Commit Graph

7 Commits

Author SHA1 Message Date
copperwater
0fef8fce9f Unify all special level filling options
The existing system was a confusing mess of competing names (filled,
needfill, prefilled, etc) that had varying semantics, with prefilled
being the worst offender as it meant at least three different things in
various contexts. This commit unifies everything in the code under
"needfill", and everything in Lua under "filled", which defaults to 0
everywhere.

This also removes the second argument to fill_special_room; that
function now just checks the needfill of the room it's passed. As
before, a filled == 2 value is used for a special room to indicate that
the room should set the appropriate level flag, but shouldn't actually
be stocked with anything (for instance, King Arthur's throne room); the
difference is that this now comes directly from the lua script instead
of being manipulated within sp_lev.c.

The prefilled argument had one use case that is occasionally used in the
level files: if the level designer had specified an ordinary region with
prefilled = 1, it would become a room to control monster arrivals on a
level -- monsters that arrive within the bounds of a room are supposed
to stay there.
However, not all of the places where the comments indicated this was
being used were using it correctly; I tested this by letting a few
monsters fall through the knox portal (they're supposed to be
constrained to the entry room) and waiting a hundred turns, then going
through the portal; they were not constrained to the room and had
"wandered" through its walls.
Instead of trying to maintain this special case, I have added an
optional "arrival_room" boolean argument to des.region, which forces it
to create a room for the purposes of constraining monster arrival.

I have gone through and replaced occurrences of prefilled in lua files
with the appropriate filled option (or arrival, as needed). In some
cases, that resulted in questionable regions such as a filled ordinary
area in a non-themeroom (I just dropped the filled=1), or an area which
didn't do anything, not even lighting (which I deleted).
2020-09-27 18:54:15 +03:00
PatR
9faaa1b25d pull request #345 - theme room dimensions
"When a room is created and passed down to a contents function in
Lua, the width and height properties of that room are computed by
subtracting lx from hx and ly from hy, which means e.g. a room
which is 8 floor squares wide and 5 tall appears to the contents
function as having a width of 7 and height of 4.  This patch fixes
that off-by-one."

I don't understand the details here:  should a room's dimensions
include its boundary walls or just the inner amount?  This change
didn't seem to cause any problems so I've put it in.

Closes #345
2020-09-23 17:57:19 -07:00
Pasi Kallinen
dc42b0f7a5 Add Pillars themeroom 2020-04-21 19:52:39 +03:00
Pasi Kallinen
907e7dead1 Adjust some themerooms 2020-04-21 18:59:43 +03:00
Pasi Kallinen
c0cbe21c4e Prevent stairs in Mausoleum themeroom
... by making the mausoleum part into an unjoined subroom
2020-04-21 17:57:49 +03:00
Pasi Kallinen
9baa3fc6b2 Add water vault themeroom 2020-04-19 19:54:42 +03:00
Pasi Kallinen
9b74ea0b22 Shaped and themed rooms
Allows creating shaped or themed rooms for the Dungeons of Doom
via lua script.

Invalidates bones and saves.

Makefiles updated for unix/linux by adding themerms.lua, but other
OSes need to have that added.
2020-04-18 19:55:09 +03:00