583 lines
17 KiB
Lua
583 lines
17 KiB
Lua
-- FUNCTIONS
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local random = map_random
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local layoutparser = require "layoutparser"
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-- CONSTANTS
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local UP = 1
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local LEFT = 2
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local RIGHT = 3
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local DOWN = 4
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local floor = {
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center = nil,
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top = nil,
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bottom = nil,
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left = nil,
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right = nil,
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topleft = nil,
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topright = nil,
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bottomleft = nil,
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bottomright = nil
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}
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local wall = {
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topleft = nil,
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topright = nil,
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bottomleft = nil,
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bottomright = nil,
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vertical = nil,
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horizontal = nil
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}
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local special = { level_exit = nil }
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local floorDecor = { }
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local blockingFloorDecor = { }
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local lightDecor = { }
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local function load_decor_textures()
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td0 = add_texture(map, "Objects/Decor0.png")
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td1 = add_texture(map, "Objects/Decor1.png")
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-- Skulls
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table.insert(floorDecor, { td0, td1, 0, 12 * 16, false, false })
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table.insert(floorDecor, { td0, td1, 32, 12 * 16, false, false })
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table.insert(floorDecor, { td0, td1, 0, 13 * 16, false, false })
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table.insert(floorDecor, { td0, td1, 32, 13 * 16, false, false })
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table.insert(floorDecor, { td0, td1, 64, 12 * 16, false, true })
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table.insert(floorDecor, { td0, td1, 64, 13 * 16, false, true })
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-- Bones
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table.insert(floorDecor, { td0, td1, 16, 12 * 16, false, false })
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table.insert(floorDecor, { td0, td1, 48, 12 * 16, false, false })
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table.insert(floorDecor, { td0, td1, 16, 13 * 16, false, false })
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table.insert(floorDecor, { td0, td1, 48, 13 * 16, false, false })
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-- Webs
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--table.insert(floorDecor, { td0, td1, 0 * 16, 19 * 16, false })
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--table.insert(floorDecor, { td0, td1, 1 * 16, 19 * 16, false })
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--table.insert(floorDecor, { td0, td1, 2 * 16, 19 * 16, false })
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--table.insert(floorDecor, { td0, td1, 3 * 16, 19 * 16, false })
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--table.insert(floorDecor, { td0, td1, 4 * 16, 19 * 16, false })
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-- Urns
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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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-- Urns
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--table.insert(blockingFloorDecor, { td0, td1, 0 * 16, 48, true, false })
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--table.insert(blockingFloorDecor, { td0, td1, 1 * 16, 48, true, false })
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--table.insert(blockingFloorDecor, { td0, td1, 2 * 16, 48, true, false })
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--table.insert(blockingFloorDecor, { td0, td1, 3 * 16, 48, true, false })
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--table.insert(blockingFloorDecor, { td0, td1, 4 * 16, 48, true, false })
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--table.insert(blockingFloorDecor, { td0, td1, 5 * 16, 48, true, false })
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-- Racks
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--table.insert(blockingFloorDecor, { td0, td1, 0 * 16, 11 * 16, true, false })
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--table.insert(blockingFloorDecor, { td0, td1, 1 * 16, 11 * 16, true, false })
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--table.insert(blockingFloorDecor, { td0, td1, 2 * 16, 11 * 16, true, false })
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--table.insert(blockingFloorDecor, { td0, td1, 3 * 16, 11 * 16, true, false })
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--table.insert(blockingFloorDecor, { td0, td1, 4 * 16, 11 * 16, true, false })
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--table.insert(blockingFloorDecor, { td0, td1, 5 * 16, 11 * 16, true, false })
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--table.insert(blockingFloorDecor, { td0, td1, 6 * 16, 11 * 16, true, false })
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-- Headstones
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table.insert(blockingFloorDecor, { td0, td1, 0 * 16, 17 * 16, true, false })
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table.insert(blockingFloorDecor, { td0, td1, 1 * 16, 17 * 16, true, false })
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table.insert(blockingFloorDecor, { td0, td1, 2 * 16, 17 * 16, true, false })
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table.insert(blockingFloorDecor, { td0, td1, 3 * 16, 17 * 16, true, false })
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table.insert(blockingFloorDecor, { td0, td1, 4 * 16, 17 * 16, true, false })
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table.insert(blockingFloorDecor, { td0, td1, 0 * 16, 18 * 16, true, false })
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table.insert(blockingFloorDecor, { td0, td1, 1 * 16, 18 * 16, true, false })
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table.insert(blockingFloorDecor, { td0, td1, 2 * 16, 18 * 16, true, false })
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table.insert(blockingFloorDecor, { td0, td1, 3 * 16, 18 * 16, true, false })
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table.insert(blockingFloorDecor, { td0, td1, 4 * 16, 18 * 16, true, false })
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-- Altars
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table.insert(blockingFloorDecor, { td0, td1, 0 * 16, 20 * 16, true, false })
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table.insert(blockingFloorDecor, { td0, td1, 1 * 16, 20 * 16, true, false })
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table.insert(blockingFloorDecor, { td0, td1, 2 * 16, 20 * 16, true, false })
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-- Statues
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--table.insert(blockingFloorDecor, { td0, td1, 3 * 16, 20 * 16, true })
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--table.insert(blockingFloorDecor, { td0, td1, 4 * 16, 20 * 16, true })
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lightDecor.candle0 = { td0, td1, 0, 8 * 16, false, true }
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lightDecor.candle1 = { td0, td1, 16, 8 * 16, false, true }
