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|
------------------------------------------------------------------------------
-- ziggurat.lua:
--
-- Code for ziggurats.
--
-- Important notes:
-- ----------------
-- Functions that are attached to Lua markers' onclimb properties
-- cannot be closures, because Lua markers must be saved and closure
-- upvalues cannot (yet) be saved.
------------------------------------------------------------------------------
require("clua/lm_toll.lua")
-- Deepest you can go in a ziggurat - at this point it's beyond
-- obvious that we're not challenging the player, and one could hope
-- she has enough loot by now.
ZIGGURAT_MAX = 81
function zig()
if not dgn.persist.ziggurat or not dgn.persist.ziggurat.depth then
dgn.persist.ziggurat = { }
-- Initialise here to handle ziggurats accessed directly by &P.
initialise_ziggurat(dgn.persist.ziggurat)
end
return dgn.persist.ziggurat
end
function cleanup_ziggurat()
return one_way_stair {
onclimb = function(...)
dgn.persist.ziggurat = { }
end,
dstplace = zig().origin_level
}
end
local wall_colours = {
"blue", "red", "lightblue", "magenta", "green", "white"
}
function ziggurat_wall_colour()
return util.random_from(wall_colours)
end
function initialise_ziggurat(z)
z.depth = 1
-- Any given ziggurat will use the same builder for all its levels.
z.builder = ziggurat_choose_builder()
z.colour = ziggurat_wall_colour()
z.level = { }
z.origin_level = dgn.level_name(dgn.level_id())
end
function ziggurat_initialiser()
-- First ziggurat will be initialised twice.
initialise_ziggurat(zig())
end
local function random_floor_colour()
return ziggurat_wall_colour()
end
-- Increments the depth in the ziggurat when the player takes a
-- downstair in the ziggurat.
function zig_depth_increment()
zig().depth = zig().depth + 1
zig().level = { }
end
-- Returns the current depth in the ziggurat.
local function zig_depth()
return zig().depth or 0
end
-- Common setup for ziggurat entry vaults.
function ziggurat_portal(e)
local d = crawl.roll_dice
local entry_fee =
10 * math.floor(100 + d(3,200) / 3 + d(10) * d(10) * d(10))
local function stair()
return toll_stair {
amount = entry_fee,
toll_desc = "to enter a ziggurat",
desc = "gateway to a ziggurat",
overmap = "Ziggurat",
overmap_note = "" .. entry_fee .. " gp",
dst = "ziggurat",
dstname = "Ziggurat:1",
dstname_abbrev = "Zig:1",
dstorigin = "on level 1 of a ziggurat",
floor = "stone_arch",
onclimb = ziggurat_initialiser
}
end
e.lua_marker("O", stair)
e.kfeat("O = enter_portal_vault")
end
-- Common setup for ziggurat levels.
function ziggurat_level(e)
e.tags("ziggurat")
e.tags("allow_dup")
e.orient("encompass")
if crawl.game_started() then
ziggurat_build_level(e)
end
end
-----------------------------------------------------------------------------
-- Ziggurat level builders.
function ziggurat_build_level(e)
local builder = zig().builder
if builder then
return ziggurat_builder_map[builder](e)
end
end
local zigstair = dgn.gridmark
-- Creates a Lua marker table that increments ziggurat depth.
local function zig_go_deeper()
local newdepth = zig().depth + 1
return one_way_stair {
onclimb = zig_depth_increment,
dstname = "Ziggurat:" .. newdepth,
dstname_abbrev = "Zig:" .. newdepth,
dstorigin = "on level " .. newdepth .. " of a ziggurat"
}
end
local function map_area()
local base_area = 5 + 2 * zig_depth()
return 4 * base_area + crawl.random2(base_area)
end
local function clamp_in(val, low, high)
if val < low then
return low
elseif val > high then
return high
else
return val
end
end
local function clamp_in_bounds(x, y)
return clamp_in(x, 1, dgn.GXM - 2), clamp_in(y, 1, dgn.GYM - 2)
end
local function rectangle_dimensions()
local area = map_area()
local cx, cy = dgn.GXM / 2, dgn.GYM / 2
local function rectangle_eccentricity()
-- exc is the excentrity for the two rectangle, it grows with depth as
-- 0, 0-1, 1, 1-2, 2, ...
