Adds complete rewrite of lua scripts
Lua scripts now build an in memory structure of all the rooms and their contents before loading this data into the game. This enables better possibilities to prevent monsters from spawning in bad places. Monsters can now also spawn in coridoor rooms.
This commit is contained in:
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b3b8208b11
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@ -17,7 +17,7 @@ local function matrix_coverage (matrix)
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local cov = 0
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for i=1,10 do
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for j=1,10 do
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if matrix[i][j].active then cov = cov + 1 end
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if matrix[i][j] then cov = cov + 1 end
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end
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end
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return cov
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@ -36,7 +36,7 @@ local function generate_path ()
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for i=1,10 do
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map_matrix[i] = {}
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for j=1,10 do
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map_matrix[i][j] = room_builder.create_room()
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map_matrix[i][j] = nil
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end
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end
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@ -47,7 +47,10 @@ local function generate_path ()
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local direction = 0
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local lastDirection = 0
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local coridoor_count = 0
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local coverage = 10
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local coverage = 9 + CURRENT_LEVEL
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-- Create the first room
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map_matrix[cx][cy] = room_builder.create_empty_room()
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while matrix_coverage(map_matrix) < coverage do
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local direction = random(4)
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@ -60,8 +63,6 @@ local function generate_path ()
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direction = random(4)
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end
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map_matrix[cx][cy].active = true
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if coridoor_count < coverage/3 then
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if random(3) == 1 and (cx > 1 or cy > 1) then
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map_matrix[cx][cy].type = "coridoor"
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@ -69,49 +70,56 @@ local function generate_path ()
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end
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end
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valid_direction = false
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if direction == UP and cy > 1 then -- UP
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table.insert(map_matrix[cx][cy].exits, direction)
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room_builder.add_exit(map_matrix[cx][cy], direction)
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map_matrix[cx][cy].path_dir = direction
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cy = cy - 1;
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table.insert(map_matrix[cx][cy].exits, reverse_direction(direction))
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cy = cy - 1
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valid_direction = true
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elseif direction == LEFT and cx > 1 then -- LEFT
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table.insert(map_matrix[cx][cy].exits, direction)
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room_builder.add_exit(map_matrix[cx][cy], direction)
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map_matrix[cx][cy].path_dir = direction
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cx = cx - 1;
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table.insert(map_matrix[cx][cy].exits, reverse_direction(direction))
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cx = cx - 1
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valid_direction = true
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elseif direction == RIGHT and cx < 10 then -- RIGHT
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table.insert(map_matrix[cx][cy].exits, direction)
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room_builder.add_exit(map_matrix[cx][cy], direction)
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map_matrix[cx][cy].path_dir = direction
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cx = cx + 1;
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table.insert(map_matrix[cx][cy].exits, reverse_direction(direction))
