local random = map_random local pits = {} local walls = {} local fences = {} 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 setBlockTile(room, matrix, i, j, tiles, char, decorTiles) local above, below, left, right, above_left, above_right, below_left, below_right = getTileStateFor(matrix, i, j, char); room.decor[i][j] = nil local tile = nil if above and below and left and right then tile = tiles.cross elseif not above and below and left and right then tile = tiles.top_t elseif not below and above and left and right then tile = tiles.bottom_t elseif not left and above and below and right then tile = tiles.left_t elseif not right and above and below and left then tile = tiles.right_t elseif not above and not left and right and below then tile = tiles.topleft elseif not above and not right and left and below then tile = tiles.topright elseif not below and not left and above and right then tile = tiles.bottomleft elseif not below and not right and above and left then tile = tiles.bottomright elseif not left and not right and below then tile = tiles.left elseif not above and not below and (left or right) then tile = tiles.top else tile = tiles.single end if decorTiles then room.decor[i][j] = tile else room.tiles[i][j] = tile end end local function setPitTile(room, matrix, i, j) 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, wall_xoffset, wall_yoffset) local t_pit0 = add_texture(map, "Objects/Pit0.png") local t_pit1 = add_texture(map, "Objects/Pit1.png") local t_wall = add_texture(map, "Objects/Wall.png") local t_fence = add_texture(map, "Objects/Fence.png") local yo = (random(5) + random(3)) * (16 * 2) pits = { center = { t_pit0, t_pit1, 16, yo + 16, false, false, false, true }, top = { t_pit0, t_pit1, 16, yo, false, false, false, true }, left = { t_pit0, t_pit1, 0, yo + 16, false, false, false, true }, right = { t_pit0, t_pit1, 32, yo + 16, false, false, false, true }, topleft = { t_pit0, t_pit1, 0, yo, false, false, false, true }, topright = { t_pit0, t_pit1, 32, yo, false, false, false, true }, innerleft = { t_pit0, t_pit1, 80, yo, false, false, false, true }, innermid = { t_pit0, t_pit1, 96, yo, false, false, false, true }, innerright = { t_pit0, t_pit1, 112, yo, false, false, false, true }, topcrevice = { t_pit0, t_pit1, 64, yo, false, false, false, true }, bottomcrevice = { t_pit0, t_pit1, 64, yo + 16, false, false, false, true }, } local xo = wall_xoffset yo = wall_yoffset walls = { topleft = { t_wall, nil, xo + 0, yo, true }, top = { t_wall, nil, xo + 16, yo, true }, single = { t_wall, nil, xo + 16, yo + 16, true }, topright = { t_wall, nil, xo + 32, yo, true }, left = { t_wall, nil, xo + 0, yo + 16, true }, bottomleft = { t_wall, nil, xo + 0, yo + 32, true }, bottomright = { t_wall, nil, xo + 32, yo + 32, true }, center = { t_wall, nil, xo + 48, yo, true }, top_t = { t_wall, nil, xo + 64, yo, true }, left_t = { t_wall, nil, xo + 48, yo + 16, true }, cross = { t_wall, nil, xo + 64, yo + 16, true }, right_t = { t_wall, nil, xo + 80, yo + 16, true }, bottom_t = { t_wall, nil, xo + 64, yo + 32, true }, } yo = 48 fences = { topleft = { t_fence, nil, 0, yo, true }, top = { t_fence, nil, 16, yo, true }, single = { t_fence, nil, 0, yo + 16, true }, topright = { t_fence, nil, 32, yo, true }, left = { t_fence, nil, 0, yo + 16, true }, bottomleft = { t_fence, nil, 0, yo + 32, true }, bottomright = { t_fence, nil, 32, yo + 32, true }, center = { t_fence, nil, 48, yo, true }, top_t = { t_fence, nil, 64, yo, true }, left_t = { t_fence, nil, 48, yo + 16, true }, cross = { t_fence, nil, 64, yo + 16, true }, right_t = { t_fence, nil, 80, yo + 16, true }, bottom_t = { t_fence, nil, 64, yo + 32, true }, } end function draw_layout_to_room(room, matrix, roomx, roomy) -- Chose a random layout matrix = matrix[random(#matrix)] for i=2,13 do for j=2,10 do if matrix[i][j] == "p" then setPitTile(room, matrix, i, j); elseif matrix[i][j] == "#" then setBlockTile(room, matrix, i, j, walls, "#", false) elseif matrix[i][j] == "f" then setBlockTile(room, matrix, i, j, fences, "f", true) elseif matrix[i][j] == "a" then create_shop_artifact(map, (roomx*512) + i*32, (roomy * 384) + j*32) end end end end function module.add_walls_to_room(room) if random(4) ~= 1 then return false end draw_layout_to_room(room, readLayoutFile("walllayouts.dat")) return true end function module.add_pits_to_room(room) if CURRENT_LEVEL < 2 or random(5) ~= 1 then return false end draw_layout_to_room(room, readLayoutFile("pitlayouts.dat")) return true end function module.add_shop_layout(room, roomx, roomy) draw_layout_to_room(room, readLayoutFile("shoplayouts.dat"), roomx, roomy) return true end return module