breakhack/data/maproombuilder.lua

583 lines
17 KiB
Lua

-- FUNCTIONS
local random = map_random
local layoutparser = require "layoutparser"
-- 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 blockingFloorDecor = { }
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, 0, 13 * 16, false, false })
table.insert(floorDecor, { td0, td1, 32, 13 * 16, false, false })
table.insert(floorDecor, { td0, td1, 64, 12 * 16, false, true })
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 })
-- 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 })
-- Urns
table.insert(floorDecor, { td0, td1, 6 * 16, 48, false, false })
table.insert(floorDecor, { td0, td1, 7 * 16, 48, false, false })
-- Urns
--table.insert(blockingFloorDecor, { td0, td1, 0 * 16, 48, true, false })
--table.insert(blockingFloorDecor, { td0, td1, 1 * 16, 48, true, false })
--table.insert(blockingFloorDecor, { td0, td1, 2 * 16, 48, true, false })
--table.insert(blockingFloorDecor, { td0, td1, 3 * 16, 48, true, false })
--table.insert(blockingFloorDecor, { td0, td1, 4 * 16, 48, true, false })
--table.insert(blockingFloorDecor, { td0, td1, 5 * 16, 48, true, false })
-- Racks
--table.insert(blockingFloorDecor, { td0, td1, 0 * 16, 11 * 16, true, false })
--table.insert(blockingFloorDecor, { td0, td1, 1 * 16, 11 * 16, true, false })
--table.insert(blockingFloorDecor, { td0, td1, 2 * 16, 11 * 16, true, false })
--table.insert(blockingFloorDecor, { td0, td1, 3 * 16, 11 * 16, true, false })
--table.insert(blockingFloorDecor, { td0, td1, 4 * 16, 11 * 16, true, false })
--table.insert(blockingFloorDecor, { td0, td1, 5 * 16, 11 * 16, true, false })
--table.insert(blockingFloorDecor, { td0, td1, 6 * 16, 11 * 16, true, false })
-- Headstones
table.insert(blockingFloorDecor, { td0, td1, 0 * 16, 17 * 16, true, false })
table.insert(blockingFloorDecor, { td0, td1, 1 * 16, 17 * 16, true, false })
table.insert(blockingFloorDecor, { td0, td1, 2 * 16, 17 * 16, true, false })
table.insert(blockingFloorDecor, { td0, td1, 3 * 16, 17 * 16, true, false })
table.insert(blockingFloorDecor, { td0, td1, 4 * 16, 17 * 16, true, false })
table.insert(blockingFloorDecor, { td0, td1, 0 * 16, 18 * 16, true, false })
table.insert(blockingFloorDecor, { td0, td1, 1 * 16, 18 * 16, true, false })
table.insert(blockingFloorDecor, { td0, td1, 2 * 16, 18 * 16, true, false })
table.insert(blockingFloorDecor, { td0, td1, 3 * 16, 18 * 16, true, false })
table.insert(blockingFloorDecor, { td0, td1, 4 * 16, 18 * 16, true, false })
-- Altars
table.insert(blockingFloorDecor, { td0, td1, 0 * 16, 20 * 16, true, false })
table.insert(blockingFloorDecor, { td0, td1, 1 * 16, 20 * 16, true, false })
table.insert(blockingFloorDecor, { td0, td1, 2 * 16, 20 * 16, true, false })
-- Statues
--table.insert(blockingFloorDecor, { td0, td1, 3 * 16, 20 * 16, true })
--table.insert(blockingFloorDecor, { 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,
isLethal = data[8] or false,
lockType = data[9] or 0
}
end
local function room_tile_available(room, rx, ry)
return not room.chests[rx][ry]
and not room.traps[rx][ry]
and not room.walls[rx][ry]
and not room.doors[rx][ry]
and not room.monsters[rx][ry]
and not room.decor[rx][ry]
and (room.tiles[rx][ry]
and not room.tiles[rx][ry][5]
and not room.tiles[rx][ry][7]
and not room.tiles[rx][ry][8])
end
local function add_random_decor_to_room(room, blockingDecor)
local decor_count = random(8)
if blockingDecor then
decor_count = random(4)
end
for i=1,decor_count do
local success = false
while not success do
x = random(11) + 1
y = random(8) + 1
if room_tile_available(room, x, y) then
room.decor[x][y] = floorDecor[random(#floorDecor)]
success = true
end
end
end
if blockingDecor then
