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------------------------------------------------------------------------------
-- geoelf_rooms.lua:
--
-- Constants and functions for drawing rooms.
------------------------------------------------------------------------------
geoelf.rooms = {} -- Namespace for room drawing functions
geoelf.rooms.mirror = {} -- Namespace for room mirroring constants
geoelf.rooms.shape = {} -- Namespace for room shape constants
crawl_require("dlua/layout/geoelf_directions.lua")
crawl_require("dlua/layout/geoelf_glyphs.lua")
----------------
--
-- The room mirror states
--
-- Rooms can be mirrored in three directions, for a total of 8
-- possible combinations. The D indicates mirroring diagonally
-- (i,e, swapping x and y).
--
geoelf.rooms.mirror.NONE = 0
geoelf.rooms.mirror.X = 1
geoelf.rooms.mirror.Y = 2
geoelf.rooms.mirror.XY = 3
geoelf.rooms.mirror.D = 4
geoelf.rooms.mirror.DX = 5
geoelf.rooms.mirror.DY = 6
geoelf.rooms.mirror.DXY = 7
----------------
--
-- The room shapes
--
-- The passage requirements mean that square, diamond, and
-- cross rooms can only rarely be placed. They get a high
-- weight so they still appear on the map. This is especially
-- important for diamond, because it has to compete with the
-- hexagon room shapes.
--
-- The direction for the triangle indicates which way the apex
-- points. The base is on the opposite side
--
-- The directions for the hexagons indicate which direction the
-- flat sides face.
--
-- Octagons always fit, so they get a low weight. However,
-- they still appear quite frequently because they serve as a
-- de facto default room shape.
--
geoelf.rooms.shape.COUNT = 10
geoelf.rooms.shape.SQUARE = 0
geoelf.rooms.shape.DIAMOND = 1
geoelf.rooms.shape.CROSS = 2
geoelf.rooms.shape.TRIANGLE_S = 3
geoelf.rooms.shape.TRIANGLE_N = 4
geoelf.rooms.shape.TRIANGLE_E = 5
geoelf.rooms.shape.TRIANGLE_W = 6
geoelf.rooms.shape.HEXAGON_NS = 7
geoelf.rooms.shape.HEXAGON_EW = 8
geoelf.rooms.shape.OCTAGON = 9
geoelf.rooms.shape.BASE_FREQUENCY =
{ [geoelf.rooms.shape.SQUARE] = 8,
[geoelf.rooms.shape.DIAMOND] = 25,
[geoelf.rooms.shape.CROSS] = 4,
[geoelf.rooms.shape.TRIANGLE_S] = 2,
[geoelf.rooms.shape.TRIANGLE_N] = 2,
[geoelf.rooms.shape.TRIANGLE_E] = 2,
[geoelf.rooms.shape.TRIANGLE_W] = 2,
[geoelf.rooms.shape.HEXAGON_NS] = 5,
[geoelf.rooms.shape.HEXAGON_EW] = 5,
[geoelf.rooms.shape.OCTAGON] = 1 }
geoelf.rooms.shape.CONNECTIONS =
{ [geoelf.rooms.shape.SQUARE] =
{ [geoelf.directions.S] = true,
[geoelf.directions.N] = true,
[geoelf.directions.E] = true,
[geoelf.directions.W] = true,
[geoelf.directions.SE] = false,
[geoelf.directions.NW] = false,
[geoelf.directions.SW] = false,
[geoelf.directions.NE] = false },
[geoelf.rooms.shape.DIAMOND] =
{ [geoelf.directions.S] = false,
[geoelf.directions.N] = false,
[geoelf.directions.E] = false,
[geoelf.directions.W] = false,
[geoelf.directions.SE] = true,
[geoelf.directions.NW] = true,
[geoelf.directions.SW] = true,
[geoelf.directions.NE] = true },
[geoelf.rooms.shape.CROSS] =
{ [geoelf.directions.S] = true,
[geoelf.directions.N] = true,
[geoelf.directions.E] = true,
[geoelf.directions.W] = true,
[geoelf.directions.SE] = false,
[geoelf.directions.NW] = false,
[geoelf.directions.SW] = false,
[geoelf.directions.NE] = false },
[geoelf.rooms.shape.TRIANGLE_S] =
{ [geoelf.directions.S] = false,
[geoelf.directions.N] = true,
[geoelf.directions.E] = true,
[geoelf.directions.W] = true,
[geoelf.directions.SE] = true,
[geoelf.directions.NW] = false,
[geoelf.directions.SW] = true,
[geoelf.directions.NE] = false },
[geoelf.rooms.shape.TRIANGLE_N] =
{ [geoelf.directions.S] = true,
[geoelf.directions.N] = false,
[geoelf.directions.E] = true,
[geoelf.directions.W] = true,
[geoelf.directions.SE] = false,
[geoelf.directions.NW] = true,
[geoelf.directions.SW] = false,
[geoelf.directions.NE] = true },
[geoelf.rooms.shape.TRIANGLE_E] =
{ [geoelf.directions.S] = true,
[geoelf.directions.N] = true,
[geoelf.directions.E] = false,
[geoelf.directions.W] = true,
[geoelf.directions.SE] = true,
[geoelf.directions.NW] = false,
[geoelf.directions.SW] = false,
[geoelf.directions.NE] = true },
[geoelf.rooms.shape.TRIANGLE_W] =
{ [geoelf.directions.S] = true,
[geoelf.directions.N] = true,
[geoelf.directions.E] = true,
[geoelf.directions.W] = false,
[geoelf.directions.SE] = false,
[geoelf.directions.NW] = true,
[geoelf.directions.SW] = true,
[geoelf.directions.NE] = false },
[geoelf.rooms.shape.HEXAGON_NS] =
{ [geoelf.directions.S] = true,
[geoelf.directions.N] = true,
[geoelf.directions.E] = false,
[geoelf.directions.W] = false,
[geoelf.directions.SE] = true,
[geoelf.directions.NW] = true,
[geoelf.directions.SW] = true,
[geoelf.directions.NE] = true },
[geoelf.rooms.shape.HEXAGON_EW] =
{ [geoelf.directions.S] = false,
[geoelf.directions.N] = false,
[geoelf.directions.E] = true,
[geoelf.directions.W] = true,
[geoelf.directions.SE] = true,
[geoelf.directions.NW] = true,
[geoelf.directions.SW] = true,
[geoelf.directions.NE] = true },
[geoelf.rooms.shape.OCTAGON] =
{ [geoelf.directions.S] = true,
[geoelf.directions.N] = true,
[geoelf.directions.E] = true,
[geoelf.directions.W] = true,
[geoelf.directions.SE] = true,
[geoelf.directions.NW] = true,
[geoelf.directions.SW] = true,
[geoelf.directions.NE] = true } }
geoelf.rooms.shape.MIRRORINGS =
{ [geoelf.rooms.shape.SQUARE] =
{ {geoelf.rooms.mirror.NONE, 1}, -- why are these set up as weighted?
