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).
574 lines
15 KiB
Lua
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
|