room, matrix, i, j);
end
end
return true
end
return module