{geoelf.rooms.mirror.X, 1},
{geoelf.rooms.mirror.Y, 1},
{geoelf.rooms.mirror.XY, 1},
{geoelf.rooms.mirror.D, 1},
{geoelf.rooms.mirror.DX, 1},
{geoelf.rooms.mirror.DY, 1},
{geoelf.rooms.mirror.DXY, 1} },
[geoelf.rooms.shape.DIAMOND] =
{ {geoelf.rooms.mirror.NONE, 1},
{geoelf.rooms.mirror.X, 1},
{geoelf.rooms.mirror.Y, 1},
{geoelf.rooms.mirror.XY, 1},
{geoelf.rooms.mirror.D, 1},
{geoelf.rooms.mirror.DX, 1},
{geoelf.rooms.mirror.DY, 1},
{geoelf.rooms.mirror.DXY, 1} },
[geoelf.rooms.shape.CROSS] =
{ {geoelf.rooms.mirror.NONE, 1},
{geoelf.rooms.mirror.X, 1},
{geoelf.rooms.mirror.Y, 1},
{geoelf.rooms.mirror.XY, 1},
{geoelf.rooms.mirror.D, 1},
{geoelf.rooms.mirror.DX, 1},
{geoelf.rooms.mirror.DY, 1},
{geoelf.rooms.mirror.DXY, 1} },
[geoelf.rooms.shape.TRIANGLE_S] =
{ {geoelf.rooms.mirror.D, 1},
{geoelf.rooms.mirror.DX, 1} },
[geoelf.rooms.shape.TRIANGLE_N] =
{ {geoelf.rooms.mirror.DY, 1},
{geoelf.rooms.mirror.DXY, 1} },
[geoelf.rooms.shape.TRIANGLE_E] =
{ {geoelf.rooms.mirror.NONE, 1},
{geoelf.rooms.mirror.Y, 1} },
[geoelf.rooms.shape.TRIANGLE_W] =
{ {geoelf.rooms.mirror.X, 1},
{geoelf.rooms.mirror.XY, 1} },
[geoelf.rooms.shape.HEXAGON_NS] =
{ {geoelf.rooms.mirror.D, 1},
{geoelf.rooms.mirror.DX, 1},
{geoelf.rooms.mirror.DY, 1},
{geoelf.rooms.mirror.DXY, 1} },
[geoelf.rooms.shape.HEXAGON_EW] =
{ {geoelf.rooms.mirror.NONE, 1},
{geoelf.rooms.mirror.X, 1},
{geoelf.rooms.mirror.Y, 1},
{geoelf.rooms.mirror.XY, 1} },
[geoelf.rooms.shape.OCTAGON] =
{ {geoelf.rooms.mirror.NONE, 1},
{geoelf.rooms.mirror.X, 1},
{geoelf.rooms.mirror.Y, 1},
{geoelf.rooms.mirror.XY, 1},
{geoelf.rooms.mirror.D, 1},
{geoelf.rooms.mirror.DX, 1},
{geoelf.rooms.mirror.DY, 1},
{geoelf.rooms.mirror.DXY, 1} } }
----------------------------------------------------------------
--
-- Choosing and drawing geometric rooms
--
--
-- The shape function produces a 2D array for the room indexed
-- with the room centre at [0][0] (you can do that in LUA).
-- The meaning of the values in the array are as follows:
-- -> UNCHANGED: leave the existing glyhps alone
-- -> ROOM_OPEN: leave the corridor type on the floor if any,
-- otherwise use geoelf.glyphs.FLOOR
-- -> ROOM_BORDER: perform border substitution
-- -> ROOM_OUTLINE: turns plantlike things and features into
-- floor, everything else stays the same
-- -> We need this to avoid having features against the
-- wall when we cut into existing rooms
-- -> PLANTLIKE: becomes all trees, all bushes, all plants,
-- or all fungus
-- -> FEATURE: becomes all statues or all fountains
-- -> GLASS_PLANTLIKE: as PLANTLIKE, but an image on a glass
-- wall
-- -> GLASS_FEATURE: as FEATURE, but an image on a glass wall
-- -> Anything else is a glyph for the map
-- -> Using glyphs that are not in the lookup table will
-- cause nil values next time the cell is analysed
--
-- The array also has a size field, which is the maximum index
-- (positive or negative). All elements in the square defined
-- by this value are set.
--
geoelf.rooms.UNCHANGED = 0
geoelf.rooms.ROOM_OUTLINE = 1
geoelf.rooms.ROOM_BORDER = 2
geoelf.rooms.ROOM_OPEN = 3
geoelf.rooms.PLANTLIKE = 4
geoelf.rooms.FEATURE = 5
geoelf.rooms.GLASS_PLANTLIKE = 6
geoelf.rooms.GLASS_FEATURE = 7
function geoelf.rooms.draw (e, room_data, corridor_data, index,
fancy, force_open_room_edge)
if (room_data == nil) then
crawl.mpr("Error: No room data array")
end
if (room_data.count == nil) then
crawl.mpr("Error: Room data array does not have count")
end
if (index >= room_data.count) then
crawl.mpr("Error: index is past the end of room_data")
end
if (room_data[index] == nil) then
crawl.mpr("Error: Room index does not exist")
end
local gxm, gym = dgn.max_bounds()
local center_x = room_data[index].center_x
local center_y = room_data[index].center_y
local radius = room_data[index].radius
if (geoelf.debug) then
if (fancy) then
print(" Drawing room " .. index .. " at " .. center_x .. ", " ..
center_y .. " radius = " .. " fancy = true")
else
print(" Drawing room " .. index .. " at " .. center_x .. ", " ..
