117 lines
3.4 KiB
Lua
117 lines
3.4 KiB
Lua
local random = map_random
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local pits = {}
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local function readLayoutFile(file)
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local layoutfile = read_file(file)
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local cleanData = ""
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for i=1, #layoutfile do
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local c = layoutfile:sub(i+1, i+1)
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if c ~= " " and c ~= "\n" and c ~= "\r" then
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cleanData = cleanData .. c
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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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local col = i % 16
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local row = (i - col)/16
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local layout = 1 + (row - (row % 12))/12
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local row = row % 12
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if not matrix[layout] then matrix[layout] = {} end
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if not matrix[layout][col] then matrix[layout][col] = {} end
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matrix[layout][col][row] = c
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end
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return matrix;
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end
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local function getTileStateFor(matrix, i, j, c)
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local above = matrix[i][j-1] == c;
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local below = matrix[i][j+1] == c;
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local left = matrix[i-1][j] == c;
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local right = matrix[i+1][j] == c;
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local above_left = matrix[i-1][j-1] == c;
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local above_right = matrix[i+1][j-1] == c;
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local below_left = matrix[i-1][j+1] == c;
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local below_right = matrix[i+1][j+1] == c;
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return above, below, left, right, above_left, above_right, below_left, below_right
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end
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local function setPitTile(room, matrix, i, j)
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if matrix[i][j] ~= "p" then
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return
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end
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local above, below, left, right, above_left, above_right, below_left, below_right = getTileStateFor(matrix, i, j, "p");
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room.decor[i][j] = nil
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if not above_left and not above_right and left and right and above then
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room.tiles[i][j] = pits.innermid
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elseif not above_left and left and above then
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room.tiles[i][j] = pits.innerleft
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elseif not above_right and right and above then
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room.tiles[i][j] = pits.innerright
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elseif not left and not above and not right then
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room.tiles[i][j] = pits.topcrevice
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elseif not left and not right then
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room.tiles[i][j] = pits.bottomcrevice
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elseif not left and not above then
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room.tiles[i][j] = pits.topleft
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elseif not right and not above then
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room.tiles[i][j] = pits.topright
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elseif not left then
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room.tiles[i][j] = pits.left
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elseif not right then
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room.tiles[i][j] = pits.right
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elseif not above then
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room.tiles[i][j] = pits.top
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else
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room.tiles[i][j] = pits.center
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end
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end
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local module = {}
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function module.load_textures(map)
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local t_pit0 = add_texture(map, "Objects/Pit0.png")
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local t_pit1 = add_texture(map, "Objects/Pit1.png")
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local pit_yo = (random(5) + random(3)) * (16 * 2)
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pits = {
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center = { t_pit0, t_pit1, 16, pit_yo + 16, false, false, false, true },
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top = { t_pit0, t_pit1, 16, pit_yo, false, false, false, true },
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left = { t_pit0, t_pit1, 0, pit_yo + 16, false, false, false, true },
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right = { t_pit0, t_pit1, 32, pit_yo + 16, false, false, false, true },
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topleft = { t_pit0, t_pit1, 0, pit_yo, false, false, false, true },
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topright = { t_pit0, t_pit1, 32, pit_yo, false, false, false, true },
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innerleft = { t_pit0, t_pit1, 80, pit_yo, false, false, false, true },
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innermid = { t_pit0, t_pit1, 96, pit_yo, false, false, false, true },
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innerright = { t_pit0, t_pit1, 112, pit_yo, false, false, false, true },
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topcrevice = { t_pit0, t_pit1, 64, pit_yo, false, false, false, true },
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bottomcrevice = { t_pit0, t_pit1, 64, pit_yo + 16, false, false, false, true },
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}
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end
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function module.add_pits_to_room(room)
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--if CURRENT_LEVEL < 2 or random(5) ~= 1 then
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--return false
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--end
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local matrix = readLayoutFile("pitlayouts.dat")
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-- Chose a random layout
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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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setPitTile(room, matrix, i, j);
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end
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end
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return true
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end
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return module
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