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lightDecor.candle2 = { td0, td1, 32, 8 * 16, true, true }
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end
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local function load_special_tiles()
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tt = add_texture(map, "Objects/Tile.png")
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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 repack(data)
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return {
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textureIndex0 = data[1],
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textureIndex1 = data[2] or -1,
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tileClipX = data[3],
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tileClipY = data[4],
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isCollider = data[5] or false,
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isLightSource = data[6] or false,
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isLevelExit = data[7] or false,
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isLethal = data[8] or false,
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lockType = data[9] or 0
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}
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end
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local function room_tile_available(room, rx, ry)
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return not room.chests[rx][ry]
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and not room.traps[rx][ry]
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and not room.walls[rx][ry]
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and not room.doors[rx][ry]
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and not room.monsters[rx][ry]
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and not room.decor[rx][ry]
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and (room.tiles[rx][ry]
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and not room.tiles[rx][ry][5]
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and not room.tiles[rx][ry][7]
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and not room.tiles[rx][ry][8])
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end
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local function add_random_decor_to_room(room, blockingDecor)
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local decor_count = random(8)
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if blockingDecor then
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decor_count = random(4)
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end
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for i=1,decor_count do
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local success = false
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while not success do
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x = random(11) + 1
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y = random(8) + 1
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if room_tile_available(room, x, y) then
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room.decor[x][y] = floorDecor[random(#floorDecor)]
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success = true
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end
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end
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end
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if blockingDecor then
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decor_count = random(4)
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for i=1,decor_count do
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local success = false
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while not success do
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x = random(11) + 1
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y = random(8) + 1
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if room_tile_available(room, x, y) then
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room.decor[x][y] = blockingFloorDecor[random(#blockingFloorDecor)]
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success = true
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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 blockingDecor then
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if random(2) == 1 and room_tile_available(room, 4, 3) then
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room.decor[4][3] = lightDecor.candle2
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end
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if random(2) == 1 and room_tile_available(room, 11, 3) then
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room.decor[11][3] = lightDecor.candle2
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end
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if random(2) == 1 and room_tile_available(room, 4, 9) then
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room.decor[4][9] = lightDecor.candle2
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end
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if random(2) == 1 and room_tile_available(room, 11, 9) 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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end
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local function add_tiles_to_room (room, singletile)
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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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room.tiles[i][j] = singletile and floor.single or floor.topleft
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elseif (i == 14 and j == 1) then
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room.tiles[i][j] = singletile and floor.single or floor.topright
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elseif (i == 1 and j == 10) then
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room.tiles[i][j] = singletile and floor.single or floor.bottomleft
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elseif (i == 14 and j == 10) then
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room.tiles[i][j] = singletile and floor.single or floor.bottomright
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elseif (i == 1) then
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room.tiles[i][j] = singletile and floor.single or floor.left
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elseif (i == 14) then
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room.tiles[i][j] = singletile and floor.single or floor.right
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elseif (j == 1) then
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room.tiles[i][j] = singletile and floor.single or floor.top
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elseif (j == 10) then
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room.tiles[i][j] = singletile and floor.single or floor.bottom
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else
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room.tiles[i][j] = singletile and floor.single or floor.center
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end
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else
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room.tiles[i][j] = floor.single
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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_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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room.walls[i][j] = wall.topleft
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elseif (i == 15 and j == 0) then
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room.walls[i][j] = wall.topright
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elseif (i == 0 and j == 11) then
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room.walls[i][j] = wall.bottomleft
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elseif (i == 15 and j == 11) then
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room.walls[i][j] = wall.bottomright
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elseif (i == 0 or i == 15) then
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room.walls[i][j] = wall.vertical
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elseif (j == 0 or j == 11) then
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room.walls[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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local function build_vert_center_coridoor(room, offset)
