More interesting Gehennom levels

Instead of just plain old boring mazes, spice up Gehennom by
occasionally adding lava, iron bars, or even mines-style levels
(with lava, of course).

Of the fixed Gehennom levels, only Asmodeus' lair has been changed
to add some random lava pools.

Also some lua fixes and changes:
- Fixed a selection negation bounding box being wrong.
- Fixed a selection negated and ORed returning wrong results.
- des.map now returns a selection of the map grids it touched.
- When using des.map contents-function the commands following the
  map are not relative to it.
This commit is contained in:
Pasi Kallinen
2023-01-09 22:25:23 +02:00
parent 7c72c1f141
commit 4af086be73
13 changed files with 310 additions and 65 deletions

View File

@@ -6,8 +6,13 @@
des.level_init({ style="mazegrid", bg ="-" });
des.level_flags("mazelevel")
local tmpbounds = selection.match("-");
local bnds = tmpbounds:bounds();
local bounds2 = selection.fillrect(bnds.lx, bnds.ly + 1, bnds.hx - 2, bnds.hy - 1);
-- First part
des.map({ halign = "half-left", valign = "center", map = [[
local asmo1 = des.map({ halign = "half-left", valign = "center", map = [[
---------------------
|.............|.....|
|.............S.....|
@@ -20,69 +25,72 @@ des.map({ halign = "half-left", valign = "center", map = [[
|..|..-----------...|
|..S..........|.....|
---------------------
]] });
]], contents = function(rm)
-- Doors
des.door("closed",04,03)
des.door("locked",18,04)
des.door("closed",18,08)
--
des.stair("down", 13,07)
-- Non diggable walls
des.non_diggable(selection.area(00,00,20,11))
-- Entire main area
des.region(selection.area(01,01,20,10),"unlit")
-- The fellow in residence
des.monster("Asmodeus",12,07)
-- Some random weapons and armor.
des.object("[")
des.object("[")
des.object(")")
des.object(")")
des.object("*")
des.object("!")
des.object("!")
des.object("?")
des.object("?")
des.object("?")
-- Some traps.
des.trap("spiked pit", 05,02)
des.trap("fire", 08,06)
des.trap("sleep gas")
des.trap("anti magic")
des.trap("fire")
des.trap("magic")
des.trap("magic")
-- Random monsters.
des.monster("ghost",11,07)
des.monster("horned devil",10,05)
des.monster("L")
-- Some Vampires for good measure
des.monster("V")
des.monster("V")
des.monster("V")
end });
des.levregion({ region={01,00,6,20}, region_islev=1, exclude={6,1,70,16}, exclude_islev=1, type="stair-up" });
-- des.stair(levregion(01,00,6,20),levregion(6,1,70,16),up)
des.levregion({ region={01,00,6,20}, region_islev=1, exclude={6,1,70,16}, exclude_islev=1, type="branch" });
-- des.branch(levregion(01,00,6,20),levregion(6,1,70,16))
des.teleport_region({ region = {01,00,6,20}, region_islev=1, exclude={6,1,70,16}, exclude_islev=1 })
-- Doors
des.door("closed",04,03)
des.door("locked",18,04)
des.door("closed",18,08)
--
des.stair("down", 13,07)
-- Non diggable walls
des.non_diggable(selection.area(00,00,20,11))
-- Entire main area
des.region(selection.area(01,01,20,10),"unlit")
-- The fellow in residence
des.monster("Asmodeus",12,07)
-- Some random weapons and armor.
des.object("[")
des.object("[")
des.object(")")
des.object(")")
des.object("*")
des.object("!")
des.object("!")
des.object("?")
des.object("?")
des.object("?")
-- Some traps.
des.trap("spiked pit", 05,02)
des.trap("fire", 08,06)
des.trap("sleep gas")
des.trap("anti magic")
des.trap("fire")
des.trap("magic")
des.trap("magic")
-- Random monsters.
des.monster("ghost",11,07)
des.monster("horned devil",10,05)
des.monster("L")
-- Some Vampires for good measure
des.monster("V")
des.monster("V")
des.monster("V")
-- Second part
des.map({ halign = "half-right", valign = "center", map = [[
local asmo2 = des.map({ halign = "half-right", valign = "center", map = [[
---------------------------------
................................|
................................+
................................|
---------------------------------
]] });
des.mazewalk(32,02,"east")
-- Non diggable walls
des.non_diggable(selection.area(00,00,32,04))
des.door("closed",32,02)
des.monster("&")
des.monster("&")
des.monster("&")
des.trap("anti magic")
des.trap("fire")
des.trap("magic")
]], contents = function(rm)
des.mazewalk(32,02,"east")
-- Non diggable walls
des.non_diggable(selection.area(00,00,32,04))
des.door("closed",32,02)
des.monster("&")
des.monster("&")
des.monster("&")
des.trap("anti magic")
des.trap("fire")
des.trap("magic")
end });
local protected = bounds2:negate() | asmo1 | asmo2;
hell_tweaks(protected);

