breakhack/data/maproombuilder.lua

414 lines
13 KiB
Lua

-- 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