center_y .. " radius = " .. " fancy = false")
end
end
local shape = geoelf.rooms.choose_shape(room_data, corridor_data, index)
-- calculate the room contents for each cell
local room_glyphs
if (shape == geoelf.rooms.shape.SQUARE) then
room_glyphs = geoelf.rooms.square(radius, fancy)
elseif (shape == geoelf.rooms.shape.DIAMOND) then
room_glyphs = geoelf.rooms.diamond(radius, fancy)
elseif (shape == geoelf.rooms.shape.CROSS) then
local indent = math.min(crawl.random2(radius - 2) + 2, radius - 1)
room_glyphs = geoelf.rooms.cross(radius, indent, fancy)
elseif (shape == geoelf.rooms.shape.TRIANGLE_S or
shape == geoelf.rooms.shape.TRIANGLE_N or
shape == geoelf.rooms.shape.TRIANGLE_E or
shape == geoelf.rooms.shape.TRIANGLE_W) then
room_glyphs = geoelf.rooms.triangle(radius, fancy)
elseif (shape == geoelf.rooms.shape.HEXAGON_NS or
shape == geoelf.rooms.shape.HEXAGON_EW) then
room_glyphs = geoelf.rooms.hexagon(radius, fancy)
elseif (shape == geoelf.rooms.shape.OCTAGON) then
local diagonal_cutoff = math.floor(radius * 1.4 + crawl.random_real())
room_glyphs = geoelf.rooms.octagon(radius, diagonal_cutoff, fancy)
else
crawl.mpr("Error: Trying to draw room of invalid shape " .. shape)
end
-- draw the room
local mirror = util.random_choose_weighted(
geoelf.rooms.shape.MIRRORINGS[shape])
local feature = util.random_choose_weighted(geoelf.glyphs.FEATURE_OPTIONS)
local plantlike = util.random_choose_weighted(geoelf.glyphs.PLANTLIKE_OPTIONS)
if (geoelf.debug and fancy) then
print(" Feature " .. feature .. " plantlike " .. plantlike)
end
for index_x = -room_glyphs.size, room_glyphs.size do
for index_y = -room_glyphs.size, room_glyphs.size do
local room_value = room_glyphs[index_x][index_y]
if (room_value == nil) then
crawl.mpr("Error: room_value is nil at " .. index_x ..
", " .. index_y)
end
-- the mirroring makes this kind of crazy
local x
local y
if (mirror == geoelf.rooms.mirror.NONE or
mirror == geoelf.rooms.mirror.Y) then
x = center_x + index_x
elseif (mirror == geoelf.rooms.mirror.X or
mirror == geoelf.rooms.mirror.XY) then
x = center_x - index_x
elseif (mirror == geoelf.rooms.mirror.D or
mirror == geoelf.rooms.mirror.DY) then
x = center_x + index_y
else
x = center_x - index_y
end
if (mirror == geoelf.rooms.mirror.NONE or
mirror == geoelf.rooms.mirror.X) then
y = center_y + index_y
elseif (mirror == geoelf.rooms.mirror.Y or
mirror == geoelf.rooms.mirror.XY) then
y = center_y - index_y
elseif (mirror == geoelf.rooms.mirror.D or
mirror == geoelf.rooms.mirror.DX) then
y = center_y + index_x
else
y = center_y - index_x
end
-- we have to be careful the outline doesn't go off the map
if (x >= 1 and x < gxm - 1 and
y >= 1 and y < gym - 1) then
local old_glyph = e.mapgrd[x][y]
if (old_glyph == nil) then
crawl.mpr("Error: Existing room glyph is nil at " .. x .. ", " .. y)
end
local new_glyph
if (room_value == geoelf.rooms.UNCHANGED) then
new_glyph = old_glyph
elseif (room_value == geoelf.rooms.ROOM_OPEN) then
new_glyph = geoelf.glyphs.OPEN_SUBSTITUTIONS[old_glyph]
elseif (room_value == geoelf.rooms.ROOM_BORDER) then
new_glyph = geoelf.glyphs.BORDER_SUBSTITUTIONS[old_glyph]
elseif (room_value == geoelf.rooms.ROOM_OUTLINE) then
if (force_open_room_edge) then
new_glyph = geoelf.glyphs.OUTLINE_SUBSTITUTIONS[old_glyph]
else
new_glyph = old_glyph
end
elseif (room_value == geoelf.rooms.PLANTLIKE) then
new_glyph = plantlike
elseif (room_value == geoelf.rooms.FEATURE) then
new_glyph = feature
elseif (room_value == geoelf.rooms.GLASS_PLANTLIKE) then
new_glyph = geoelf.glyphs.TO_GLASS[plantlike]
elseif (room_value == geoelf.rooms.GLASS_FEATURE) then
new_glyph = geoelf.glyphs.TO_GLASS[feature]
else
new_glyph = room_value
end
if (new_glyph == nil) then
crawl.mpr("Error: New room glyph is nil at " .. x .. ", " .. y ..
" room_value = " .. room_value .. ", old_glyph = " ..
old_glyph)
end
e.mapgrd[x][y] = new_glyph
end
end
end
end
function geoelf.rooms.choose_shape (room_data, corridor_data, index)
if (room_data == nil) then
crawl.mpr("Error: No room data array")
end
if (room_data.count == nil) then
crawl.mpr("Error: Room data array does not have count")
end
if (index >= room_data.count) then
crawl.mpr("Error: index is past the end of room_data")
end
if (room_data[index] == nil) then
crawl.mpr("Error: Room index does not exist")
end
if (geoelf.debug) then
local corridor_string = ""
for d = 0, geoelf.directions.COUNT - 1 do
if (room_data[index].corridor[d] ~= nil) then
local corridor_index = room_data[index].corridor[d]
local status = corridor_data[corridor_index].status
if (status == geoelf.corridors.ACTIVE) then
corridor_string = corridor_string .. " T" .. status
else
corridor_string = corridor_string .. " F" .. status
end
else
corridor_string = corridor_string .. " F "
end
end
print(" Choosing room shape: corridors are" .. corridor_string)
end
local shape_is_possible = {}
for s = 0, geoelf.rooms.shape.COUNT - 1 do
shape_is_possible[s] = true
for d = 0, geoelf.directions.COUNT - 1 do
if (not geoelf.rooms.shape.CONNECTIONS[s][d] and
room_data[index].corridor[d] ~= nil) then
local corridor_index = room_data[index].corridor[d]
local status = corridor_data[corridor_index].status
if (status == geoelf.corridors.ACTIVE) then
shape_is_possible[s] = false
break
end
end
end
end
-- OCTAGON always works
local shape
local valid_count_so_far = 0
for s = 0, geoelf.rooms.shape.COUNT - 1 do
if (shape_is_possible[s]) then
local frequency = geoelf.rooms.shape.BASE_FREQUENCY[s]
valid_count_so_far = valid_count_so_far + frequency
if (crawl.x_chance_in_y(frequency, valid_count_so_far)) then
shape = s
end
end
end
return shape
end
----------------------------------------------------------------
--
-- Functions to draw rooms of specific shapes
--
-- There are also supposrt functions to make fancy rooms. These
-- are not subvaults because the layout may need to modify the
-- rooms later.
