-- FUNCTIONS local random = math.random -- CONSTANTS local UP = 1 local LEFT = 2 local RIGHT = 3 local DOWN = 4 local floor = { center = nil, top = nil, bottom = nil, left = nil, right = nil, topleft = nil, topright = nil, bottomleft = nil, bottomright = nil } local wall = { topleft = nil, topright = nil, bottomleft = nil, bottomright = nil, vertical = nil, horizontal = nil } local special = { level_exit = nil } local floorDecor = { } local lightDecor = { } local function load_decor_textures() td0 = add_texture(map, "Objects/Decor0.png") td1 = add_texture(map, "Objects/Decor1.png") -- Skulls table.insert(floorDecor, { td0, td1, 0, 12 * 16, false, false }) table.insert(floorDecor, { td0, td1, 32, 12 * 16, false, false }) table.insert(floorDecor, { td0, td1, 64, 12 * 16, false, true }) table.insert(floorDecor, { td0, td1, 0, 13 * 16, false, false }) table.insert(floorDecor, { td0, td1, 32, 13 * 16, false, false }) table.insert(floorDecor, { td0, td1, 64, 13 * 16, false, true }) -- Bones table.insert(floorDecor, { td0, td1, 16, 12 * 16, false, false }) table.insert(floorDecor, { td0, td1, 48, 12 * 16, false, false }) table.insert(floorDecor, { td0, td1, 16, 13 * 16, false, false }) table.insert(floorDecor, { td0, td1, 48, 13 * 16, false, false }) -- Urns table.insert(floorDecor, { td0, td1, 0 * 16, 48, true, false }) table.insert(floorDecor, { td0, td1, 1 * 16, 48, true, false }) table.insert(floorDecor, { td0, td1, 2 * 16, 48, true, false }) table.insert(floorDecor, { td0, td1, 3 * 16, 48, true, false }) table.insert(floorDecor, { td0, td1, 4 * 16, 48, true, false }) table.insert(floorDecor, { td0, td1, 5 * 16, 48, true, false }) table.insert(floorDecor, { td0, td1, 6 * 16, 48, false, false }) table.insert(floorDecor, { td0, td1, 7 * 16, 48, false, false }) -- Racks table.insert(floorDecor, { td0, td1, 0 * 16, 11 * 16, true, false }) table.insert(floorDecor, { td0, td1, 1 * 16, 11 * 16, true, false }) table.insert(floorDecor, { td0, td1, 2 * 16, 11 * 16, true, false }) table.insert(floorDecor, { td0, td1, 3 * 16, 11 * 16, true, false }) table.insert(floorDecor, { td0, td1, 4 * 16, 11 * 16, true, false }) table.insert(floorDecor, { td0, td1, 5 * 16, 11 * 16, true, false }) table.insert(floorDecor, { td0, td1, 6 * 16, 11 * 16, true, false }) -- Headstones table.insert(floorDecor, { td0, td1, 0 * 16, 17 * 16, true, false }) table.insert(floorDecor, { td0, td1, 1 * 16, 17 * 16, true, false }) table.insert(floorDecor, { td0, td1, 2 * 16, 17 * 16, true, false }) table.insert(floorDecor, { td0, td1, 3 * 16, 17 * 16, true, false }) table.insert(floorDecor, { td0, td1, 4 * 16, 17 * 16, true, false }) table.insert(floorDecor, { td0, td1, 0 * 16, 18 * 16, true, false }) table.insert(floorDecor, { td0, td1, 1 * 16, 18 * 16, true, false }) table.insert(floorDecor, { td0, td1, 2 * 16, 18 * 16, true, false }) table.insert(floorDecor, { td0, td1, 3 * 16, 18 * 16, true, false }) table.insert(floorDecor, { td0, td1, 4 * 16, 18 * 16, true, false }) -- Altars table.insert(floorDecor, { td0, td1, 0 * 16, 20 * 16, true, false }) table.insert(floorDecor, { td0, td1, 1 * 16, 20 * 16, true, false }) table.insert(floorDecor, { td0, td1, 2 * 16, 20 * 16, true, false }) -- Webs --table.insert(floorDecor, { td0, td1, 0 * 16, 19 * 16, false }) --table.insert(floorDecor, { td0, td1, 1 * 16, 19 * 16, false }) --table.insert(floorDecor, { td0, td1, 2 * 16, 19 * 