View File

@@ -91,6 +91,7 @@ dungeon = {
base = 20,
range = 5,
flags = { "mazelike", "hellish" },
lvlfill = "hellfill",
alignment = "noalign",
branches = {
{

155
dat/hellfill.lua Normal file
View File

@@ -0,0 +1,155 @@
-- NetHack 3.7 hellfill.des $NHDT-Date: 1432512783 2015/05/25 00:13:03 $ $NHDT-Branch: master $:$NHDT-Revision: 1.25 $
-- Copyright (c) 2022 by Pasi Kallinen
-- NetHack may be freely redistributed. See license for details.
--
--
-- The "fill" level for gehennom.
--
-- This level is used to fill out any levels not occupied by
-- specific levels.
--
function hellobjects()
local objclass = { "(", "/", "=", "+", ")", "[", "?", "*", "%" };
shuffle(objclass);
des.object(objclass[1]);
des.object(objclass[1]);
des.object(objclass[2]);
des.object(objclass[3]);
des.object(objclass[4]);
des.object(objclass[5]);
des.object()
des.object()
end
--
function hellmonsters()
local monclass = { "V", "D", " ", "&", "Z" };
shuffle(monclass);
des.monster({ class = monclass[1], peaceful = 0 });
des.monster({ class = monclass[1], peaceful = 0 });
des.monster({ class = monclass[2], peaceful = 0 });
des.monster({ class = monclass[2], peaceful = 0 });
des.monster({ class = monclass[3], peaceful = 0 });
des.monster({ class = monclass[4], peaceful = 0 });
des.monster({ peaceful = 0 });
des.monster({ class = "H", peaceful = 0 });
end
--
function helltraps()
for i = 1, 12 do
des.trap()
end
end
--
function populatemaze()
for i = 1, math.random(8) + 11 do
if (percent(50)) then
des.object("*");
else
des.object();
end
end
for i = 1, math.random(10) + 2 do
des.object("`");
end
for i = 1, math.random(3) do
des.monster({ id = "minotaur", peaceful = 0 });
end
for i = 1, math.random(5) + 7 do
des.monster({ peaceful = 0 });
end
for i = 1, math.random(6) + 7 do
des.gold();
end
for i = 1, math.random(6) + 7 do
des.trap();
end
end
--
-- TODO: cold hells? (ice & water instead of lava. sometimes floor = ice)
-- TODO: more hell_tweaks:
-- - replacing walls with iron bars
-- - random prefab areas
-- - replace all walls (in a full level width/height) in a small area
hells = {
-- 1: "mines" style with lava
function ()
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", smoothed=true ,joined=true, lit=0, walled=true });
des.replace_terrain({ fromterrain = " ", toterrain = "L" });
des.replace_terrain({ fromterrain = ".", toterrain = "L", chance = 5 });
des.replace_terrain({ mapfragment = [[w]], toterrain = "L", chance = 20 });
des.replace_terrain({ mapfragment = [[w]], toterrain = ".", chance = 15 });
end,
-- 2: mazes like original, with some hell_tweaks
function ()
des.level_flags("mazelevel", "noflip");
des.level_init({ style = "mazegrid", bg = "-" });
des.mazewalk(01,10,"east");
local tmpbounds = selection.match("-");
local bnds = tmpbounds:bounds();
local protected_area = selection.fillrect(bnds.lx, bnds.ly + 1, bnds.hx - 2, bnds.hy - 1);
hell_tweaks(protected_area:negate());
end,
-- 3: mazes, style 1: wall thick = 1, random wid corr
function ()
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style = "maze", wallthick = 1 });
end,
-- 4: mazes, style 2: replace wall with iron bars of lava
function ()
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style = "maze", wallthick = 1 });
local outside_walls = selection.match(" ");
local wallterrain = { "F", "L" };
shuffle(wallterrain);
des.replace_terrain({ mapfragment = "w", toterrain = wallterrain[1] });
des.terrain(outside_walls, " "); -- return the outside back to solid wall
end,
-- 5: mazes, thick walls, occasionally lava instead of walls
function ()
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style = "maze", wallthick = 1 + math.random(2), corrwid = math.random(2) });
if (percent(50)) then
local outside_walls = selection.match(" ");
des.replace_terrain({ mapfragment = "w", toterrain = "L" });
des.terrain(outside_walls, " "); -- return the outside back to solid wall
end
end,
};
local hellno = math.random(1, #hells);
hells[hellno]();
--
des.stair("up")
des.stair("down")
des.region(selection.area(00,00,77,21),"unlit");
populatemaze();