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cx = cx + 1
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valid_direction = true
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elseif direction == DOWN and cy < 10 then -- DOWN
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table.insert(map_matrix[cx][cy].exits, direction)
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room_builder.add_exit(map_matrix[cx][cy], direction)
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map_matrix[cx][cy].path_dir = direction
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cy = cy + 1;
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table.insert(map_matrix[cx][cy].exits, reverse_direction(direction))
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cy = cy + 1
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valid_direction = true
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end
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-- Create the next room and add the reverse exit
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-- if a valid direction was found
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if valid_direction then
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if not map_matrix[cx][cy] then
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map_matrix[cx][cy] = room_builder.create_empty_room()
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end
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room_builder.add_exit(map_matrix[cx][cy], reverse_direction(direction))
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end
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lastDirection = direction
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end
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-- Last room rules
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map_matrix[cx][cy].active = true
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map_matrix[cx][cy].goal = true
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map_matrix[cx][cy].type = "room"
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return map_matrix;
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end
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local function print_matrix(matrix)
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-- Build all the rooms
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for i=1,10 do
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for j=1,10 do
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if not map_matrix[j][i].goal then
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io.write(map_matrix[j][i].path_dir .. " ")
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else
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io.write("G ")
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room = map_matrix[i][j]
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if room then
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room_builder.build_room(room)
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monster_gen.add_monsters_to_room(room, i-1, j-1)
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end
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end
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io.write("\n")
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end
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return map_matrix;
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end
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-- END FUNCTIONS
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@ -126,14 +134,10 @@ local map_matrix = generate_path()
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for i=1,10 do
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for j=1,10 do
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local room = map_matrix[i][j]
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if room.active then
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if room then
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set_current_room(map, i-1, j-1);
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if room.type == "room" then
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room_builder.build_square_room(map, room)
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monster_gen.add_monster_to_room(map, i-1, j-1);
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elseif room.type == "coridoor" then
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room_builder.build_coridoor_room(map, room)
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end
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room_builder.load_room(map, room)
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monster_gen.load_monsters(map, room.monsters)
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end
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end
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end
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@ -61,23 +61,23 @@ local function load_decor_textures()
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table.insert(floorDecor, { td0, td1, 48, 13 * 16, false, false })
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-- Urns
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table.insert(floorDecor, { td0, td1, 0 * 16, 48, true, false })