--
-- The room array always looks something like this:
--
-- 112222211
-- 122333221 1: geoelf.rooms.UNCHANGED
-- 2233.3322 -2 2: geoelf.rooms.ROOM_OUTLINE
-- 233...332 3: geoelf.rooms.ROOM_BORDER
-- 23.....32 0 y index
-- 233...332 .: room contents
-- 2233.3322 2 mostly geoelf.rooms.ROOM_OPEN
-- 122333221
-- 112222211 Example shown is a diamond with radius 2
--
-- -2 0 2
-- x index
--
-- The room is always a square centered on [0][0]. The room contents
-- are always bordered with ROOM_OUTLINE (including diagonals),
-- which is always bordered with ROOM_OUTLINE. The extra space
-- is padded with UNCHANGED.
--
-- No room actually uses the outside corners. The square and
-- triangle would, but have been reduced in size. In both
-- cases, this is desirable for other reasons.
--
----------------
--
-- Square rooms
--
-- We cut one row off each side for two reasons:
-- reasons:
-- 1. The square should not be bigger than the other room shapes
-- 2. The outside corners of the room-defined square often
-- overlap other rooms, and this cuts down on collisions
--
function geoelf.rooms.square (radius, fancy)
local room = {}
room.size = radius + 2
if (geoelf.debug) then
print(" Drawing square room: radius " .. radius)
end
-- make the basic room
for x = -room.size, room.size do
local abs_x = math.abs(x)
room[x] = {}
for y = -room.size, room.size do
local abs_y = math.abs(y)
if (abs_x < radius and abs_y < radius) then
room[x][y] = geoelf.rooms.ROOM_OPEN
elseif (abs_x < radius + 1 and abs_y < radius + 1) then
room[x][y] = geoelf.rooms.ROOM_BORDER
elseif (abs_x < radius + 2 and abs_y < radius + 2) then
room[x][y] = geoelf.rooms.ROOM_OUTLINE
else
room[x][y] = geoelf.rooms.UNCHANGED
end
end
end
-- apply fancy stuff if requested
if (fancy and radius > 2) then
local style = crawl.random2(19)
if (style < 3) then
room[0][0] = geoelf.rooms.PLANTLIKE
elseif (style < 6) then
room[0][0] = geoelf.rooms.FEATURE
elseif (style < 7) then
-- using function for octagon rooms to avoid code duplication
geoelf.rooms.octagon_8(room, radius - 1, (radius - 1) * 2,
geoelf.rooms.PLANTLIKE)
elseif (style < 8) then
geoelf.rooms.octagon_8(room, radius - 1, (radius - 1) * 2,
geoelf.rooms.PLANTLIKE)
room[0][0] = geoelf.rooms.FEATURE
elseif (style < 9) then
geoelf.rooms.octagon_8(room, radius - 1, (radius - 1) * 2,
geoelf.rooms.FEATURE)
elseif (style < 11) then
geoelf.rooms.square_block(room, radius, geoelf.rooms.PLANTLIKE)
elseif (style < 12) then
geoelf.rooms.square_block(room, radius, geoelf.rooms.PLANTLIKE)
room[0][0] = geoelf.glyphs.STATUE
elseif (style < 14) then
geoelf.rooms.square_lines(room, radius, geoelf.rooms.PLANTLIKE)
elseif (style < 15) then
geoelf.rooms.square_4_corners(room, radius, geoelf.rooms.PLANTLIKE)
elseif (style < 16) then
geoelf.rooms.square_4_corners(room, radius, geoelf.rooms.PLANTLIKE)
room[0][0] = geoelf.rooms.FEATURE
elseif (style < 18) then
-- using function for square rooms to avoid code duplication
geoelf.rooms.cross_glass_X(room, radius, radius - 1)
else
geoelf.rooms.square_glass_box(room, radius)
end
end
return room
end
function geoelf.rooms.square_block (room, radius, glyph)
local inner_radius = crawl.random_range(1, radius - 2)
if (geoelf.debug) then
print(" Adding a block of plantlikes:")
print(" radius " .. radius .. " inner radius " .. inner_radius)
end
for x = -inner_radius, inner_radius do
for y = -inner_radius, inner_radius do
room[x][y] = glyph
end
end
end
function geoelf.rooms.square_lines (room, radius, glyph)
local inner_radius = radius - 2
for x = -inner_radius, inner_radius do
for y = -inner_radius, inner_radius, 2 do
room[x][y] = glyph
end
end
end
function geoelf.rooms.square_4_corners (room, radius, glyph)
local inner_radius = radius - 2
for x = 1, inner_radius do
for y = 1, inner_radius do
room[ x][ y] = glyph
room[ x][-y] = glyph
room[-x][ y] = glyph
room[-x][-y] = glyph
end
end
end
function geoelf.rooms.square_glass_box (room, radius)
local inner_radius = crawl.random_range(1, radius - 2)
for i = 0, inner_radius - 1 do
room[ i][ inner_radius] = geoelf.glyphs.GLASS
room[-i][ inner_radius] = geoelf.glyphs.GLASS
room[ i][-inner_radius] = geoelf.glyphs.GLASS
room[-i][-inner_radius] = geoelf.glyphs.GLASS
room[ inner_radius][ i] = geoelf.glyphs.GLASS
room[ inner_radius][-i] = geoelf.glyphs.GLASS
room[-inner_radius][ i] = geoelf.glyphs.GLASS
room[-inner_radius][-i] = geoelf.glyphs.GLASS
end
local corner = geoelf.glyphs.GLASS
local corner_style = crawl.random2(5)
if (corner_style == 0) then
corner = geoelf.rooms.GLASS_PLANTLIKE
elseif (corner_style == 1) then
corner = geoelf.rooms.GLASS_FEATURE
end
room[ inner_radius][ inner_radius] = corner
room[ inner_radius][-inner_radius] = corner
room[-inner_radius][ inner_radius] = corner
room[-inner_radius][-inner_radius] = corner
local door_pos = crawl.random_range(1 - inner_radius, inner_radius - 1)
room[door_pos][ inner_radius] = geoelf.glyphs.GLASS_DOOR
if (crawl.random2(12) < inner_radius) then
door_pos = crawl.random_range(1 - inner_radius, inner_radius - 1)
room[door_pos][-inner_radius] = geoelf.glyphs.GLASS_DOOR
end
if (crawl.random2(15) < inner_radius) then
door_pos = crawl.random_range(1 - inner_radius, inner_radius - 1)
room[ inner_radius][door_pos] = geoelf.glyphs.GLASS_DOOR
