296 lines
8.1 KiB
Lua
296 lines
8.1 KiB
Lua
-- NetHack 3.7 hellfill.des $NHDT-Date: 1432512783 2015/05/25 00:13:03 $ $NHDT-Branch: master $:$NHDT-Revision: 1.25 $
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-- Copyright (c) 2022 by Pasi Kallinen
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-- NetHack may be freely redistributed. See license for details.
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--
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--
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-- The "fill" level for gehennom.
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--
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-- This level is used to fill out any levels not occupied by
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-- specific levels.
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--
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function hellobjects()
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local objclass = { "(", "/", "=", "+", ")", "[", "?", "*", "%" };
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shuffle(objclass);
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des.object(objclass[1]);
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des.object(objclass[1]);
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des.object(objclass[2]);
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des.object(objclass[3]);
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des.object(objclass[4]);
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des.object(objclass[5]);
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des.object()
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des.object()
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end
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--
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function hellmonsters()
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local monclass = { "V", "D", " ", "&", "Z" };
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shuffle(monclass);
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des.monster({ class = monclass[1], peaceful = 0 });
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des.monster({ class = monclass[1], peaceful = 0 });
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des.monster({ class = monclass[2], peaceful = 0 });
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des.monster({ class = monclass[2], peaceful = 0 });
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des.monster({ class = monclass[3], peaceful = 0 });
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des.monster({ class = monclass[4], peaceful = 0 });
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des.monster({ peaceful = 0 });
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des.monster({ class = "H", peaceful = 0 });
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end
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--
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function helltraps()
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for i = 1, 12 do
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des.trap()
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end
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end
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--
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function populatemaze()
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for i = 1, math.random(8) + 11 do
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if (percent(50)) then
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des.object("*");
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else
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des.object();
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end
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end
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for i = 1, math.random(10) + 2 do
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des.object("`");
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end
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for i = 1, math.random(3) do
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des.monster({ id = "minotaur", peaceful = 0 });
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end
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for i = 1, math.random(5) + 7 do
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des.monster({ peaceful = 0 });
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end
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for i = 1, math.random(6) + 7 do
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des.gold();
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end
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for i = 1, math.random(6) + 7 do
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des.trap();
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end
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end
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--
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function rnd_halign()
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local aligns = { "half-left", "center", "half-right" };
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return aligns[math.random(1, #aligns)];
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end
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function rnd_valign()
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local aligns = { "top", "center", "bottom" };
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return aligns[math.random(1, #aligns)];
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end
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-- the prefab maps must have contents-function, or populatemaze()
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-- puts the stuff only inside the prefab map.
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local hell_prefabs = {
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function ()
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des.map({ halign = rnd_halign(), valign = "center", map = [[
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......
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......
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......
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......
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......
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......
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......
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......
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......
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......
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......
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......
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......
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......
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......
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......]], contents = function() end });
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end,
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function ()
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des.map({ halign = rnd_halign(), valign = "center", map = [[
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xxxxxx.....xxxxxx
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xxxx.........xxxx
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xx.............xx
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xx.............xx
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x...............x
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x...............x
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.................
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.................
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.................
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.................
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.................
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x...............x
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x...............x
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xx.............xx
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xx.............xx
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xxxx.........xxxx
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xxxxxx.....xxxxxx
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]], contents = function() end });
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end,
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function ()
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des.map({ halign = "center", valign = "center", map = [[
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..............................................................
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..............................................................
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..............................................................
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..............................................................
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..............................................................]], contents = function() end });
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end,
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function ()
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des.map({ halign = rnd_halign(), valign = rnd_valign(), lit = true, map = [[
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x.....x
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.......
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.......
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.......
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.......
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.......
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x.....x]], contents = function() end });
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end,
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function ()
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des.map({ halign = rnd_halign(), valign = rnd_valign(), map = [[
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BBBBBBB
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B.....B
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B.....B
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B.....B
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B.....B
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B.....B
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BBBBBBB]], contents = function()
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des.region({ region={2,2, 2,2}, type="temple", filled=1, irregular=1 });
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des.altar({ x=3, y=3, align="noalign", type=percent(75) and "altar" or "shrine" });
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end });
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end,
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function ()
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des.map({ halign = rnd_halign(), valign = rnd_valign(), map = [[
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..........
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..........
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..........
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...FFFF...
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...F..F...
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...F..F...
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...FFFF...
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..........
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..........