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table.insert(floorDecor, { td0, td1, 1 * 16, 48, true, false })
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table.insert(floorDecor, { td0, td1, 2 * 16, 48, true, false })
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table.insert(floorDecor, { td0, td1, 3 * 16, 48, true, false })
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table.insert(floorDecor, { td0, td1, 4 * 16, 48, true, false })
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table.insert(floorDecor, { td0, td1, 5 * 16, 48, true, false })
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table.insert(floorDecor, { td0, td1, 6 * 16, 48, false, false })
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table.insert(floorDecor, { td0, td1, 7 * 16, 48, false, false })
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--table.insert(floorDecor, { td0, td1, 0 * 16, 48, true, false })
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--table.insert(floorDecor, { td0, td1, 1 * 16, 48, true, false })
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--table.insert(floorDecor, { td0, td1, 2 * 16, 48, true, false })
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--table.insert(floorDecor, { td0, td1, 3 * 16, 48, true, false })
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--table.insert(floorDecor, { td0, td1, 4 * 16, 48, true, false })
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--table.insert(floorDecor, { td0, td1, 5 * 16, 48, true, false })
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--table.insert(floorDecor, { td0, td1, 6 * 16, 48, false, false })
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--table.insert(floorDecor, { td0, td1, 7 * 16, 48, false, false })
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-- Racks
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table.insert(floorDecor, { td0, td1, 0 * 16, 11 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 1 * 16, 11 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 2 * 16, 11 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 3 * 16, 11 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 4 * 16, 11 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 5 * 16, 11 * 16, true, false })
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table.insert(floorDecor, { td0, td1, 6 * 16, 11 * 16, true, false })
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--table.insert(floorDecor, { td0, td1, 0 * 16, 11 * 16, true, false })
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--table.insert(floorDecor, { td0, td1, 1 * 16, 11 * 16, true, false })
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--table.insert(floorDecor, { td0, td1, 2 * 16, 11 * 16, true, false })
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--table.insert(floorDecor, { td0, td1, 3 * 16, 11 * 16, true, false })
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--table.insert(floorDecor, { td0, td1, 4 * 16, 11 * 16, true, false })
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--table.insert(floorDecor, { td0, td1, 5 * 16, 11 * 16, true, false })
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--table.insert(floorDecor, { td0, td1, 6 * 16, 11 * 16, true, false })
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-- Headstones
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table.insert(floorDecor, { td0, td1, 0 * 16, 17 * 16, true, false })
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@ -117,6 +117,20 @@ local function load_special_tiles()
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special.level_exit = { tt, -1, 16, 16, false, true, true }
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end
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local function print_room(room)
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print("ROOM:")
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for j=0, 11 do
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for i=0, 15 do
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if room.tiles[i][j] then
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io.write("o ")
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else
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io.write(". ")
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end
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end
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print("")
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end
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end
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local function repack(data)
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return {
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textureIndex0 = data[1],
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@ -138,22 +152,31 @@ local function check_add_decoration(map, x, y, data)
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return true
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end
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local function check_add_tile(map, x, y, data)
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if tile_occupied(map, x, y) then
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return false
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end
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add_tile(map, x, y, repack(data))
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return true