16, false }) --table.insert(floorDecor, { td0, td1, 3 * 16, 19 * 16, false }) --table.insert(floorDecor, { td0, td1, 4 * 16, 19 * 16, false }) -- Statues --table.insert(floorDecor, { td0, td1, 3 * 16, 20 * 16, true }) --table.insert(floorDecor, { td0, td1, 4 * 16, 20 * 16, true }) lightDecor.candle0 = { td0, td1, 0, 8 * 16, false, true } lightDecor.candle1 = { td0, td1, 16, 8 * 16, false, true } lightDecor.candle2 = { td0, td1, 32, 8 * 16, true, true } end local function load_special_tiles() tt = add_texture(map, "Objects/Tile.png") special.level_exit = { tt, -1, 16, 16, false, true, true } end local function repack(data) return { textureIndex0 = data[1], textureIndex1 = data[2] or -1, tileClipX = data[3], tileClipY = data[4], isCollider = data[5] or false, isLightSource = data[6] or false, isLevelExit = data[7] or false, } end local function check_add_decoration(map, x, y, data) if tile_occupied(map, x, y) then return false end add_decoration(map, x, y, repack(data)) return true end local function check_add_tile(map, x, y, data) if tile_occupied(map, x, y) then return false end add_tile(map, x, y, repack(data)) return true end local function add_random_decor_to_room() local decor_count = random(4) - 1 for i=1,decor_count do check_add_decoration(map, random(11)+1, random(8)+1, floorDecor[random(#floorDecor)]) end end local function add_tiles_to_room (map) for i=0,15 do for j=0,11 do if (i >= 1 and i <= 14 and j >= 1 and j <= 10) then if (i == 1 and j == 1) then add_tile(map, i, j, repack(floor.topleft)) elseif (i == 14 and j == 1) then add_tile(map, i, j, repack(floor.topright)) elseif (i == 1 and j == 10) then add_tile(map, i, j, repack(floor.bottomleft)) elseif (i == 14 and j == 10) then add_tile(map, i, j, repack(floor.bottomright)) elseif (i == 1) then add_tile(map, i, j, repack(floor.left)) elseif (i == 14) then add_tile(map, i, j, repack(floor.right)) elseif (j == 1) then add_tile(map, i, j, repack(floor.top)) elseif (j == 10) then add_tile(map, i, j, repack(floor.bottom)) else add_tile(map, i, j, repack(floor.center)) end end end end add_random_decor_to_room() end local function add_walls_to_room (map) for i=0,15 do for j=0,11 do if (i == 0 and j == 0) then add_tile(map, i, j, repack(wall.topleft)) elseif (i == 15 and j == 0) then add_tile(map, i, j, repack(wall.topright)) elseif (i == 0 and j == 11) then add_tile(map, i, j, repack(wall.bottomleft)) elseif (i == 15 and j == 11) then add_tile(map, i, j, repack(wall.bottomright)) elseif (i == 0 or i == 15) then add_tile(map, i, j, repack(wall.vertical)) elseif (j == 0 or j == 11) then add_tile(map, i, j, repack(wall.horizontal)) end end end if random(2) == 1 then check_add_decoration(map, 4, 3, lightDecor.candle2) end if random(2) == 1 then check_add_decoration(map, 11, 3, lightDecor.candle2) end if random(2) == 1 then check_add_decoration(map, 4, 9, lightDecor.candle2) end if random(2) == 1 then check_add_decoration(map, 11, 9, lightDecor.candle2) end end local function add_exit(map, direction) if direction > 4 then return end if direction == UP then add_tile(map, 6, 0, repack(wall.bottomright)) add_tile(map, 7, 0, repack(floor.singleleft)) add_tile(map, 8, 0, repack(floor.singleright)) add_tile(map, 9, 0, repack(wall.bottomleft)) elseif direction == LEFT then add_tile(map, 0, 4, repack(wall.bottomright)) add_tile(map, 0, 5, repack(floor.singletop)) add_tile(map, 0, 