end
end
----------------
--
-- Diamond rooms
--
function geoelf.rooms.diamond (radius, fancy)
local room = {}
room.size = radius + 2
if (geoelf.debug) then
print(" Drawing diamond room: radius " .. radius)
end
-- make the basic room
for x = -room.size, room.size do
local abs_x = math.abs(x)
room[x] = {}
for y = -room.size, room.size do
local abs_y = math.abs(y)
local diagonal = abs_x + abs_y
if (diagonal <= radius) then
room[x][y] = geoelf.rooms.ROOM_OPEN
elseif (diagonal <= radius + 2
and abs_x <= radius + 1 and abs_y <= radius + 1) then
room[x][y] = geoelf.rooms.ROOM_BORDER
elseif (diagonal <= radius + 4) then
room[x][y] = geoelf.rooms.ROOM_OUTLINE
else
room[x][y] = geoelf.rooms.UNCHANGED
end
end
end
-- apply fancy stuff if requested
if (fancy and radius > 2) then
local style = crawl.random2(16)
if (style < 3) then
room[0][0] = geoelf.rooms.PLANTLIKE
elseif (style < 6) then
room[0][0] = geoelf.rooms.FEATURE
elseif (style < 7) then
-- using a function for octagon rooms to avoid code duplication
geoelf.rooms.octagon_8(room, radius, radius, geoelf.rooms.PLANTLIKE)
elseif (style < 8) then
geoelf.rooms.octagon_8(room, radius, radius, geoelf.rooms.PLANTLIKE)
room[0][0] = geoelf.rooms.FEATURE
elseif (style < 9) then
geoelf.rooms.octagon_8(room, radius, radius, geoelf.rooms.FEATURE)
elseif (style < 10) then
geoelf.rooms.diamond_block(room, radius, geoelf.rooms.PLANTLIKE)
elseif (style < 12) then
geoelf.rooms.diamond_block(room, radius, geoelf.rooms.PLANTLIKE)
room[0][0] = geoelf.glyphs.STATUE
elseif (style < 14) then
geoelf.rooms.diamond_inner_diamond(room, radius, geoelf.rooms.PLANTLIKE)
else
geoelf.rooms.diamond_glass_plus(room, radius)
end
end
return room
end
function geoelf.rooms.diamond_inner_diamond (room, radius, glyph)
local inner_radius = crawl.random_range(1, radius - 2)
if (geoelf.debug) then
print(" Adding an inner diamond of plantlikes:")
print(" radius " .. radius .. " inner radius " .. inner_radius)
end
for x = 0, inner_radius do
local y = inner_radius - x
room[ x][ y] = glyph
room[ x][-y] = glyph
room[-x][ y] = glyph
room[-x][-y] = glyph
end
end
function geoelf.rooms.diamond_block (room, radius, glyph)
local inner_radius = crawl.random_range(1, radius - 2)
if (geoelf.debug) then
print(" Adding a block of plantlikes:")
print(" radius " .. radius .. " inner radius " .. inner_radius)
end
for x = -inner_radius, inner_radius do
for y = -inner_radius, inner_radius do
local diagonal = math.abs(x) + math.abs(y)
if (diagonal <= inner_radius) then
room[x][y] = glyph
end
end
end
end
function geoelf.rooms.diamond_glass_plus (room, radius)
local both = crawl.coinflip()
for i = 1, radius do
room[ i][0] = geoelf.glyphs.GLASS
room[-i][0] = geoelf.glyphs.GLASS
if (both) then
room[0][-i] = geoelf.glyphs.GLASS
room[0][ i] = geoelf.glyphs.GLASS
end
end
local style = crawl.random2(5)
if (both and style < 2) then
if (style == 0) then
room[0][0] = geoelf.rooms.GLASS_PLANTLIKE
else
room[0][0] = geoelf.rooms.GLASS_FEATURE
end
else
room[0][0] = geoelf.glyphs.GLASS
end
if (both) then
local style = crawl.random2(8)
local door_x1 = crawl.random_range(1, radius - 1)
local door_x2 = crawl.random_range(1, radius - 1)
local door_y1 = crawl.random_range(1, radius - 1)
local door_y2 = crawl.random_range(1, radius - 1)
if (style ~= 0) then room[ door_x1][0] = geoelf.glyphs.GLASS_DOOR end
if (style ~= 1) then room[-door_x2][0] = geoelf.glyphs.GLASS_DOOR end
if (style ~= 2) then room[0][ door_y1] = geoelf.glyphs.GLASS_DOOR end
if (style ~= 3) then room[0][-door_y2] = geoelf.glyphs.GLASS_DOOR end
else
local door_x = crawl.random_range(1 - radius, radius - 1)
room[door_x][0] = geoelf.glyphs.GLASS_DOOR
end
end
----------------
--
-- Cross rooms
--
function geoelf.rooms.cross (radius, indent, fancy)
local room = {}
room.size = radius + 2
local center_radius = radius - indent
-- make the basic room
for x = -room.size, room.size do
local abs_x = math.abs(x)
room[x] = {}
for y = -room.size, room.size do
local abs_y = math.abs(y)
local smaller_abs = math.min(abs_x, abs_y)
if (abs_x <= radius and
abs_y <= radius and
smaller_abs <= center_radius) then
room[x][y] = geoelf.rooms.ROOM_OPEN
elseif (abs_x <= radius + 1 and
abs_y <= radius + 1 and
smaller_abs <= center_radius + 1) then
room[x][y] = geoelf.rooms.ROOM_BORDER
elseif (smaller_abs <= center_radius + 2) then
room[x][y] = geoelf.rooms.ROOM_OUTLINE
else
room[x][y] = geoelf.rooms.UNCHANGED
end
end
end
-- apply fancy stuff if requested
if (fancy and radius > 2) then
local style = crawl.random2(18)
if (style < 3) then
room[0][0] = geoelf.rooms.PLANTLIKE
elseif (style < 6) then
room[0][0] = geoelf.rooms.FEATURE
elseif (style < 7) then
geoelf.rooms.cross_4(room, radius, center_radius, geoelf.rooms.PLANTLIKE)
elseif (style < 9) then
geoelf.rooms.cross_4(room, radius, center_radius, geoelf.rooms.FEATURE)
elseif (style < 10) then
geoelf.rooms.cross_block(room, radius, center_radius,
geoelf.rooms.PLANTLIKE)
elseif (style < 12) then
geoelf.rooms.cross_block(room, radius, center_radius,
geoelf.rooms.PLANTLIKE)
room[0][0] = geoelf.glyphs.STATUE
elseif (style < 14) then
geoelf.rooms.cross_glass_X(room, radius, center_radius)
elseif (style < 16) then
if (indent > 2) then