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end
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local function add_random_decor_to_room(map)
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local function add_random_decor_to_room(room)
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local decor_count = random(4) - 1
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for i=1,decor_count do
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check_add_decoration(map, random(11)+1, random(8)+1, floorDecor[random(#floorDecor)])
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x = random(11) + 1
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y = random(8) + 1
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if not room.decor[x][y] then
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room.decor[x][y] = floorDecor[random(#floorDecor)]
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end
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end
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local function add_pits_to_room(map)
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if random(2) == 1 then
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room.decor[4][3] = lightDecor.candle2
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end
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if random(2) == 1 then
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room.decor[11][3] = lightDecor.candle2
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end
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if random(2) == 1 then
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room.decor[4][9] = lightDecor.candle2
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end
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if random(2) == 1 then
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room.decor[11][9] = lightDecor.candle2
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end
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end
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local function add_pits_to_room(room)
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if CURRENT_LEVEL < 2 then
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return
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@ -171,7 +194,6 @@ local function add_pits_to_room(map)
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end
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end
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local matrix = {}
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for i=0, #cleanData-1 do
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local c = cleanData:sub(i, i)
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@ -191,207 +213,175 @@ local function add_pits_to_room(map)
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matrix = matrix[random(#matrix)]
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for i=2,13 do
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for j=2,10 do
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if not tile_occupied(map, (i), (j)) and matrix[i][j] then
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if matrix[i][j] then
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room.decor[i][j] = nil
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if not matrix[i-1][j-1] and not matrix[i+1][j-1] and matrix[i-1][j] and matrix[i+1][j] and matrix[i][j-1] then
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add_tile(map, i, j, repack(pits.innermid))
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room.tiles[i][j] = pits.innermid
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elseif not matrix[i-1][j-1] and matrix[i-1][j] and matrix[i][j-1] then
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add_tile(map, i, j, repack(pits.innerleft))
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room.tiles[i][j] = pits.innerleft
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elseif not matrix[i+1][j-1] and matrix[i+1][j] and matrix[i][j-1] then
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add_tile(map, i, j, repack(pits.innerright))
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room.tiles[i][j] = pits.innerright
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elseif not matrix[i-1][j] and not matrix[i][j-1] and not matrix[i+1][j] then
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add_tile(map, i, j, repack(pits.topcrevice))
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room.tiles[i][j] = pits.topcrevice
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elseif not matrix[i-1][j] and not matrix[i+1][j] then
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add_tile(map, i, j, repack(pits.bottomcrevice))
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room.tiles[i][j] = pits.bottomcrevice
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elseif not matrix[i-1][j] and not matrix[i][j-1] then
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add_tile(map, i, j, repack(pits.topleft))
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room.tiles[i][j] = pits.topleft
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elseif not matrix[i+1][j] and not matrix[i][j-1] then
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add_tile(map, i, j, repack(pits.topright))
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room.tiles[i][j] = pits.topright
