-- themerooms is an array of tables and/or functions. -- the tables define "frequency" and "contents", -- a plain function has frequency of 1 -- des.room({ type = "ordinary", filled = 1 }) -- - ordinary rooms can be converted to shops or any other special rooms. -- - filled = 1 means the room gets random room contents, even if it -- doesn't get converted into a special room. Without filled, -- the room only gets what you define in here. -- - use type = "themed" to force a room that's never converted -- to a special room, such as a shop or a temple. -- core calls themerooms_generate() multiple times per level -- to generate a single themed room. themerooms = { { -- the "default" room frequency = 1000, contents = function() des.room({ type = "ordinary", filled = 1 }); end }, -- Fake Delphi function() des.room({ type = "ordinary", w = 11,h = 9, filled = 1, contents = function() des.room({ type = "ordinary", x = 4,y = 3, w = 3,h = 3, filled = 1, contents = function() des.door({ state="random", wall="all" }); end }); end }); end, -- Room in a room -- FIXME: subroom location is too often left/top? function() des.room({ type = "ordinary", filled = 1, contents = function() des.room({ type = "ordinary", contents = function() des.door({ state="random", wall="all" }); end }); end }); end, -- Huge room, with another room inside (90%) function() des.room({ type = "ordinary", w = nh.rn2(10)+11,h = nh.rn2(5)+8, filled = 1, contents = function() if (percent(90)) then des.room({ type = "ordinary", filled = 1, contents = function() des.door({ state="random", wall="all" }); if (percent(50)) then des.door({ state="random", wall="all" }); end end }); end end }); end, -- Ice room function() des.room({ type = "themed", filled = 1, contents = function() des.terrain(selection.floodfill(1,1), "I"); end }); end, -- Boulder room function() des.room({ type = "themed", contents = function() for i = 1, 3 + d(6) do des.object("boulder"); end for i = 1, d(4) do des.trap("rolling boulder"); end end }); end, -- Spider nest function() des.room({ type = "themed", contents = function() for i = 1, d(3,3) do des.trap("web"); end end }); end, -- Trap room function() des.room({ type = "themed", filled = 0, contents = function(rm) local traps = { "arrow", "dart", "falling rock", "bear", "land mine", "sleep gas", "rust", "anti magic" }; shuffle(traps); for x = 0, rm.width do for y = 0, rm.height do if (percent(75)) then des.trap(traps[1], x, y); end end end end }); end, -- Buried treasure function() des.room({ type = "ordinary", filled = 1, contents = function() des.object({ id = "chest", buried = true, contents = function() for i = 1, d(3,4) do des.object(); end end }); end }); end, -- Massacre function() des.room({ type = "themed", contents = function() local mon = { "apprentice", "warrior", "ninja", "thug", "hunter", "acolyte", "abbot", "page", "attendant", "neanderthal", "chieftain", "student", "wizard", "valkyrie", "tourist", "samurai", "rogue", "ranger", "priestess", "priest", "monk", "knight", "healer", "cavewoman", "caveman", "barbarian", "archeologist" }; shuffle(mon); for i = 1, d(5,5) do if (percent(10)) then shuffle(mon); end des.object({ id = "corpse", montype = mon[1] }); end end }); end, -- Statuary function() des.room({ type = "themed", contents = function() for i = 1, d(5,5) do des.object({ id = "statue" }); end for i = 1, d(3) do des.trap("statue"); end end }); end, -- Light source function() des.room({ type = "themed", lit = 0, contents = function() des.object({ id = "oil lamp", lit = true }); end }); end, -- Temple of the gods function() des.room({ type = "themed", contents = function() des.altar({ align = align[1] }); des.altar({ align = align[2] }); des.altar({ align = align[3] }); end }); end, -- Mausoleum function() des.room({ type = "themed", w = 5,h = 5, contents = function() local pts = { {1,1}, {2,1}, {3,1}, {1,2}, {3,2}, {1,3}, {2,3}, {3,3} }; for i = 1, #pts do des.terrain(pts[i], "-"); end if (percent(50)) then local mons = { "M", "V", "L", "Z" }; shuffle(mons); des.monster(mons[1], 2,2); else des.object({ id = "corpse", montype = "@", coord = {2,2} }); end if (percent(20)) then local place = { {2,1}, {1,2}, {3,2}, {2,3} }; shuffle(place); des.terrain(place[1], "S"); end end }); end, -- Random dungeon feature in the middle of a odd-sized room function() local wid = 3 + (nh.rn2(3) * 2); local hei = 3 + (nh.rn2(3) * 2); des.room({ type = "ordinary", filled = 1, w = wid, h = hei, contents = function(rm) local feature = { "C", "L", "I", "P", "T" }; shuffle(feature); des.terrain(rm.width / 2, rm.height / 2, feature[1]); end }); end, -- L-shaped function() des.map({ map = [[ -----xxx |...|xxx |...|xxx |...---- |......| |......| |......| --------]], contents = function(m) des.region({ region={1,1,3,3}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- L-shaped, rot 1 function() des.map({ map = [[ xxx----- xxx|...| xxx|...| ----...| |......| |......| |......| --------]], contents = function(m) des.region({ region={5,1,5,3}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- L-shaped, rot 2 function() des.map({ map = [[ -------- |......| |......| |......| ----...| xxx|...| xxx|...