6, repack(floor.singlebottom)) add_tile(map, 0, 7, repack(wall.topright)) elseif direction == RIGHT then add_tile(map, 15, 4, repack(wall.bottomleft)) add_tile(map, 15, 5, repack(floor.singletop)) add_tile(map, 15, 6, repack(floor.singlebottom)) add_tile(map, 15, 7, repack(wall.topleft)) 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) 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)); end if random(2) == 1 then check_add_decoration(map, offset+3, 4, lightDecor.candle1) end if random(2) == 1 then check_add_decoration(map, offset+3, 7, lightDecor.candle1) end end local function build_center_corner_walls(map, exits) if exits.down then if exits.left then add_tile(map, 6, 7, repack(wall.topright)) end if exits.right then add_tile(map, 9, 7, repack(wall.topleft)) end else if not exits.left then add_tile(map, 6, 7, repack(wall.bottomleft)) end if not exits.right then add_tile(map, 9, 7, repack(wall.bottomright)) end end if exits.up then if exits.left then add_tile(map, 6, 4, repack(wall.bottomright)) end if exits.right then add_tile(map, 9, 4, repack(wall.bottomleft)) end else if not exits.left then add_tile(map, 6, 4, repack(wall.topleft)) end if not exits.right then add_tile(map, 9, 4, repack(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) end function module.build_coridoor_room(map, room) local exits = { up = false, down = false, left = false, right = false } for _,exit in ipairs(room.exits) do if UP == exit then exits.up = true elseif DOWN == exit then exits.down = true elseif LEFT == exit then exits.left = true elseif RIGHT == exit then exits.right = true end 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)) -- 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 build_center_corner_walls(map, exits) end function module.create_room () return { exits = {}, active = false, goal = false, path_dir = 0, type = "room" } 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 if room.goal then add_level_exit(map); end if CURRENT_LEVEL > 2 and random(10) == 1 then set_modifier(map, "WINDY"); end end function module.load_textures(map) t_floor = add_texture(map, "Objects/Floor.png") t_wall = add_texture(map, "Objects/Wall.png") math.randomseed(os.time()) local xo = (random(3) - 1) * 112 local yo = (random(7)) * 48 floor.center = { t_floor, -1, xo + 16, yo + 16, false } floor.top = { t_floor, -1, xo + 16, yo + 0, false } floor.bottom = { t_floor, -1, xo + 16, yo + 32, false } floor.left = { t_floor, -1, xo + 0, yo + 16, false } floor.right = { t_floor, -1, xo + 32, yo + 16, false } floor.topleft = { t_floor, -1, xo + 0, yo + 0, false } floor.topright = { t_floor, -1, xo + 32, yo + 0, false } floor.bottomleft = { t_floor, -1, xo + 0, yo + 32, false } floor.bottomright = { t_floor, -1, xo + 32, yo + 32, false } floor.singletop = { t_floor, -1, xo + 48, yo + 0, false } floor.singlebottom = { t_floor, -1, xo + 48, yo + 32, false } floor.singleleft = { t_floor, -1, xo + 64, yo + 16, false } floor.singleright = { t_floor, -1, xo + 96, yo + 16, false } wall.topleft = { t_wall, -1, xo + 0, yo + 0, true } wall.topright = { t_wall, -1, xo + 32, yo + 0, true } wall.bottomleft = { t_wall, -1, xo + 0, yo + 32, true } wall.bottomright = { t_wall, -1, xo + 32, yo + 32, true } wall.vertical = { t_wall, -1, xo + 0, yo + 16, true } wall.horizontal = { t_wall, -1, xo + 16, yo + 0, true } load_decor_textures() load_special_tiles() end return module