geoelf.rooms.cross_glass_5_parts(room, radius, center_radius)
end
else
geoelf.rooms.cross_glass_plus(room, radius, center_radius)
end
end
return room
end
function geoelf.rooms.cross_4 (room, radius, center_radius, glyph)
local pos = crawl.random_range(1, radius - 1)
room[pos][0] = glyph
room[-pos][0] = glyph
room[0][pos] = glyph
room[0][-pos] = glyph
end
function geoelf.rooms.cross_block (room, radius, center_radius, glyph)
local arm_width = crawl.random2(center_radius)
local arm_length = crawl.random_range(arm_width + 1, radius - 1)
for x = -arm_length, arm_length do
local abs_x = math.abs(x)
for y = -arm_length, arm_length do
local abs_y = math.abs(y)
local smaller_abs = math.min(abs_x, abs_y)
if (abs_x <= arm_length and
abs_y <= arm_length and
smaller_abs <= arm_width) then
room[x][y] = glyph
end
end
end
end
function geoelf.rooms.cross_glass_X (room, radius, center_radius)
local both = crawl.coinflip()
for i = 1, center_radius do
room[ i][ i] = geoelf.glyphs.GLASS
room[-i][-i] = geoelf.glyphs.GLASS
if (both) then
room[ i][-i] = geoelf.glyphs.GLASS
room[-i][ i] = geoelf.glyphs.GLASS
end
end
local style = crawl.random2(5)
if (both and style < 2) then
if (style == 0) then
room[0][0] = geoelf.rooms.GLASS_PLANTLIKE
else
room[0][0] = geoelf.rooms.GLASS_FEATURE
end
else
room[0][0] = geoelf.glyphs.GLASS
end
end
function geoelf.rooms.cross_glass_5_parts (room, radius, center_radius)
local wall_min = -center_radius - 1
local wall_max = center_radius + 1
for i = -center_radius, center_radius do
room[i][wall_min] = geoelf.glyphs.GLASS
room[i][wall_max] = geoelf.glyphs.GLASS
room[wall_min][i] = geoelf.glyphs.GLASS
room[wall_max][i] = geoelf.glyphs.GLASS
end
local door_min = -center_radius + 1
local door_max = center_radius - 1
local door_x1 = crawl.random_range(door_min, door_max)
local door_x2 = crawl.random_range(door_min, door_max)
local door_y1 = crawl.random_range(door_min, door_max)
local door_y2 = crawl.random_range(door_min, door_max)
room[door_x1][wall_min] = geoelf.glyphs.GLASS_DOOR
room[door_x2][wall_max] = geoelf.glyphs.GLASS_DOOR
room[wall_min][door_y1] = geoelf.glyphs.GLASS_DOOR
room[wall_max][door_y2] = geoelf.glyphs.GLASS_DOOR
end
function geoelf.rooms.cross_glass_plus (room, radius, center_radius)
local arm_length = crawl.random_range(1, radius - 1)
for i = 1, arm_length - 1 do
room[ i][0] = geoelf.glyphs.GLASS
room[-i][0] = geoelf.glyphs.GLASS
room[0][ i] = geoelf.glyphs.GLASS
room[0][-i] = geoelf.glyphs.GLASS
end
local style = crawl.random2(10)
local center = geoelf.glyphs.GLASS
local arm_end = geoelf.glyphs.GLASS
if (style == 0) then
center = geoelf.rooms.GLASS_PLANTLIKE
elseif (style == 1) then
center = geoelf.rooms.GLASS_FEATURE
elseif (style == 2) then
arm_end = geoelf.rooms.GLASS_PLANTLIKE
elseif (style == 3) then
arm_end = geoelf.rooms.GLASS_FEATURE
end
room[0][0] = center
room[ arm_length][0] = arm_end
room[-arm_length][0] = arm_end
room[0][ arm_length] = arm_end
room[0][-arm_length] = arm_end
end
----------------
--
-- Triangle rooms
--
-- The apex of the triangle points east (X+)
--
-- We cut one row off the base (and its border cells) for two
-- reasons:
-- 1. The triangle looks better (with the full base, it look
-- off-center because one side is bigger)
-- 2. The outside corners of the room-defined square often
-- overlap other rooms, and this cuts down on collisions
--
function geoelf.rooms.triangle (radius, fancy)
local room = {}
room.size = radius + 2
if (geoelf.debug) then
print(" Drawing triangle room: radius " .. radius)
end
-- make the basic room
for x = -room.size, room.size do
room[x] = {}
local max_y = (radius + 1 - x) / 2
for y = -room.size, room.size do
local abs_y = math.abs(y)
if (x > -radius and
abs_y < max_y) then
room[x][y] = geoelf.rooms.ROOM_OPEN
elseif (x > -radius - 1 and
x <= radius + 1 and
abs_y <= max_y + 1 and
abs_y <= radius) then
room[x][y] = geoelf.rooms.ROOM_BORDER
elseif (x > -radius - 2 and
abs_y < max_y + 3 and
abs_y <= radius + 1) then
room[x][y] = geoelf.rooms.ROOM_OUTLINE
else
room[x][y] = geoelf.rooms.UNCHANGED
end
end
end
-- apply fancy stuff if requested
if (fancy and radius > 2) then
local style = crawl.random2(15)
local twice_border = crawl.random_range(3, radius)
if (style < 4) then
geoelf.rooms.triangle_singles(room, radius, twice_border,
geoelf.rooms.PLANTLIKE, false)
elseif (style < 7) then
geoelf.rooms.triangle_singles(room, radius, twice_border,
geoelf.rooms.FEATURE, false)
elseif (style < 8) then
geoelf.rooms.triangle_block(room, radius, twice_border,
geoelf.rooms.PLANTLIKE)
elseif (style < 10) then
geoelf.rooms.triangle_block(room, radius, twice_border,
geoelf.rooms.PLANTLIKE)
geoelf.rooms.triangle_singles(room, radius, twice_border,
geoelf.rooms.FEATURE, true)
elseif (style < 13) then
geoelf.rooms.triangle_lines(room, radius,
geoelf.rooms.PLANTLIKE)
else
geoelf.rooms.triangle_glass_wall(room, radius)
end
end
return room
end
function geoelf.rooms.triangle_singles (room, radius, twice_border, glyph,
force_center_feature_to_statue)
local min_x = -radius + math.floor(twice_border / 2) + 1
local room_max_y = math.ceil((radius + 1 - twice_border - min_x) / 2) - 1
if (geoelf.debug) then
print(" Adding single glyphs: radius " .. radius ..