View File

@@ -51,6 +51,58 @@ function monkfoodshop()
return "food shop";
end
-- tweaks to gehennom levels; might add random lava pools or
-- a lava river.
-- protected_area is a selection where no changes will be done.
function hell_tweaks(protected_area)
local liquid = "L";
local ground = ".";
local prot = protected_area:negate();
-- random pools
if (percent(20 + u.depth)) then
local pools = selection.new();
local maxpools = 5 + math.random(u.depth);
for i = 1, maxpools do
pools:set();
end
pools = pools | selection.grow(selection.set(selection.new()), "west")
pools = pools | selection.grow(selection.set(selection.new()), "north")
pools = pools | selection.grow(selection.set(selection.new()), "random")
pools = pools & prot;
if (percent(80)) then
local poolground = pools:clone():grow("all") & prot;
local pval = math.random(1, 8) * 10;
des.terrain(poolground:percentage(pval), ground)
end
des.terrain(pools, liquid)
end
-- river
if (percent(50)) then
local floor = selection.match(ground);
local a = selection.rndcoord(floor);
local b = selection.rndcoord(floor);
local lavariver = selection.randline(selection.new(), a.x, a.y, b.x, b.y, 10);
if (percent(50)) then
lavariver = selection.grow(lavariver, "north");
end
if (percent(50)) then
lavariver = selection.grow(lavariver, "west");
end
if (percent(25)) then
local riverbanks = selection.grow(lavariver);
riverbanks = riverbanks & prot;
des.terrain(selection.percentage(riverbanks, 50), ground);
end
lavariver = lavariver & prot;
des.terrain(lavariver, liquid);
end
end
-- pline with variable number of arguments
function pline(fmt, ...)
nh.pline(string.format(fmt, table.unpack({...})));

View File

@@ -1081,6 +1081,7 @@ prevent paralyzed hero from helping nymph or succubus remove worn armor
when identifying items via menu and more than one pass is needed (so when
identifying 3 items and player only picks 1, for instance), issue
--More-- because the next menu might cover up the ID message(s)
slightly more interesting Gehennom filler levels
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository

View File

@@ -544,7 +544,9 @@ Example:
=== map
Construct a piece of the level from text map. Takes one parameter, either a text string
describing the map, or a table with multiple parameters.
describing the map, or a table with multiple parameters. Returns a <<_selection>> where
the map locations were put down on. If a contents-function is used, the commands following
the map are not relative to it.
[options="header"]
|===
@@ -570,6 +572,7 @@ Example:
des.terrain(0,0, "L");
des.terrain(map.width-1, map.height-1, "T");
end });
local sel = des.map([[LLL]]);
=== mazewalk