| xxx-----]], contents = function(m) des.region({ region={1,1,2,2}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- L-shaped, rot 3 function() des.map({ map = [[ -------- |......| |......| |......| |...---- |...|xxx |...|xxx -----xxx]], contents = function(m) des.region({ region={1,1,2,2}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- Blocked center function() des.map({ map = [[ ----------- |.........| |.........| |.........| |...LLL...| |...LLL...| |...LLL...| |.........| |.........| |.........| -----------]], contents = function(m) if (percent(30)) then local terr = { "-", "P" }; shuffle(terr); des.replace_terrain({ region = {1,1, 9,9}, fromterrain = "L", toterrain = terr[1] }); end des.region({ region={1,1,2,2}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- Circular, small function() des.map({ map = [[ xx---xx x--.--x --...-- |.....| --...-- x--.--x xx---xx]], contents = function(m) des.region({ region={3,3,3,3}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- Circular, medium function() des.map({ map = [[ xx-----xx x--...--x --.....-- |.......| |.......| |.......| --.....-- x--...--x xx-----xx]], contents = function(m) des.region({ region={4,4,4,4}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- Circular, big function() des.map({ map = [[ xxx-----xxx x---...---x x-.......-x --.......-- |.........| |.........| |.........| --.......-- x-.......-x x---...---x xxx-----xxx]], contents = function(m) des.region({ region={5,5,5,5}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- T-shaped function() des.map({ map = [[ xxx-----xxx xxx|...|xxx xxx|...|xxx ----...---- |.........| |.........| |.........| -----------]], contents = function(m) des.region({ region={5,5,5,5}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- T-shaped, rot 1 function() des.map({ map = [[ -----xxx |...|xxx |...|xxx |...---- |......| |......| |......| |...---- |...|xxx |...|xxx -----xxx]], contents = function(m) des.region({ region={2,2,2,2}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- T-shaped, rot 2 function() des.map({ map = [[ ----------- |.........| |.........| |.........| ----...---- xxx|...|xxx xxx|...|xxx xxx-----xxx]], contents = function(m) des.region({ region={2,2,2,2}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- T-shaped, rot 3 function() des.map({ map = [[ xxx----- xxx|...| xxx|...| ----...| |......| |......| |......| ----...| xxx|...| xxx|...| xxx-----]], contents = function(m) des.region({ region={5,5,5,5}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- S-shaped function() des.map({ map = [[ -----xxx |...|xxx |...|xxx |...---- |......| |......| |......| ----...| xxx|...| xxx|...| xxx-----]], contents = function(m) des.region({ region={2,2,2,2}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- S-shaped, rot 1 function() des.map({ map = [[ xxx-------- xxx|......| xxx|......| ----......| |......---- |......|xxx |......|xxx --------xxx]], contents = function(m) des.region({ region={5,5,5,5}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- Z-shaped function() des.map({ map = [[ xxx----- xxx|...| xxx|...| ----...| |......| |......| |......| |...---- |...|xxx |...|xxx -----xxx]], contents = function(m) des.region({ region={5,5,5,5}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- Z-shaped, rot 1 function() des.map({ map = [[ --------xxx |......|xxx |......|xxx |......---- ----......| xxx|......| xxx|......| xxx--------]], contents = function(m) des.region({ region={2,2,2,2}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- Cross function() des.map({ map = [[ xxx-----xxx xxx|...|xxx xxx|...|xxx ----...---- |.........| |.........| |.........| ----...---- xxx|...|xxx xxx|...|xxx xxx-----xxx]], contents = function(m) des.region({ region={6,6,6,6}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- Four-leaf clover function() des.map({ map = [[ -----x----- |...|x|...| |...---...| |.........| ---.....--- xx|.....|xx ---.....--- |.........| |...---...| |...|x|...| -----x-----]], contents = function(m) des.region({ region={6,6,6,6}, type="ordinary", irregular=true, prefilled=true }); end }); end, -- Water-surrounded vault function() des.map({ map = [[ }}}}}} }----} }|..|} }|..|} }----} }}}}}}]], contents = function(m) des.region({ region={3,3,3,3}, type="themed", irregular=true, prefilled=false, joined=false }); local nasty_undead = { "giant zombie", "ettin zombie", "vampire lord" }; des.object("chest", 2, 2); des.object("chest", 3, 2); des.object("chest", 2, 3); des.object("chest", 3, 3); shuffle(nasty_undead); des.monster(nasty_undead[1], 2, 2); end }); end, }; local total_frequency = 0; for i = 1, #themerooms do local t = type(themerooms[i]); if (t == "table") then total_frequency = total_frequency + themerooms[i].frequency; elseif (t == "function") then total_frequency = total_frequency + 1; end end if (total_frequency == 0) then error("Theme rooms total_frequency == 0"); end function themerooms_generate() local pick = nh.rn2(total_frequency); for i = 1, #themerooms do local t = type(themerooms[i]); if (t == "table") then pick = pick - themerooms[i].frequency; if (pick < 0) then themerooms[i].contents(); return; end elseif (t == "function") then pick = pick - 1; if (pick < 0) then themerooms[i](); return; end end end end