decor_count = random(4)
for i=1,decor_count do
local success = false
while not success do
x = random(11) + 1
y = random(8) + 1
if room_tile_available(room, x, y) then
room.decor[x][y] = blockingFloorDecor[random(#blockingFloorDecor)]
success = true
end
end
end
end
if blockingDecor then
if random(2) == 1 and room_tile_available(room, 4, 3) then
room.decor[4][3] = lightDecor.candle2
end
if random(2) == 1 and room_tile_available(room, 11, 3) then
room.decor[11][3] = lightDecor.candle2
end
if random(2) == 1 and room_tile_available(room, 4, 9) then
room.decor[4][9] = lightDecor.candle2
end
if random(2) == 1 and room_tile_available(room, 11, 9) then
room.decor[11][9] = lightDecor.candle2
end
end
end
local function add_tiles_to_room (room, singletile)
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
room.tiles[i][j] = singletile and floor.single or floor.topleft
elseif (i == 14 and j == 1) then
room.tiles[i][j] = singletile and floor.single or floor.topright
elseif (i == 1 and j == 10) then
room.tiles[i][j] = singletile and floor.single or floor.bottomleft
elseif (i == 14 and j == 10) then
room.tiles[i][j] = singletile and floor.single or floor.bottomright
elseif (i == 1) then
room.tiles[i][j] = singletile and floor.single or floor.left
elseif (i == 14) then
room.tiles[i][j] = singletile and floor.single or floor.right
elseif (j == 1) then
room.tiles[i][j] = singletile and floor.single or floor.top
elseif (j == 10) then
room.tiles[i][j] = singletile and floor.single or floor.bottom
else
room.tiles[i][j] = singletile and floor.single or floor.center
end
else
room.tiles[i][j] = floor.single
end
end
end
end
local function add_walls_to_room (room)
for i=0,15 do
for j=0,11 do
if (i == 0 and j == 0) then
room.walls[i][j] = wall.topleft
elseif (i == 15 and j == 0) then
room.walls[i][j] = wall.topright
elseif (i == 0 and j == 11) then
room.walls[i][j] = wall.bottomleft
elseif (i == 15 and j == 11) then
room.walls[i][j] = wall.bottomright
elseif (i == 0 or i == 15) then
room.walls[i][j] = wall.vertical
elseif (j == 0 or j == 11) then
room.walls[i][j] = wall.horizontal
end
end
end
end
local function build_vert_center_coridoor(room, offset)
for i=0,4 do
room.walls[6][offset+i] = wall.vertical
room.tiles[7][offset+i] = floor.center
room.tiles[8][offset+i] = floor.center
room.walls[7][offset+i] = nil
room.walls[8][offset+i] = nil
room.walls[9][offset+i] = wall.vertical
end
if random(2) == 1 then
room.decor[6][offset+2] = lightDecor.candle1
end
if random(2) == 1 then
room.decor[6][offset+2] = lightDecor.candle1
end
end
local function build_horiz_center_coridoor(room, offset)
for i=0,6 do
room.walls[offset+i][4] = wall.horizontal
room.tiles[offset+i][5] = floor.center
room.tiles[offset+i][6] = floor.center
room.walls[offset+i][5] = nil
room.walls[offset+i][6] = nil
room.walls[offset+i][7] = wall.horizontal
end
if random(2) == 1 then
room.decor[offset+3][4] = lightDecor.candle1
end
if random(2) == 1 then
room.decor[offset+3][7] = lightDecor.candle1
end
end
local function build_center_corner_walls(room, exits)
if exits.down then
if exits.left then
room.walls[6][7] = wall.topright
end
if exits.right then
room.walls[9][7] = wall.topleft
end
else
if not exits.left then
room.walls[6][7] = wall.bottomleft
end
if not exits.right then
room.walls[9][7] = wall.bottomright
end
end
if exits.up then
if exits.left then
room.walls[6][4] = wall.bottomright
end
if exits.right then
room.walls[9][4] = wall.bottomleft
end
else
if not exits.left then
room.walls[6][4] = wall.topleft
end
if not exits.right then
room.walls[9][4] = wall.topright
end
end
end
local function add_exits_to_room(room)
for _,direction in ipairs(room.exits) do