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elseif not matrix[i-1][j] then
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add_tile(map, i, j, repack(pits.left))
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room.tiles[i][j] = pits.left
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elseif not matrix[i+1][j] then
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add_tile(map, i, j, repack(pits.right))
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room.tiles[i][j] = pits.right
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elseif not matrix[i][j-1] then
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add_tile(map, i, j, repack(pits.top))
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room.tiles[i][j] = pits.top
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else
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add_tile(map, i, j, repack(pits.center))
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room.tiles[i][j] = pits.center
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end
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end
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end
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end
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end
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local function add_tiles_to_room (map)
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local function add_tiles_to_room (room)
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for i=0,15 do
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for j=0,11 do
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if (i >= 1 and i <= 14 and j >= 1 and j <= 10) then
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if (i == 1 and j == 1) then
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add_tile(map, i, j, repack(floor.topleft))
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room.tiles[i][j] = floor.topleft
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elseif (i == 14 and j == 1) then
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add_tile(map, i, j, repack(floor.topright))
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room.tiles[i][j] = floor.topright
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elseif (i == 1 and j == 10) then
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add_tile(map, i, j, repack(floor.bottomleft))
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room.tiles[i][j] = floor.bottomleft
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elseif (i == 14 and j == 10) then
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add_tile(map, i, j, repack(floor.bottomright))
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room.tiles[i][j] = floor.bottomright
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elseif (i == 1) then
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add_tile(map, i, j, repack(floor.left))
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room.tiles[i][j] = floor.left
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elseif (i == 14) then
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add_tile(map, i, j, repack(floor.right))
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room.tiles[i][j] = floor.right
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elseif (j == 1) then
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add_tile(map, i, j, repack(floor.top))
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room.tiles[i][j] = floor.top
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elseif (j == 10) then
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add_tile(map, i, j, repack(floor.bottom))
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room.tiles[i][j] = floor.bottom
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else
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add_tile(map, i, j, repack(floor.center))
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room.tiles[i][j] = floor.center
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end
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end
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end
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end
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end
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add_random_decor_to_room(map)
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add_pits_to_room(map)
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end
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local function add_walls_to_room (map)
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local function add_walls_to_room (room)
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for i=0,15 do
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for j=0,11 do
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if (i == 0 and j == 0) then
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add_tile(map, i, j, repack(wall.topleft))
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room.tiles[i][j] = wall.topleft
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elseif (i == 15 and j == 0) then
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add_tile(map, i, j, repack(wall.topright))
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room.tiles[i][j] = wall.topright
