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------------------------------------------------------------------------------
-- geoelf_glyphs.lua:
--
-- Contains the glyphs used by the geoelf layout generator.
-- Using other glyphs than these can lead to crashes if they
-- are used as table lookup indexes (which happens).
------------------------------------------------------------------------------
geoelf.glyphs = {} -- Namespace for glyph constants, etc.
----------------
--
-- The recognized glyphs
--
-- Most of these are just attaching names to the standard
-- vault-making characters, but I feel nervous hard-coding
-- constants like 'x' into a complex block of code.
--
-- TODO: Special tiles for door in glass and glass depicting
-- plant or feature (together or separately).
--
geoelf.glyphs.WALL = 'x'
geoelf.glyphs.DOOR = '+'
geoelf.glyphs.FLOOR = '.'
geoelf.glyphs.CORRIDOR = '_'
geoelf.glyphs.TREE = 't'
geoelf.glyphs.BUSH = 'D'
geoelf.glyphs.PLANT = 'E'
geoelf.glyphs.FUNGUS = 'F'
geoelf.glyphs.STATUE = 'G'
geoelf.glyphs.FOUNTAIN = 'T'
geoelf.glyphs.GLASS = 'm'
geoelf.glyphs.GLASS_DOOR = '~'
geoelf.glyphs.GLASS_TREE = 'J'
geoelf.glyphs.GLASS_BUSH = 'K'
geoelf.glyphs.GLASS_PLANT = 'L'
geoelf.glyphs.GLASS_FUNGUS = 'M'
geoelf.glyphs.GLASS_STATUE = 'N'
geoelf.glyphs.GLASS_FOUNTAIN = 'O'
----------------
--
-- Groups of glyphs
--
-- Names for a group of similar glyphs concatinating into a
-- single string.
--
geoelf.glyphs.ALL_DOORS = geoelf.glyphs.DOOR ..
geoelf.glyphs.GLASS_DOOR
geoelf.glyphs.ALL_GLASS_WALLS = geoelf.glyphs.GLASS ..
geoelf.glyphs.GLASS_TREE ..
geoelf.glyphs.GLASS_BUSH ..
geoelf.glyphs.GLASS_PLANT ..
geoelf.glyphs.GLASS_FUNGUS ..
geoelf.glyphs.GLASS_STATUE ..
geoelf.glyphs.GLASS_FOUNTAIN
geoelf.glyphs.ALL_PLANTLIKE = geoelf.glyphs.TREE ..
geoelf.glyphs.BUSH ..
geoelf.glyphs.PLANT ..
geoelf.glyphs.FUNGUS
geoelf.glyphs.ALL_FEATURES = geoelf.glyphs.STATUE ..
geoelf.glyphs.FOUNTAIN
geoelf.glyphs.ALL_WALLLIKE = geoelf.glyphs.WALL ..
geoelf.glyphs.ALL_GLASS_WALLS
geoelf.glyphs.ALL_FLOORLIKE = geoelf.glyphs.FLOOR ..
geoelf.glyphs.CORRIDOR ..
geoelf.glyphs.ALL_PLANTLIKE ..
geoelf.glyphs.ALL_FEATURES
----------------
--
-- These are glyph substitution arrays used by the room-drawing
-- functions. Any glyph drawn that is not in the array will
-- turn into a "nil" when a substitution is made. This will
-- generate an error when the LUA code runs that says something
-- like:
-- /crawl-ref/source/dat/des/builder/layout_geoelf.des:132:
-- /crawl-ref/source/dat/dlua/layout/geoelf_rooms.lua:395:
-- bad argument #3 to '?' (string expected, got nil)
--
-- for room floors
geoelf.glyphs.OPEN_SUBSTITUTIONS =
{ [geoelf.glyphs.WALL] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.DOOR] = geoelf.glyphs.CORRIDOR,
[geoelf.glyphs.FLOOR] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.CORRIDOR] = geoelf.glyphs.CORRIDOR,
[geoelf.glyphs.TREE] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.BUSH] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.PLANT] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.FUNGUS] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.STATUE] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.FOUNTAIN] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.GLASS] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.GLASS_DOOR] = geoelf.glyphs.CORRIDOR,
[geoelf.glyphs.GLASS_TREE] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.GLASS_BUSH] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.GLASS_PLANT] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.GLASS_FUNGUS] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.GLASS_STATUE] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.GLASS_FOUNTAIN] = geoelf.glyphs.FLOOR
