Files
nethack/dat/themerms.lua
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

574 lines
15 KiB
Lua

-- 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(rm)
for x = 0, rm.width - 1 do
for y = 0, rm.height - 1 do
if (percent(30)) then
if (percent(50)) then
des.object("boulder");
else
des.trap("rolling boulder");
end
end
end
end
end
});
end,
-- Spider nest
function()
des.room({ type = "themed",
contents = function(rm)
for x = 0, rm.width - 1 do
for y = 0, rm.height - 1 do
if (percent(30)) then
des.trap("web", x, y);
end
end
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 - 1 do
for y = 0, rm.height - 1 do
if (percent(30)) 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,
-- Pillars
function()
des.room({ type = "themed", w = 10, h = 10,
contents = function(rm)
local terr = { "-", "-", "-", "-", "L", "P", "T" };
shuffle(terr);
for x = 0, (rm.width / 4) - 1 do
for y = 0, (rm.height / 4) - 1 do
des.terrain({ x = x * 4 + 2, y = y * 4 + 2, typ = terr[1], lit = -2 });
des.terrain({ x = x * 4 + 3, y = y * 4 + 2, typ = terr[1], lit = -2 });
des.terrain({ x = x * 4 + 2, y = y * 4 + 3, typ = terr[1], lit = -2 });
des.terrain({ x = x * 4 + 3, y = y * 4 + 3, typ = terr[1], lit = -2 });
end
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 + nh.rn2(3)*2, h = 5 + nh.rn2(3)*2,
contents = function(rm)
des.room({ type = "themed",
x = (rm.width - 1) / 2, y = (rm.height - 1) / 2,
w = 1, h = 1, joined = 0,
contents = function()
if (percent(50)) then
local mons = { "M", "V", "L", "Z" };
shuffle(mons);
des.monster(mons[1], 0,0);
else
des.object({ id = "corpse", montype = "@", coord = {0,0} });
end
if (percent(20)) then
des.door({ state="secret", wall="all" });
end
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 - 1) / 2, (rm.height - 1) / 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, filled=1 }); 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, filled=1 }); 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, filled=1 }); 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, filled=1 }); 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, filled=1 });
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, filled=1 }); 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, filled=1 }); 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, filled=1 }); 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, filled=1 }); 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, filled=1 }); 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, filled=1 }); 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, filled=1 }); 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, filled=1 }); 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, filled=1 }); 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, filled=1 }); 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, filled=1 }); 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, filled=1 }); 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, filled=1 }); end });
end,
-- Water-surrounded vault
function()
des.map({ map = [[
}}}}}}
}----}
}|..|}
}|..|}
}----}
}}}}}}]], contents = function(m) des.region({ region={3,3,3,3}, type="themed", irregular=true, filled=0, 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