View File

@@ -1815,6 +1815,7 @@ extern int do_play_instrument(struct obj *);
#if !defined(CROSSCOMPILE) || defined(CROSSCOMPILE_TARGET)
extern struct selectionvar *l_selection_check(lua_State *, int);
extern int l_selection_register(lua_State *);
extern void l_selection_push_copy(lua_State *, struct selectionvar *);
extern void nhl_push_obj(lua_State *, struct obj *);
extern int nhl_obj_u_giveobj(lua_State *);
extern int l_obj_register(lua_State *);

View File

@@ -8,7 +8,6 @@
struct selectionvar *l_selection_check(lua_State *, int);
static struct selectionvar *l_selection_push_new(lua_State *);
static void l_selection_push_copy(lua_State *, struct selectionvar *);
/* lua_CFunction prototypes */
static int l_selection_new(lua_State *);
@@ -106,7 +105,7 @@ l_selection_push_new(lua_State *L)
}
/* push a copy of selectionvar tmp to lua stack */
static void
void
l_selection_push_copy(lua_State *L, struct selectionvar *tmp)
{
struct selectionvar
@@ -247,6 +246,7 @@ l_selection_not(lua_State *L)
(void) l_selection_clone(L);
sel2 = l_selection_check(L, 2);
selection_not(sel2);
lua_remove(L, 1);
}
return 1;
}

View File

@@ -4600,12 +4600,12 @@ struct selectionvar *
selection_not(struct selectionvar* s)
{
int x, y;
NhRect tmprect;
for (x = 0; x < s->wid; x++)
for (y = 0; y < s->hei; y++)
selection_setpoint(x, y, s, selection_getpoint(x, y, s) ? 0 : 1);
selection_getbounds(s, &tmprect);
return s;
}
@@ -6466,6 +6466,7 @@ DISABLE_WARNING_UNREACHABLE_CODE
/* map({ halign = "center", valign = "center", map = [[...]] }); */
/* map({ map = [[...]], contents = function(map) ... end }); */
/* map([[...]]) */
/* local selection = map( ... ); */
int
lspo_map(lua_State *L)
{
@@ -6493,6 +6494,7 @@ TODO: gc.coder->croom needs to be updated
boolean has_contents = FALSE;
int tryct = 0;
int ox, oy;
struct selectionvar *sel;
create_des_coder();
@@ -6527,6 +6529,7 @@ TODO: gc.coder->croom needs to be updated
return 0;
}
sel = selection_new();
ox = x;
oy = y;
redo_maploc:
@@ -6575,6 +6578,7 @@ TODO: gc.coder->croom needs to be updated
} else {
mapfrag_free(&mf);
nhl_error(L, "Map requires either x,y or halign,valign params");
selection_free(sel, TRUE);
return 0;
}
} else {
@@ -6671,6 +6675,7 @@ TODO: gc.coder->croom needs to be updated
}
if (mptyp >= MAX_TYPE)
continue;
selection_setpoint(x, y, sel, 1);
levl[x][y].typ = mptyp;
levl[x][y].lit = FALSE;
/* clear out levl: load_common_data may set them */
@@ -6712,9 +6717,14 @@ TODO: gc.coder->croom needs to be updated
if (nhl_pcall(L, 1, 0)){
impossible("Lua error: %s", lua_tostring(L, -1));
}
reset_xystart_size();
}
return 0;
/* return selection where map locations were put */
l_selection_push_copy(L, sel);
selection_free(sel, TRUE);
return 1;
}
RESTORE_WARNING_UNREACHABLE_CODE

