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* Convert _city_level to Lua.Jude Brown2010-01-131-0/+125
| | | | | | | This commit translates the original C++ _city_level code into Lua. It opens up the way for nicer Vault layouts, using a series of subvaults. Hopefully it doesn't break anything too much! Should be reverted if it does.
* Change mapgrd and mapbld funcs to be 0-indexed.Enne Walker2009-11-291-4/+4
| | | | | | | | | All the other dgn and map functions in Crawl are 0-indexed, so this makes everything more consistent. I've changed all the uses in the master branch, but if you're using these functions in another branch (dpeg and due), then you'll need to adjust all your coordinates to match.
* Lua builder funcs act on map_lines, not grd.Enne Walker2009-11-021-122/+190
| | | | | | | This lets regular vaults use the same Lua functions that layout vaults do. Convert functions in l_dgnbld that acted on grd. Update layout vaults to use these new functions. Also, remove l_dgn_bf, as all of its functionality is now in l_dgnbld.
* Applying patch from Vsevolod Kozlov for dungeon.cc:_plan_3 in lua.Enne Walker2009-10-191-0/+65
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* [2521773] Fixing octagon extending out of bounds by reverting the parameters ↵ennewalker2009-01-211-2/+2
| | | | | | to octa_room. Fixing failures of that level by toning down the "smear" factor on smaller rooms. For large numbers of smear iterations, it could cover most of the room, making it impossible to place stairs. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8638 c06c8d41-db1a-0410-9941-cceddc491573
* Fixed crawl -mapstat segfaulting.dshaligram2008-11-181-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7485 c06c8d41-db1a-0410-9941-cceddc491573
* Adding lua function to fill in disconnected zones.ennewalker2008-07-261-2/+7
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6689 c06c8d41-db1a-0410-9941-cceddc491573
* Minor dungeon fixes. Encompass maps were erroneously being vetoed. Octagon ↵ennewalker2008-07-261-1/+1
| | | | | | rooms no longer have a hideous discontinuity on their lower right corner. Octagon rooms are also no longer always smeared. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6687 c06c8d41-db1a-0410-9941-cceddc491573
* Pushing some dungeon-related lua functions back into C++.ennewalker2008-05-221-256/+37
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5176 c06c8d41-db1a-0410-9941-cceddc491573
* Adding _plan_1() (the donut room) into layout.des. Vaults can now have zero ↵ennewalker2008-05-171-7/+170
| | | | | | size. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5099 c06c8d41-db1a-0410-9941-cceddc491573
* Outsourced the cross and the large octagon room to the (new) layout.des ↵ennewalker2008-05-171-0/+303
file. The octagon room is especially more random now, with different types, sizes, and numbers of pillars as well as more interesting stair placement. Vaults with the "layout" tag: 1) Aren't ever chosen as a random vault. 2) Are treated as normal level, so that other vaults can be placed over top. 3) Should probably be encompassing. 4) Currently only occur with the same frequency as the cross/octagon did. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5096 c06c8d41-db1a-0410-9941-cceddc491573