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elseif (i == 0 and j == 11) then
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add_tile(map, i, j, repack(wall.bottomleft))
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room.tiles[i][j] = wall.bottomleft
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elseif (i == 15 and j == 11) then
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add_tile(map, i, j, repack(wall.bottomright))
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room.tiles[i][j] = wall.bottomright
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elseif (i == 0 or i == 15) then
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add_tile(map, i, j, repack(wall.vertical))
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room.tiles[i][j] = wall.vertical
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elseif (j == 0 or j == 11) then
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add_tile(map, i, j, repack(wall.horizontal))
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room.tiles[i][j] = wall.horizontal
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end
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end
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end
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end
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if random(2) == 1 then
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check_add_decoration(map, 4, 3, lightDecor.candle2)
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local function build_vert_center_coridoor(room, offset)
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for i=0,4 do
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room.tiles[6][offset+i] = wall.vertical
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room.tiles[7][offset+i] = floor.center
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room.tiles[8][offset+i] = floor.center
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room.tiles[9][offset+i] = wall.vertical
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end
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if random(2) == 1 then
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check_add_decoration(map, 11, 3, lightDecor.candle2)
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room.decor[6][offset+2] = lightDecor.candle1
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end
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if random(2) == 1 then
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check_add_decoration(map, 4, 9, lightDecor.candle2)
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end
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if random(2) == 1 then
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check_add_decoration(map, 11, 9, lightDecor.candle2)
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room.decor[6][offset+2] = lightDecor.candle1
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end
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end
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local function add_exit(map, direction)
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if direction > 4 then return end
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if direction == UP then
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add_tile(map, 6, 0, repack(wall.bottomright))
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add_tile(map, 7, 0, repack(floor.singleleft))
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add_tile(map, 8, 0, repack(floor.singleright))
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add_tile(map, 9, 0, repack(wall.bottomleft))
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elseif direction == LEFT then
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add_tile(map, 0, 4, repack(wall.bottomright))
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add_tile(map, 0, 5, repack(floor.singletop))
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add_tile(map, 0, 6, repack(floor.singlebottom))
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add_tile(map, 0, 7, repack(wall.topright))
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elseif direction == RIGHT then
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add_tile(map, 15, 4, repack(wall.bottomleft))
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add_tile(map, 15, 5, repack(floor.singletop))
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add_tile(map, 15, 6, repack(floor.singlebottom))
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add_tile(map, 15, 7, repack(wall.topleft))
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elseif direction == DOWN then
|
||||
add_tile(map, 6, 11, repack(wall.topright))
|
||||
add_tile(map, 7, 11, repack(floor.singleleft))
|
||||
add_tile(map, 8, 11, repack(floor.singleright))
|
||||
add_tile(map, 9, 11, repack(wall.topleft))
|
||||
end
|
||||
end
|
||||
|
||||
local function add_level_exit(map)
|
||||
success = false
|
||||
while not success do
|
||||
x = random(14)
|
||||
y = random(10)
|
||||
success = check_add_tile(map, x, y, special.level_exit)
|
||||
end
|
||||
end
|
||||
|
||||
local function build_vert_center_coridoor(map, offset)
|
||||
for j=0,4 do
|
||||
add_tile(map, 6, offset+j, repack(wall.vertical));
|
||||
add_tile(map, 7, offset+j, repack(floor.center));
|
||||
add_tile(map, 8, offset+j, repack(floor.center));
|
||||