if direction == UP then
room.walls[6][0] = wall.bottomright
room.tiles[7][0] = floor.singleleft
room.tiles[8][0] = floor.singleright
room.walls[7][0] = nil
room.walls[8][0] = nil
room.walls[9][0] = wall.bottomleft
elseif direction == LEFT then
room.walls[0][4] = wall.bottomright
room.tiles[0][5] = floor.singletop
room.tiles[0][6] = floor.singlebottom
room.walls[0][5] = nil
room.walls[0][6] = nil
room.walls[0][7] = wall.topright
elseif direction == RIGHT then
room.walls[15][4] = wall.bottomleft
room.tiles[15][5] = floor.singletop
room.tiles[15][6] = floor.singlebottom
room.walls[15][5] = nil
room.walls[15][6] = nil
room.walls[15][7] = wall.topleft
elseif direction == DOWN then
room.walls[6][11] = wall.topright
room.tiles[7][11] = floor.singleleft
room.tiles[8][11] = floor.singleright
room.walls[7][11] = nil
room.walls[8][11] = nil
room.walls[9][11] = wall.topleft
end
end
end
local function build_coridoor_room(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
room.tiles[7][5] = floor.center
room.tiles[7][6] = floor.center
room.tiles[8][5] = floor.center
room.tiles[8][6] = floor.center
room.walls[6][5] = wall.vertical
room.walls[6][6] = wall.vertical
room.walls[7][4] = wall.horizontal
room.walls[7][7] = wall.horizontal
room.walls[8][4] = wall.horizontal
room.walls[8][7] = wall.horizontal
room.walls[9][5] = wall.vertical
room.walls[9][6] = wall.vertical
-- Build the coridoors
if exits.down then build_vert_center_coridoor(room, 7) end
if exits.up then build_vert_center_coridoor(room, 0) end
if exits.left then build_horiz_center_coridoor(room, 0) end
if exits.right then build_horiz_center_coridoor(room, 9) end
build_center_corner_walls(room, exits)
end
local function add_level_exit(room)
local success = false
while not success do
x = random(14)
y = random(10)
if room_tile_available(room, x, y) then
success = true
room.tiles[x][y] = special.level_exit
end
end
end
local function build_shop_room(room, roomx, roomy)
add_tiles_to_room(room, false)
add_walls_to_room(room)
add_exits_to_room(room)
layoutparser.add_shop_layout(room, roomx, roomy)
return room
end
local function build_locked_room(room, roomx, roomy)
add_tiles_to_room(room, false)
add_walls_to_room(room)
add_exits_to_room(room)
layoutparser.add_locked_room_layout(room, roomx, roomy)
return room
end
local function build_normal_room(room)
local crumbling = (CURRENT_LEVEL > 3 or QUICK_MODE) and random(8) == 1
local pitsAdded = false;
local interiorWallsAdded = false
add_tiles_to_room(room, crumbling)
add_walls_to_room(room)
add_exits_to_room(room)
if not crumbling then
pitsAdded = layoutparser.add_pits_to_room(room)
end
if not pitsAdded and (not crumbling or CURRENT_LEVEL > 3) then
interiorWallsAdded = layoutparser.add_walls_to_room(room)
end
add_random_decor_to_room(room, not interiorWallsAdded)
if room.goal then
add_level_exit(room)
end
if crumbling then
room.modifier.type = "CRUMBLING"
room.modifier.arg = ""
elseif (CURRENT_LEVEL > 3 or QUICK_MODE) and random(8) == 1 then
room.modifier.type = "FIRE"
room.modifier.arg = ""
elseif ((not pitsAdded and not crumbling and (CURRENT_LEVEL > 1 or QUICK_MODE)) or CURRENT_LEVEL > 3) and random(8) == 1 then
directions = { "LEFT", "RIGHT", "UP", "DOWN" }
room.modifier.type = "WINDY"
room.modifier.arg = directions[random(#directions)]
end
return room
end
local module = {}
function module.add_exit(room, direction)
if direction > 4 then
return
end
table.insert(room.exits, direction)
end
function module.add_full_lighting(room)
room.decor[4][3] = lightDecor.candle2
room.decor[11][3] = lightDecor.candle2
room.decor[4][9] = lightDecor.candle2
room.decor[11][9] = lightDecor.candle2
end
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