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for i=0,4 do
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room.walls[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.walls[7][offset+i] = nil
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room.walls[8][offset+i] = nil
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room.walls[9][offset+i] = wall.vertical
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end
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if random(2) == 1 then
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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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room.decor[6][offset+2] = lightDecor.candle1
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end
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end
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local function build_horiz_center_coridoor(room, offset)
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for i=0,6 do
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room.walls[offset+i][4] = wall.horizontal
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room.tiles[offset+i][5] = floor.center
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room.tiles[offset+i][6] = floor.center
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room.walls[offset+i][5] = nil
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room.walls[offset+i][6] = nil
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room.walls[offset+i][7] = wall.horizontal
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end
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if random(2) == 1 then
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room.decor[offset+3][4] = lightDecor.candle1
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end
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if random(2) == 1 then
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room.decor[offset+3][7] = lightDecor.candle1
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end
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end
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local function build_center_corner_walls(room, exits)
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if exits.down then
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if exits.left then
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room.walls[6][7] = wall.topright
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end
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if exits.right then
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room.walls[9][7] = wall.topleft
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end
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else
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if not exits.left then
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room.walls[6][7] = wall.bottomleft
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end
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if not exits.right then
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room.walls[9][7] = wall.bottomright
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end
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end
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if exits.up then
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if exits.left then
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room.walls[6][4] = wall.bottomright
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end
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if exits.right then
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room.walls[9][4] = wall.bottomleft
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end
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else
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if not exits.left then
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room.walls[6][4] = wall.topleft
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end
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if not exits.right then
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room.walls[9][4] = wall.topright
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end
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end
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end
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local function add_exits_to_room(room)
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for _,direction in ipairs(room.exits) do
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if direction == UP then
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room.walls[6][0] = wall.bottomright
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room.tiles[7][0] = floor.singleleft
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room.tiles[8][0] = floor.singleright
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room.walls[7][0] = nil
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room.walls[8][0] = nil
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room.walls[9][0] = wall.bottomleft
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elseif direction == LEFT then
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room.walls[0][4] = wall.bottomright
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room.tiles[0][5] = floor.singletop
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room.tiles[0][6] = floor.singlebottom
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room.walls[0][5] = nil
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room.walls[0][6] = nil
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room.walls[0][7] = wall.topright
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elseif direction == RIGHT then
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room.walls[15][4] = wall.bottomleft
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room.tiles[15][5] = floor.singletop
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room.tiles[15][6] = floor.singlebottom
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room.walls[15][5] = nil
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room.walls[15][6] = nil
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room.walls[15][7] = wall.topleft
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elseif direction == DOWN then
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room.walls[6][11] = wall.topright
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room.tiles[7][11] = floor.singleleft
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room.tiles[8][11] = floor.singleright
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room.walls[7][11] = nil
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room.walls[8][11] = nil
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room.walls[9][11] = wall.topleft
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end
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end
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end
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local function build_coridoor_room(room)
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local exits = {
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up = false,
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down = false,
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left = false,
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right = false
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}
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for _,exit in ipairs(room.exits) do
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if UP == exit then exits.up = true
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elseif DOWN == exit then exits.down = true
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elseif LEFT == exit then exits.left = true
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elseif RIGHT == exit then exits.right = true
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end
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end
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-- Fill the center
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room.tiles[7][5] = floor.center
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room.tiles[7][6] = floor.center
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room.tiles[8][5] = floor.center
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room.tiles[8][6] = floor.center
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room.walls[6][5] = wall.vertical
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room.walls[6][6] = wall.vertical
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room.walls[7][4] = wall.horizontal