add_tile(map, 9, offset+j, repack(wall.vertical));
|
||||
end
|
||||
if random(2) == 1 then
|
||||
add_decoration(map, 6, offset + 2, repack(lightDecor.candle1))
|
||||
end
|
||||
if random(2) == 1 then
|
||||
add_decoration(map, 9, offset + 2, repack(lightDecor.candle1))
|
||||
end
|
||||
end
|
||||
|
||||
local function build_horiz_center_coridoor(map, offset)
|
||||
local function build_horiz_center_coridoor(room, offset)
|
||||
info("Building horizontal corrdior: " .. offset)
|
||||
for i=0,6 do
|
||||
add_tile(map, offset+i, 4, repack(wall.horizontal));
|
||||
add_tile(map, offset+i, 5, repack(floor.center));
|
||||
add_tile(map, offset+i, 6, repack(floor.center));
|
||||
add_tile(map, offset+i, 7, repack(wall.horizontal));
|
||||
room.tiles[offset+i][4] = wall.horizontal
|
||||
room.tiles[offset+i][5] = floor.center
|
||||
room.tiles[offset+i][6] = floor.center
|
||||
room.tiles[offset+i][7] = wall.horizontal
|
||||
end
|
||||
if random(2) == 1 then
|
||||
check_add_decoration(map, offset+3, 4, lightDecor.candle1)
|
||||
room.decor[offset+3][4] = lightDecor.candle1
|
||||
end
|
||||
if random(2) == 1 then
|
||||
check_add_decoration(map, offset+3, 7, lightDecor.candle1)
|
||||
room.decor[offset+3][7] = lightDecor.candle1
|
||||
end
|
||||
end
|
||||
|
||||
local function build_center_corner_walls(map, exits)
|
||||
local function build_center_corner_walls(room, exits)
|
||||
if exits.down then
|
||||
if exits.left then
|
||||
add_tile(map, 6, 7, repack(wall.topright))
|
||||
room.tiles[6][7] = wall.topright
|
||||
end
|
||||
if exits.right then
|
||||
add_tile(map, 9, 7, repack(wall.topleft))
|
||||
room.tiles[9][7] = wall.topleft
|
||||
end
|
||||
else
|
||||
if not exits.left then
|
||||
add_tile(map, 6, 7, repack(wall.bottomleft))
|
||||
room.tiles[6][7] = wall.bottomleft
|
||||
end
|
||||
if not exits.right then
|
||||
add_tile(map, 9, 7, repack(wall.bottomright))
|
||||
room.tiles[9][7] = wall.bottomright
|
||||
end
|
||||
end
|
||||
if exits.up then
|
||||
if exits.left then
|
||||
add_tile(map, 6, 4, repack(wall.bottomright))
|
||||
room.tiles[6][4] = wall.bottomright
|
||||
end
|
||||
if exits.right then
|
||||
add_tile(map, 9, 4, repack(wall.bottomleft))
|
||||
room.tiles[9][4] = wall.bottomleft
|
||||
end
|
||||
else
|
||||
if not exits.left then
|
||||
add_tile(map, 6, 4, repack(wall.topleft))
|
||||
room.tiles[6][4] = wall.topleft
|
||||
end
|
||||
if not exits.right then
|
||||
add_tile(map, 9, 4, repack(wall.topright))
|
||||
room.tiles[9][4] = wall.topright
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local module = {}
|
||||
|
||||
function module.add_full_lighting(map)
|
||||
check_add_decoration(map, 4, 3, lightDecor.candle2)
|
||||
check_add_decoration(map, 11, 3, lightDecor.candle2)
|
||||
check_add_decoration(map, 4, 9, lightDecor.candle2)
|
||||
check_add_decoration(map, 11, 9, lightDecor.candle2)
|
||||
local function add_exits_to_room(room)
|
||||
for _,direction in ipairs(room.exits) do
|
||||
if direction == UP then
|
||||
room.tiles[6][0] = wall.bottomright
|
||||
room.tiles[7][0] = floor.singleleft
|
||||
room.tiles[8][0] = floor.singleright
|
||||
room.tiles[9][0] = wall.bottomleft
|
||||
elseif direction == LEFT then
|
||||
room.tiles[0][4] = wall.bottomright
|
||||
room.tiles[0][5] = floor.singletop
|
||||
room.tiles[0][6] = floor.singlebottom
|
||||
room.tiles[0][7] = wall.topright
|
||||
elseif direction == RIGHT then
|
||||
room.tiles[15][4] = wall.bottomleft
|
||||
room.tiles[15][5] = floor.singletop
|
||||
room.tiles[15][6] = floor.singlebottom
|
||||
room.tiles[15][7] = wall.topleft
|
||||
elseif direction == DOWN then
|
||||
room.tiles[6][11] = wall.topright
|
||||
room.tiles[7][11] = floor.singleleft
|
||||
room.tiles[8][11] = floor.singleright
|
||||
room.tiles[9][11] = wall.topleft
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function module.build_coridoor_room(map, room)
|
||||
local function build_coridoor_room(room)
|
||||
local exits = {
|
||||
up = false,
|
||||
down = false,
|
||||
|
@ -408,51 +398,126 @@ function module.build_coridoor_room(map, room)
|
|||
end
|
||||
|
||||
-- Fill the center
|
||||
add_tile(map, 6, 5, repack(wall.vertical))
|
||||
add_tile(map, 6, 6, repack(wall.vertical))
|
||||
add_tile(map, 7, 4, repack(wall.horizontal))
|
||||
add_tile(map, 7, 5, repack(floor.center))
|
||||
add_tile(map, 7, 6, repack(floor.center))
|
||||
add_tile(map, 7, 7, repack(wall.horizontal))
|
||||
add_tile(map, 8, 4, repack(wall.horizontal))
|
||||
add_tile(map, 8, 5, repack(floor.center))
|
||||
add_tile(map, 8, 6, repack(floor.center))
|
||||
add_tile(map, 8, 7, repack(wall.horizontal))
|
||||
add_tile(map, 9, 5, repack(wall.vertical))
|
||||
add_tile(map, 9, 6, repack(wall.vertical))
|
||||
room.tiles[6][5] = wall.vertical
|
||||
room.tiles[6][6] = wall.vertical
|
||||
room.tiles[7][4] = wall.horizontal
|
||||
room.tiles[7][5] = floor.center
|
||||
room.tiles[7][6] = floor.center
|
||||
room.tiles[7][7] = wall.horizontal
|
||||
room.tiles[8][4] = wall.horizontal
|
||||
room.tiles[8][5] = floor.center
|
||||
room.tiles[8][6] = floor.center
|
||||
room.tiles[8][7] = wall.horizontal
|
||||
room.tiles[9][5] = wall.vertical
|
||||
room.tiles[9][6] = wall.vertical
|
||||
|
||||
-- Build the coridoors
|
||||
if exits.down then build_vert_center_coridoor(map, 7) end
|
||||
if exits.up then build_vert_center_coridoor(map, 0) end
|
||||
if exits.left then build_horiz_center_coridoor(map, 0) end
|
||||