" twice_border " .. twice_border .. " min_x " .. min_x ..
" room_max_y " .. room_max_y)
end
local style = crawl.random2(8)
if (radius <= 3) then
style = 0
end
if (style <= 3) then
if (force_center_feature_to_statue) then
glyph = geoelf.glyphs.STATUE
end
room[-1][0] = glyph
elseif (style == 4) then
room[radius - twice_border][0] = glyph
elseif (style == 5) then
room[min_x][ room_max_y] = glyph
room[min_x][-room_max_y] = glyph
elseif (style == 6) then
room[radius - twice_border][0] = glyph
room[min_x][ room_max_y] = glyph
room[min_x][-room_max_y] = glyph
else
room[min_x][0] = glyph
end
end
function geoelf.rooms.triangle_block (room, radius, twice_border, glyph)
local min_x = -radius + math.floor(twice_border / 2) + 1
if (geoelf.debug) then
print(" Adding a block of glyphs: radius " .. radius ..
" twice_border " .. twice_border .. " min_x " .. min_x)
end
for x = min_x, radius - twice_border do
local max_y = math.ceil((radius + 1 - twice_border - x) / 2 - 1)
for y = -max_y, max_y do
local abs_y = math.abs(y)
if (abs_y <= max_y) then
room[x][y] = glyph
end
end
end
end
function geoelf.rooms.triangle_lines (room, radius, glyph)
local min_x = -radius + crawl.random_range(2, 3)
if (geoelf.debug) then
print(" Adding a lines of glyphs: radius " .. radius ..
" min_x " .. min_x)
end
-- note that this loop goes up by 2
for x = min_x, radius - 3, 2 do
local max_y = math.ceil((radius - 2 - x) / 2 - 1)
for y = -max_y, max_y do
local abs_y = math.abs(y)
if (abs_y <= max_y) then
room[x][y] = glyph
end
end
end
end
function geoelf.rooms.triangle_glass_wall (room, radius)
for x = -radius + 1, radius do
room[x][0] = geoelf.glyphs.GLASS
end
local door_x = crawl.random_range(-radius + 2, radius - 2)
room[door_x][0] = geoelf.glyphs.GLASS_DOOR
end
----------------
--
-- Hexagon rooms
--
-- The flat sides of the hexagon face east and west (X+, X-)
--
function geoelf.rooms.hexagon (radius, fancy)
local room = {}
room.size = radius + 2
local x_addend = radius % 2
-- make the basic room
for x = -room.size, room.size do
room[x] = {}
local abs_x = math.abs(x)
local max_y = radius - math.ceil((abs_x - x_addend) / 2)
local border_y = radius - math.ceil((abs_x - x_addend - 3) / 2)
for y = -room.size, room.size do
local abs_y = math.abs(y)
if (abs_x <= radius and
abs_y <= max_y) then
room[x][y] = geoelf.rooms.ROOM_OPEN
elseif (abs_x <= radius + 1 and
abs_y <= radius + 1 and
abs_y <= border_y) then
room[x][y] = geoelf.rooms.ROOM_BORDER
elseif (abs_y <= max_y + 3) then
room[x][y] = geoelf.rooms.ROOM_OUTLINE
else
room[x][y] = geoelf.rooms.UNCHANGED
end
end
end
-- apply fancy stuff if requested
if (fancy and radius > 2) then
local style = crawl.random2(17)
if (radius <= 3) then
style = crawl.random2(6)
end
if (style < 3) then
room[0][0] = geoelf.rooms.PLANTLIKE
elseif (style < 6) then
room[0][0] = geoelf.rooms.FEATURE
elseif (style < 7) then
geoelf.rooms.hexagon_singles(room, radius, geoelf.rooms.PLANTLIKE)
elseif (style < 9) then
geoelf.rooms.hexagon_singles(room, radius, geoelf.rooms.PLANTLIKE)
room[0][0] = geoelf.rooms.FEATURE
elseif (style < 11) then
geoelf.rooms.hexagon_singles(room, radius, geoelf.rooms.FEATURE)
elseif (style < 12) then
geoelf.rooms.hexagon_block (room, radius, geoelf.rooms.PLANTLIKE)
elseif (style < 14) then
geoelf.rooms.hexagon_block (room, radius, geoelf.rooms.PLANTLIKE)
room[0][0] = geoelf.glyphs.STATUE
elseif (style < 15) then
geoelf.rooms.hexagon_glass_wall_S_N (room, radius)
else
-- this one is at twice the weight of the straight
-- one because there are two diagonal directions
geoelf.rooms.hexagon_glass_wall_SE_NW (room, radius)
end
end
return room
end
function geoelf.rooms.hexagon_singles (room, radius, glyph)
local style = crawl.random2(10)
if (style <= 4) then
geoelf.rooms.hexagon_3(room, radius, glyph)
elseif (style <= 7) then
geoelf.rooms.hexagon_6(room, radius, glyph, geoelf.rooms.ROOM_OPEN)
else
geoelf.rooms.hexagon_6(room, radius, glyph, glyph)
end
end
function geoelf.rooms.hexagon_3 (room, radius, glyph)
local distance = crawl.random_range(2, radius - 1)
local x = -math.floor(distance / 2)
local y = math.floor(distance * 3/4)
room[distance][0] = glyph
room[x][ y] = glyph
room[x][-y] = glyph
end
function geoelf.rooms.hexagon_6 (room, radius, glyph1, glyph2)
local distance = crawl.random_range(2, radius - 1)
local y_small = math.floor(distance / 2)