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room.walls[7][7] = wall.horizontal
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room.walls[8][4] = wall.horizontal
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room.walls[8][7] = wall.horizontal
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room.walls[9][5] = wall.vertical
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room.walls[9][6] = wall.vertical
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-- Build the coridoors
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if exits.down then build_vert_center_coridoor(room, 7) end
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if exits.up then build_vert_center_coridoor(room, 0) end
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if exits.left then build_horiz_center_coridoor(room, 0) end
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if exits.right then build_horiz_center_coridoor(room, 9) end
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build_center_corner_walls(room, exits)
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end
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local function add_level_exit(room)
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local success = false
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while not success do
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x = random(14)
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y = random(10)
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if room_tile_available(room, x, y) then
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success = true
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room.tiles[x][y] = special.level_exit
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end
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end
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end
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local function build_shop_room(room, roomx, roomy)
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add_tiles_to_room(room, false)
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add_walls_to_room(room)
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add_exits_to_room(room)
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layoutparser.add_shop_layout(room, roomx, roomy)
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return room
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end
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local function build_locked_room(room, roomx, roomy)
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add_tiles_to_room(room, false)
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add_walls_to_room(room)
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add_exits_to_room(room)
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layoutparser.add_locked_room_layout(room, roomx, roomy)
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return room
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end
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local function build_normal_room(room)
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local crumbling = (CURRENT_LEVEL > 3 or QUICK_MODE) and random(8) == 1
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local pitsAdded = false;
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local interiorWallsAdded = false
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add_tiles_to_room(room, crumbling)
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add_walls_to_room(room)
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add_exits_to_room(room)
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if not crumbling then
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pitsAdded = layoutparser.add_pits_to_room(room)
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end
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if not pitsAdded and (not crumbling or CURRENT_LEVEL > 3) then
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interiorWallsAdded = layoutparser.add_walls_to_room(room)
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end
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add_random_decor_to_room(room, not interiorWallsAdded)
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if room.goal then
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add_level_exit(room)
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end
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if crumbling then
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room.modifier.type = "CRUMBLING"
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room.modifier.arg = ""
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elseif (CURRENT_LEVEL > 3 or QUICK_MODE) and random(8) == 1 then
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room.modifier.type = "FIRE"
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room.modifier.arg = ""
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elseif ((not pitsAdded and not crumbling and (CURRENT_LEVEL > 1 or QUICK_MODE)) or CURRENT_LEVEL > 3) and random(8) == 1 then
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directions = { "LEFT", "RIGHT", "UP", "DOWN" }
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room.modifier.type = "WINDY"
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room.modifier.arg = directions[random(#directions)]
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end
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return room
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end
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local module = {}
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function module.add_exit(room, direction)
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if direction > 4 then
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return
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end
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table.insert(room.exits, direction)
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end
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function module.add_full_lighting(room)
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room.decor[4][3] = lightDecor.candle2
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room.decor[11][3] = lightDecor.candle2
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room.decor[4][9] = lightDecor.candle2
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room.decor[11][9] = lightDecor.candle2
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end
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function module.is_tile_avilable(room, rx, ry)
|
|
return room_tile_available(room, rx, ry);
|
|
end
|
|
|
|
function module.create_empty_room()
|
|
room = {
|
|
exits = {},
|
|
active = false,
|
|
goal = false,
|
|
path_dir = 0,
|
|
type = "room",
|
|
tiles = {},
|
|
walls = {},
|
|
doors = {},
|
|
decor = {},
|
|
modifier = {
|
|
type = nil,
|
|
arg = nil
|
|
},
|
|
monsters = {},
|
|
chests = {},
|
|
traps = {}
|
|
}
|
|
for i=0,15 do
|
|
room.tiles[i] = {}
|
|
room.walls[i] = {}
|
|
room.doors[i] = {}
|
|
room.decor[i] = {}
|
|
room.monsters[i] = {}
|
|
room.traps[i] = {}
|
|
room.chests[i] = {}
|
|
for j=0,11 do
|
|
room.tiles[i][j] = nil
|
|
room.walls[i][j] = nil
|
|
room.doors[i][j] = nil
|
|
room.decor[i][j] = nil
|
|
room.monsters[i][j] = nil
|
|
room.traps[i][j] = nil
|
|
room.chests[i][j] = nil
|
|
end
|
|
end
|
|
return room
|
|
end
|
|
|
|
function module.build_room(room, roomx, roomy)
|
|
if room.type == "coridoor" then
|
|
build_coridoor_room(room)
|
|
elseif room.type == "shop" then
|
|
build_shop_room(room, roomx, roomy)
|
|
elseif room.type == "locked" then
|
|
build_locked_room(room, roomx, roomy)
|
|
else
|
|
build_normal_room(room)
|
|
--build_locked_room(room, roomx, roomy)
|
|
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.walls[i][j] then
|
|
add_wall(map, i, j, repack(room.walls[i][j]))
|
|
end
|
|
if room.doors[i][j] then
|
|
add_door(map, i, j, repack(room.doors[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
|
|
|
|
function module.load_textures(map)
|
|
t_floor = add_texture(map, "Objects/Floor.png")
|
|
t_wall = add_texture(map, "Objects/Wall.png")
|
|
|
|
local seed = get_random_seed(CURRENT_LEVEL);
|
|
info("Map room random seed: " .. seed)
|
|
map_randomseed(seed)
|
|
|
|
local xo = (random(3) - 1) * 112
|
|
local yo = (random(8)) * 48
|
|
|
|
layoutparser.load_textures(map, xo, yo)
|
|
|
|
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 }
|
|
floor.single = { t_floor, -1, xo + 80, yo + 0, 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
|