}
-- for the wall around a room
geoelf.glyphs.BORDER_SUBSTITUTIONS =
{ [geoelf.glyphs.WALL] = geoelf.glyphs.WALL,
[geoelf.glyphs.DOOR] = geoelf.glyphs.DOOR,
[geoelf.glyphs.FLOOR] = geoelf.glyphs.GLASS,
[geoelf.glyphs.CORRIDOR] = geoelf.glyphs.DOOR,
[geoelf.glyphs.TREE] = geoelf.glyphs.GLASS_TREE,
[geoelf.glyphs.BUSH] = geoelf.glyphs.GLASS_BUSH,
[geoelf.glyphs.PLANT] = geoelf.glyphs.GLASS_PLANT,
[geoelf.glyphs.FUNGUS] = geoelf.glyphs.GLASS_FUNGUS,
[geoelf.glyphs.STATUE] = geoelf.glyphs.GLASS_STATUE,
[geoelf.glyphs.FOUNTAIN] = geoelf.glyphs.GLASS_FOUNTAIN,
[geoelf.glyphs.GLASS] = geoelf.glyphs.GLASS,
[geoelf.glyphs.GLASS_DOOR] = geoelf.glyphs.GLASS_DOOR,
[geoelf.glyphs.GLASS_TREE] = geoelf.glyphs.GLASS_TREE,
[geoelf.glyphs.GLASS_BUSH] = geoelf.glyphs.GLASS_BUSH,
[geoelf.glyphs.GLASS_PLANT] = geoelf.glyphs.GLASS_PLANT,
[geoelf.glyphs.GLASS_FUNGUS] = geoelf.glyphs.GLASS_FUNGUS,
[geoelf.glyphs.GLASS_STATUE] = geoelf.glyphs.GLASS_STATUE,
[geoelf.glyphs.GLASS_FOUNTAIN] = geoelf.glyphs.GLASS_FOUNTAIN,
}
-- for the line one around the room wall
geoelf.glyphs.OUTLINE_SUBSTITUTIONS =
{ [geoelf.glyphs.WALL] = geoelf.glyphs.WALL,
[geoelf.glyphs.DOOR] = geoelf.glyphs.DOOR,
[geoelf.glyphs.FLOOR] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.CORRIDOR] = geoelf.glyphs.CORRIDOR,
[geoelf.glyphs.TREE] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.BUSH] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.PLANT] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.FUNGUS] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.STATUE] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.FOUNTAIN] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.GLASS] = geoelf.glyphs.GLASS,
[geoelf.glyphs.GLASS_DOOR] = geoelf.glyphs.GLASS_DOOR,
[geoelf.glyphs.GLASS_TREE] = geoelf.glyphs.GLASS_TREE,
[geoelf.glyphs.GLASS_BUSH] = geoelf.glyphs.GLASS_BUSH,
[geoelf.glyphs.GLASS_PLANT] = geoelf.glyphs.GLASS_PLANT,
[geoelf.glyphs.GLASS_FUNGUS] = geoelf.glyphs.GLASS_FUNGUS,
[geoelf.glyphs.GLASS_STATUE] = geoelf.glyphs.GLASS_STATUE,
[geoelf.glyphs.GLASS_FOUNTAIN] = geoelf.glyphs.GLASS_FOUNTAIN,
}
-- choosing a random feature
geoelf.glyphs.FEATURE_OPTIONS =
{ {geoelf.glyphs.STATUE, 2},
{geoelf.glyphs.FOUNTAIN, 1} }
-- choosing a random plantlike thing
geoelf.glyphs.PLANTLIKE_OPTIONS =
{ {geoelf.glyphs.TREE, 3},
{geoelf.glyphs.BUSH, 1},
{geoelf.glyphs.PLANT, 2},
{geoelf.glyphs.FUNGUS, 4} }
-- making things into glass if possible
geoelf.glyphs.TO_GLASS =
{ [geoelf.glyphs.WALL] = geoelf.glyphs.GLASS,
[geoelf.glyphs.DOOR] = geoelf.glyphs.GLASS_DOOR,
[geoelf.glyphs.FLOOR] = geoelf.glyphs.FLOOR,
[geoelf.glyphs.CORRIDOR] = geoelf.glyphs.CORRIDOR,
[geoelf.glyphs.TREE] = geoelf.glyphs.GLASS_TREE,
[geoelf.glyphs.BUSH] = geoelf.glyphs.GLASS_BUSH,
[geoelf.glyphs.PLANT] = geoelf.glyphs.GLASS_PLANT,
[geoelf.glyphs.FUNGUS] = geoelf.glyphs.GLASS_FUNGUS,
[geoelf.glyphs.STATUE] = geoelf.glyphs.GLASS_STATUE,
[geoelf.glyphs.FOUNTAIN] = geoelf.glyphs.GLASS_FOUNTAIN,
[geoelf.glyphs.GLASS] = geoelf.glyphs.GLASS,
[geoelf.glyphs.GLASS_DOOR] = geoelf.glyphs.GLASS_DOOR,
[geoelf.glyphs.GLASS_TREE] = geoelf.glyphs.GLASS_TREE,
[geoelf.glyphs.GLASS_BUSH] = geoelf.glyphs.GLASS_BUSH,
[geoelf.glyphs.GLASS_PLANT] = geoelf.glyphs.GLASS_PLANT,
[geoelf.glyphs.GLASS_FUNGUS] = geoelf.glyphs.GLASS_FUNGUS,
[geoelf.glyphs.GLASS_STATUE] = geoelf.glyphs.GLASS_STATUE,
[geoelf.glyphs.GLASS_FOUNTAIN] = geoelf.glyphs.GLASS_FOUNTAIN,
}
----------------
--
-- assign_glyphs
--
-- A function that assigns the feature types, tiles, and colours
-- to the glyphs with special meanings.