local y_big = distance
if (distance == radius - 1 and radius % 2 == 0) then
-- special case, move statues out of corners
y_big = y_big - 1
end
room[ 0 ][ y_big] = glyph1
room[ distance][ y_small] = glyph2
room[ distance][-y_small] = glyph1
room[ 0 ][-y_big] = glyph2
room[-distance][-y_small] = glyph1
room[-distance][ y_small] = glyph2
end
function geoelf.rooms.hexagon_block (room, radius, glyph)
local inner_radius = math.min(crawl.random_range(1, radius - 2), radius - 2)
local x_addend = inner_radius % 2
for x = -inner_radius, inner_radius do
local max_y = inner_radius - math.ceil((math.abs(x) - x_addend) / 2)
for y = -inner_radius, inner_radius do
local abs_y = math.abs(y)
if (abs_y <= max_y) then
room[x][y] = glyph
end
end
end
end
function geoelf.rooms.hexagon_glass_wall_S_N (room, radius)
for y = -radius, radius do
room[0][y] = geoelf.glyphs.GLASS
end
local door_y = crawl.random_range(-radius + 1, radius - 1)
room[0][door_y] = geoelf.glyphs.GLASS_DOOR
end
function geoelf.rooms.hexagon_glass_wall_SE_NW (room, radius)
for x = 1, radius do
local y = math.floor(x / 2)
room[ x][ y] = geoelf.glyphs.GLASS
room[-x][-y] = geoelf.glyphs.GLASS
end
-- We don't actually need a door because the wall is diagonal
-- If the door isn't in the middle, it will be removed due
-- to having insufficient walls around it
if (crawl.one_chance_in(3)) then
room[0][0] = geoelf.glyphs.GLASS_DOOR
else
room[0][0] = geoelf.glyphs.GLASS
end
end
----------------
--
-- Octagon rooms
--
function geoelf.rooms.octagon (radius, diagonal_cutoff, fancy)
local room = {}
room.size = radius + 2
if (geoelf.debug) then
print(" Drawing octagon room: radius " .. radius ..
" diagonal_cutoff " .. diagonal_cutoff)
end
-- make the basic room
for x = -room.size, room.size do
local abs_x = math.abs(x)
room[x] = {}
for y = -room.size, room.size do
local abs_y = math.abs(y)
local diagonal = abs_x + abs_y
if (abs_x <= radius and
abs_y <= radius and
diagonal <= diagonal_cutoff) then
room[x][y] = geoelf.rooms.ROOM_OPEN
elseif (abs_x <= radius + 1 and
abs_y <= radius + 1 and
diagonal <= diagonal_cutoff + 2) then
room[x][y] = geoelf.rooms.ROOM_BORDER
elseif (diagonal <= diagonal_cutoff + 4) then
room[x][y] = geoelf.rooms.ROOM_OUTLINE
else
room[x][y] = geoelf.rooms.UNCHANGED
end
end
end
-- apply fancy stuff if requested
if (fancy and radius > 2) then
local style = crawl.random2(14)
if (style < 3) then
room[0][0] = geoelf.rooms.PLANTLIKE
elseif (style < 6) then
room[0][0] = geoelf.rooms.FEATURE
elseif (style < 8) then
geoelf.rooms.octagon_8(room, radius, diagonal_cutoff,
geoelf.rooms.PLANTLIKE)
elseif (style < 10) then
geoelf.rooms.octagon_8(room, radius, diagonal_cutoff,
geoelf.rooms.PLANTLIKE)
room[0][0] = geoelf.rooms.FEATURE
elseif (style < 11) then
geoelf.rooms.octagon_8(room, radius, diagonal_cutoff,
geoelf.rooms.FEATURE)
elseif (style < 12) then
geoelf.rooms.octagon_block(room, radius, diagonal_cutoff,
geoelf.rooms.PLANTLIKE)
else
geoelf.rooms.octagon_block(room, radius, diagonal_cutoff,
geoelf.rooms.PLANTLIKE)
room[0][0] = geoelf.glyphs.STATUE
end
end
return room
end
function geoelf.rooms.octagon_8 (room, radius, diagonal_cutoff, glyph)
local pos1 = crawl.random_range(0, radius - 1)
local pos2_max = math.min(pos1, diagonal_cutoff - pos1 - 2)
local pos2 = crawl.random2(pos2_max + 1)
room[ pos1][ pos2] = glyph
room[ pos1][-pos2] = glyph
room[-pos1][ pos2] = glyph
room[-pos1][-pos2] = glyph
room[ pos2][ pos1] = glyph
room[ pos2][-pos1] = glyph
room[-pos2][ pos1] = glyph
room[-pos2][-pos1] = glyph
end
function geoelf.rooms.octagon_block (room, radius, diagonal_cutoff, glyph)
local radius_reduction = crawl.random_range(1, radius - 1)
local inner_radius = radius - radius_reduction
local raw_cutoff = crawl.random_range(inner_radius, inner_radius * 2)
local inner_diagonal_cutoff = math.min(diagonal_cutoff - 2, raw_cutoff)
if (geoelf.debug) then
print(" Adding a block of plantlikes:")
print(" radius " .. radius .. " reduction " .. radius_reduction ..
" = inner radius " .. inner_radius .. " inner diagonal cutoff " ..
inner_diagonal_cutoff)
end
for x = -inner_radius, inner_radius do
for y = -inner_radius, inner_radius do
local diagonal = math.abs(x) + math.abs(y)
if (diagonal <= inner_diagonal_cutoff) then
room[x][y] = glyph
end
end
end
end
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