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..........]], contents = function()
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local mons = { "D", "H", "L" };
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des.monster(mons[math.random(1, #mons)], 4,4);
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end });
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end,
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};
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function rnd_hell_prefab()
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local pf = math.random(1, #hell_prefabs);
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hell_prefabs[pf]();
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end
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hells = {
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-- 1: "mines" style with lava
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function ()
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des.level_init({ style = "solidfill", fg = " ", lit = 0 });
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des.level_flags("mazelevel", "noflip");
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des.level_init({ style="mines", fg=".", smoothed=true ,joined=true, lit=0, walled=true });
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des.replace_terrain({ fromterrain = " ", toterrain = "L" });
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des.replace_terrain({ fromterrain = ".", toterrain = "L", chance = 5 });
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des.replace_terrain({ mapfragment = [[w]], toterrain = "L", chance = 20 });
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des.replace_terrain({ mapfragment = [[w]], toterrain = ".", chance = 15 });
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end,
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-- 2: mazes like original, with some hell_tweaks
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function ()
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des.level_init({ style = "solidfill", fg = " ", lit = 0 });
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des.level_flags("mazelevel", "noflip");
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des.level_init({ style = "mazegrid", bg = "-" });
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des.mazewalk({ coord = {01,10}, dir = "east", stocked = false});
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local tmpbounds = selection.match("-");
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local bnds = tmpbounds:bounds();
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local protected_area = selection.fillrect(bnds.lx, bnds.ly + 1, bnds.hx - 2, bnds.hy - 1);
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hell_tweaks(protected_area:negate());
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if (percent(25)) then
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rnd_hell_prefab();
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end
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end,
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-- 3: mazes, style 1: wall thick = 1, random wid corr
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function ()
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des.level_init({ style = "solidfill", fg = " ", lit = 0 });
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des.level_flags("mazelevel", "noflip");
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des.level_init({ style = "maze", wallthick = 1 });
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end,
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-- 4: mazes, style 2: replace wall with iron bars or lava
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function ()
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local cwid = math.random(4);
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des.level_init({ style = "solidfill", fg = " ", lit = 0 });
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des.level_flags("mazelevel", "noflip");
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des.level_init({ style = "maze", wallthick = 1, corrwid = cwid });
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local outside_walls = selection.match(" ");
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local wallterrain = { "F", "L" };
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shuffle(wallterrain);
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des.replace_terrain({ mapfragment = "w", toterrain = wallterrain[1] });
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if (cwid == 1) then
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if (wallterrain[1] == "F" and percent(80)) then
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-- replace some horizontal iron bars walls with floor
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des.replace_terrain({ mapfragment = ".\nF\n.", toterrain = ".", chance = 25 * math.random(4) });
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elseif (percent(25)) then
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rnd_hell_prefab();
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end
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end
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des.terrain(outside_walls, " "); -- return the outside back to solid wall
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end,
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-- 5: mazes, thick walls, occasionally lava instead of walls
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function ()
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des.level_init({ style = "solidfill", fg = " ", lit = 0 });
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des.level_flags("mazelevel", "noflip");
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des.level_init({ style = "maze", wallthick = 1 + math.random(2), corrwid = math.random(2) });
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if (percent(50)) then
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local outside_walls = selection.match(" ");
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des.replace_terrain({ mapfragment = "w", toterrain = "L" });
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des.terrain(outside_walls, " "); -- return the outside back to solid wall
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end
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end,
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-- 6: cold maze, with ice and water
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function ()
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local cwid = math.random(4);
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des.level_init({ style = "solidfill", fg = " ", lit = 0 });
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des.level_flags("mazelevel", "noflip", "cold");
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des.level_init({ style = "maze", wallthick = 1, corrwid = cwid });
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local outside_walls = selection.match(" ");
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local icey = selection.negate():percentage(10):grow():filter_mapchar(".");
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des.terrain(icey, "I");
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if (cwid == 1 and percent(25)) then
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rnd_hell_prefab();
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end
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if (cwid > 1) then
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-- turn some ice into wall of water
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des.terrain(icey:percentage(1), "W");
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end
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des.terrain(icey:percentage(5), "P");
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if (percent(25)) then
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des.terrain(selection.match("w"), "W"); -- walls of water
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end
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des.terrain(outside_walls, " "); -- return the outside back to solid wall
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end,
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};
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local hellno = math.random(1, #hells);
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hells[hellno]();
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--
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des.stair("up")
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if (u.invocation_level) then
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des.trap("vibrating square");
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else
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des.stair("down")
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end
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populatemaze();
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