if exits.right then build_horiz_center_coridoor(map, 9) end
|
||||
if exits.down then build_vert_center_coridoor(room, 7) end
|
||||
if exits.up then build_vert_center_coridoor(room, 0) end
|
||||
if exits.left then build_horiz_center_coridoor(room, 0) end
|
||||
if exits.right then build_horiz_center_coridoor(room, 9) end
|
||||
|
||||
build_center_corner_walls(map, exits)
|
||||
build_center_corner_walls(room, exits)
|
||||
end
|
||||
|
||||
function module.create_room ()
|
||||
return {
|
||||
exits = {},
|
||||
active = false,
|
||||
goal = false,
|
||||
path_dir = 0,
|
||||
type = "room"
|
||||
}
|
||||
local function add_level_exit(room)
|
||||
success = false
|
||||
while not success do
|
||||
x = random(14)
|
||||
y = random(10)
|
||||
if not room.decor[x][y] then
|
||||
success = true
|
||||
room.tiles[x][y] = special.level_exit
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function module.build_square_room(map, room)
|
||||
add_tiles_to_room(map);
|
||||
add_walls_to_room(map);
|
||||
for exit=1, #room.exits do
|
||||
add_exit(map, room.exits[exit]);
|
||||
end
|
||||
local function build_normal_room(room)
|
||||
add_tiles_to_room(room)
|
||||
add_random_decor_to_room(room)
|
||||
add_walls_to_room(room)
|
||||
add_exits_to_room(room)
|
||||
add_pits_to_room(room)
|
||||
|
||||
if room.goal then
|
||||
add_level_exit(map);
|
||||
add_level_exit(room)
|
||||
end
|
||||
|
||||
if CURRENT_LEVEL > 3 and random(10) == 1 then
|
||||
directions = { "LEFT", "RIGHT", "UP", "DOWN" }
|
||||
set_modifier(map, "WINDY", directions[random(#directions)]);
|
||||
room.modifier.type = "WINDY"
|
||||
room.modifier.arg = directions[random(#directions)]
|
||||
end
|
||||
|
||||
return room
|
||||
end
|
||||
|
||||
local module = {}
|
||||
|
||||
function module.add_exit(room, direction)
|
||||
if direction > 4 then
|
||||
return
|
||||
end
|
||||
|
||||
table.insert(room.exits, direction)
|
||||
end
|
||||
|
||||
function module.add_full_lighting(room)
|
||||
room.decor[4][3] = lightDecor.candle2
|
||||
room.decor[11][3] = lightDecor.candle2
|
||||
room.decor[4][9] = lightDecor.candle2
|
||||
room.decor[11][9] = lightDecor.candle2
|
||||
end
|
||||
|
||||
function module.create_empty_room()
|
||||
room = {
|
||||
exits = {},
|
||||
active = false,
|
||||
goal = false,
|
||||
path_dir = 0,
|
||||
type = "room",
|
||||
tiles = {},
|
||||
decor = {},
|
||||
modifier = {
|
||||
type = nil,
|
||||
arg = nil
|
||||
},
|
||||
monsters = {}
|
||||
}
|
||||
for i=0,15 do
|
||||
room.tiles[i] = {}
|
||||
room.decor[i] = {}
|
||||
room.monsters[i] = {}
|
||||
for j=0,11 do
|
||||
room.tiles[i][j] = nil
|
||||
room.decor[i][j] = nil
|
||||
room.monsters[i][j] = nil
|
||||
end
|
||||
end
|
||||
return room
|
||||
end
|
||||
|
||||
function module.build_room(room)
|
||||
if room.type == "coridoor" then
|
||||
build_coridoor_room(room)
|
||||
else
|
||||
build_normal_room(room)
|
||||
end
|
||||
end
|
||||
|
||||
function module.load_room(map, room)
|
||||
for i=0, 15 do
|
||||
for j=0, 11 do
|
||||
if room.tiles[i][j] then
|
||||
add_tile(map, i, j, repack(room.tiles[i][j]))
|
||||
end
|
||||
if room.decor[i][j] then
|
||||
add_decoration(map, i, j, repack(room.decor[i][j]))
|
||||
end
|
||||
end
|
||||
end
|
||||
if room.modifier.type then
|
||||
set_modifier(map, room.modifier.type, room.modifier.arg)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
@ -4,9 +4,11 @@ local monster_gen = require "monstergen"
|
|||
map = create_map(CURRENT_LEVEL) -- 'map' needs to be global
|
||||
|
||||
room_builder.load_textures(map)
|
||||
local room = room_builder.create_room()
|
||||
|
||||
set_current_room(map, 0, 0)
|
||||
room_builder.build_square_room(map, room)
|
||||
monster_gen.add_monster_to_room(map, 0, 0);
|
||||
room_builder.add_full_lighting(map);
|
||||
local room = room_builder.create_empty_room()
|
||||
room_builder.build_room(room)
|
||||
room_builder.add_full_lighting(room)
|
||||
monster_gen.add_monsters_to_room(room, 0, 0)
|
||||
room_builder.load_room(map, room)
|
||||
monster_gen.load_monsters(map, room.monsters)
|
||||
|
|
|
@ -264,15 +264,42 @@ if random(100) == 1 then
|
|||
enemies = concat(enemies, platino);
|
||||
end
|
||||
|
||||
function module.add_monster_to_room(map, roomx, roomy)
|
||||
function module.add_monsters_to_room(room, roomx, roomy)
|
||||
local count = random(3)
|
||||
if (CURRENT_LEVEL > 3) then
|
||||
count = random(4)
|
||||
end
|
||||
for i=0,count do
|
||||
local x = (roomx * 512) + (random(13) + 1) * 32
|
||||
local y = (roomy * 384) + (random(9) + 1) * 32
|
||||
add_monster(map, x, y, repack(enemies[random(#enemies)]));
|
||||
local i = 0
|
||||
while i < count do
|
||||
local rx = random(13) + 1
|
||||
local ry = random(9) + 1
|
||||
if not room.decor[rx][ry]
|
||||
and not room.monsters[rx][ry]
|
||||
and (room.tiles[rx][ry]
|
||||
and not room.tiles[rx][ry][5]
|
||||
and not room.tiles[rx][ry][8])
|
||||
then
|
||||
|
||||
local x = (roomx * 512) + rx * 32
|
||||
local y = (roomy * 384) + ry * 32
|
||||
room.monsters[rx][ry] = {
|
||||
x,
|
||||
y,
|
||||
enemies[random(#enemies)]
|
||||
}
|
||||
i = i + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function module.load_monsters(map, monsters)
|
||||
for i=0,15 do
|
||||
for j=0,11 do
|
||||
monster = monsters[i][j]
|
||||
if monster then
|
||||
add_monster(map, monster[1], monster[2], repack(monster[3]))
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
|
Loading…
Reference in New Issue