View File

@@ -97,7 +97,7 @@ SPEC_LEVS = asmodeus.lua baalz.lua bigrm-*.lua castle.lua fakewiz?.lua \
juiblex.lua knox.lua medusa-?.lua minend-?.lua minefill.lua \
minetn-?.lua oracle.lua orcus.lua sanctum.lua soko?-?.lua \
tower?.lua valley.lua wizard?.lua nhcore.lua nhlib.lua themerms.lua \
astral.lua air.lua earth.lua fire.lua water.lua
astral.lua air.lua earth.lua fire.lua water.lua hellfill.lua
QUEST_LEVS = ???-goal.lua ???-fil?.lua ???-loca.lua ???-strt.lua
DATNODLB = $(VARDATND) license symbols

View File

@@ -1285,6 +1285,7 @@
"$(NH_DAT_DIR)/Hea-goal.lua",
"$(NH_DAT_DIR)/Hea-loca.lua",
"$(NH_DAT_DIR)/Hea-strt.lua",
"$(NH_DAT_DIR)/hellfill.lua",
"$(NH_DAT_DIR)/juiblex.lua",
"$(NH_DAT_DIR)/Kni-fila.lua",
"$(NH_DAT_DIR)/Kni-filb.lua",
@@ -1379,7 +1380,7 @@
);
runOnlyForDeploymentPostprocessing = 0;
shellPath = /bin/sh;
shellScript = "cd \"${NH_DAT_DIR}\"\n\"${NH_UTIL_DIR}\"/dlb cf nhdat help hh cmdhelp keyhelp history opthelp optmenu wizhelp dungeon.lua tribute asmodeus.lua baalz.lua bigrm-*.lua castle.lua fakewiz?.lua juiblex.lua knox.lua medusa-?.lua minend-?.lua minefill.lua minetn-?.lua oracle.lua orcus.lua sanctum.lua soko?-?.lua tower?.lua valley.lua wizard?.lua nhcore.lua nhlib.lua themerms.lua astral.lua air.lua earth.lua fire.lua water.lua ???-goal.lua ???-fil?.lua ???-loca.lua ???-strt.lua bogusmon data engrave epitaph oracles options quest.lua rumors\n";
shellScript = "cd \"${NH_DAT_DIR}\"\n\"${NH_UTIL_DIR}\"/dlb cf nhdat help hh cmdhelp keyhelp history opthelp optmenu wizhelp dungeon.lua tribute asmodeus.lua baalz.lua bigrm-*.lua castle.lua fakewiz?.lua juiblex.lua knox.lua medusa-?.lua minend-?.lua minefill.lua minetn-?.lua oracle.lua orcus.lua sanctum.lua soko?-?.lua tower?.lua valley.lua wizard?.lua nhcore.lua nhlib.lua themerms.lua hellfill.lua astral.lua air.lua earth.lua fire.lua water.lua ???-goal.lua ???-fil?.lua ???-loca.lua ???-strt.lua bogusmon data engrave epitaph oracles options quest.lua rumors\n";
};
3192867021A39F6A00325BEB /* Install */ = {
isa = PBXShellScriptBuildPhase;

View File

@@ -243,9 +243,9 @@ III]] })
...]], contents = function(map)
des.terrain(0,0, "L");
des.terrain(map.width-1,map.height-1, "T");
check_loc_name(0, 0, "lava pool");
check_loc_name(2, 2, "tree");
end});
check_loc_name(0, 0, "lava pool");
check_loc_name(2, 2, "tree");
end
function test_feature()

View File

@@ -483,6 +483,18 @@ function test_sel_bounds()
end
end
-- test des.map returning a selection
function test_sel_map()
local __func__ = "test_sel_map";
des.reset_level();
des.level_init({ style = "solidfill", fg = " " });
local sela = des.map([[LLL]]);
sel_has_n_points(sela, 3, __func__);
local selb = selection.match("L");
sel_are_equal(sela, selb, __func__);
end
nh.debug_flags({mongen = false, hunger = false, overwrite_stairs = true });
test_selection_params();
test_sel_negate();
@@ -502,3 +514,4 @@ test_sel_flood();
test_sel_match();
test_sel_iterate();
test_sel_bounds();
test_sel_map();