--
function geoelf.glyphs.assign_glyphs (e, only_trees)
if (geoelf.debug) then print(" geoelf.glyphs.assign_glyphs") end
-- Bushes, plant, and fungus
-- -> If only_trees is true, these all become trees
if (only_trees) then
e.subst(geoelf.glyphs.BUSH ..
geoelf.glyphs.PLANT ..
geoelf.glyphs.FUNGUS .. " = " .. geoelf.glyphs.TREE)
e.subst(geoelf.glyphs.GLASS_BUSH ..
geoelf.glyphs.GLASS_PLANT ..
geoelf.glyphs.GLASS_FUNGUS .. " = " .. geoelf.glyphs.GLASS_TREE)
else
e.kfeat(geoelf.glyphs.BUSH ..
geoelf.glyphs.PLANT ..
geoelf.glyphs.FUNGUS .. " = floor")
e.kmons(geoelf.glyphs.BUSH .. " = bush")
e.kmons(geoelf.glyphs.PLANT .. " = plant")
e.kmons(geoelf.glyphs.FUNGUS .. " = fungus")
-- prevent bushes, plants, fungus from being overwritten by vaults
e.kmask(geoelf.glyphs.BUSH ..
geoelf.glyphs.PLANT ..
geoelf.glyphs.FUNGUS .. " = vault")
end
-- Glass doors
e.kfeat( geoelf.glyphs.GLASS_DOOR .. " = closed_clear_door")
-- Glass walls with deliberate images
-- -> Very rare in practice
-- -> These are only relevant in tiles
-- -> We need special tiles for these
-- -> For now, these are just coloured glass
e.kfeat(geoelf.glyphs.GLASS_TREE ..
geoelf.glyphs.GLASS_BUSH ..
geoelf.glyphs.GLASS_PLANT ..
geoelf.glyphs.GLASS_FUNGUS ..
geoelf.glyphs.GLASS_STATUE ..
geoelf.glyphs.GLASS_FOUNTAIN .. " = clear_rock_wall")
e.colour(geoelf.glyphs.GLASS_TREE .. " = green")
e.colour(geoelf.glyphs.GLASS_BUSH .. " = green")
e.colour(geoelf.glyphs.GLASS_PLANT .. " = green")
e.colour(geoelf.glyphs.GLASS_FUNGUS .. " = brown")
e.colour(geoelf.glyphs.GLASS_STATUE .. " = white")
e.colour(geoelf.glyphs.GLASS_FOUNTAIN .. " = blue")
e.tile( geoelf.glyphs.GLASS_TREE .. " = dngn_transparent_wall_green")
e.tile( geoelf.glyphs.GLASS_BUSH .. " = dngn_transparent_wall_green")
e.tile( geoelf.glyphs.GLASS_PLANT .. " = dngn_transparent_wall_green")
e.tile( geoelf.glyphs.GLASS_FUNGUS .. " = dngn_transparent_wall_brown")
e.tile( geoelf.glyphs.GLASS_STATUE .. " = dngn_transparent_wall_white")
e.tile( geoelf.glyphs.GLASS_FOUNTAIN .. " = dngn_transparent_wall_blue")
--e.tile( geoelf.glyphs.GLASS_TREE .. " = stained_glass_tree")
--e.tile( geoelf.glyphs.GLASS_BUSH .. " = stained_glass_bush")
--e.tile( geoelf.glyphs.GLASS_PLANT .. " = stained_glass_plant")
--e.tile( geoelf.glyphs.GLASS_FUNGUS .. " = stained_glass_fungus")
--e.tile( geoelf.glyphs.GLASS_STATUE .. " = stained_glass_statue")
--e.tile( geoelf.glyphs.GLASS_FOUNTAIN .. " = stained_glass_fountain")
end
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