local exc = math.floor((zig().depth-1) / 2)
if ((zig().depth-1) % 2) ~= 0 and crawl.coinflip() then
exc = exc + 1
end
return exc
end
local exc = rectangle_eccentricity()
local b = math.floor(math.sqrt(area+12*exc*exc)) - 4*exc
local a = math.floor((area + b - 1) / b)
local a2 = math.floor(a / 2) + (a % 2)
local b2 = math.floor(b / 2) + (b % 2)
local x1, y1 = clamp_in_bounds(cx - a2, cy - b2)
local x2, y2 = clamp_in_bounds(cx + a2, cy + b2)
return x1, y1, x2, y2
end
local function set_floor_colour(colour)
if not zig().level.floor_colour then
zig().level.floor_colour = colour
dgn.change_floor_colour(colour, false)
end
end
local function set_random_floor_colour()
set_floor_colour( random_floor_colour() )
end
local function with_props(spec, props)
return util.cathash({ spec = spec }, props)
end
local function depth_if(spec, fn)
return { spec = spec, cond = fn }
end
local function depth_ge(lev, spec)
return depth_if(spec, function ()
return zig().depth >= lev
end)
end
local function depth_lt(lev, spec)
return depth_if(spec, function ()
return zig().depth < lev
end)
end
local function monster_creator_fn(arg)
local atyp = type(arg)
if atyp == "string" then
local _, _, branch = string.find(arg, "^place:(%w+):")
local function mspec(x, y, nth)
if branch then
set_floor_colour(dgn.br_floorcol(branch))
end
return dgn.create_monster(x, y, arg)
end
return { fn = mspec }
elseif atyp == "table" then
if not arg.cond or arg.cond() then
return util.cathash(monster_creator_fn(arg.spec), arg)
end
elseif atyp == "function" then
return { fn = arg }
end
end
local mons_populations = {
-- Dress up monster sets a bit.
"place:Elf:$ w:300 / deep elf blademaster / deep elf master archer / " ..
"deep elf annihilator / deep elf sorcerer / deep elf demonologist",
"place:Orc:$ w:120 / orc warlord / orc knight / stone giant",
"place:Vault:$",
with_props("place:Slime:$", { jelly_protect = true }),
"place:Snake:$",
"place:Lair:$",
"place:Tomb:$",
"place:Crypt:$",
"place:Abyss",
"place:Shoal:$",
depth_ge(6, "place:Pan w:400 / w:15 pandemonium lord"),
depth_lt(6, "place:Pan")
}
local function mons_random_gen(x, y, nth)
set_random_floor_colour()
local mgen = nil
while not mgen do
mgen = monster_creator_fn(util.random_from(mons_populations))
if mgen then
mgen = mgen.fn
end
end
return mgen(x, y, nth)
end
local function mons_drac_gen(x, y, nth)
set_random_floor_colour()
return dgn.create_monster(x, y, "random draconian")
end
local function mons_panlord_gen(x, y, nth)
set_random_floor_colour()
if nth == 1 then
return dgn.create_monster(x, y, "pandemonium lord")
else
return dgn.create_monster(x, y, "place:Pan")
end
end
local mons_generators = {
mons_random_gen,
depth_ge(6, mons_drac_gen),
depth_ge(8, mons_panlord_gen)
}
function ziggurat_monster_creators()
return util.map(monster_creator_fn,
util.catlist(mons_populations, mons_generators))
end
local function ziggurat_vet_monster(fmap)
local fn = fmap.fn
fmap.fn = function (x, y, nth, hdmax)
for i = 1, 100 do
local mons = fn(x, y, nth)
if mons then
-- Discard zero-exp monsters, and monsters that explode
-- the HD limit.
if mons.experience == 0 or mons.hd > hdmax * 1.3 then
mons.dismiss()
else
if mons.muse == "eats_items" then
zig().level.jelly_protect = true
end
-- Monster is ok!
return mons
end
end
end
-- Give up.
return nil
end
return fmap
end
local function choose_monster_set()
return ziggurat_vet_monster(util.random_from(ziggurat_monster_creators()))
end
-- Function to find travel-safe squares, excluding closed doors.
local dgn_passable = dgn.passable_excluding("closed_door")
local function ziggurat_create_monsters(p, mfn)
local depth = zig_depth()
local hd_pool = depth * (depth + 8)
local function mons_place_p(point)
return not dgn.mons_at(point.x, point.y)
end
local nth = 1
while hd_pool > 0 do
local place = dgn.find_adjacent_point(p, mons_place_p, dgn_passable)
local mons = mfn(place.x, place.y, nth, hd_pool)
if mons then
nth = nth + 1
hd_pool = hd_pool - mons.hd
else
-- Can't find any suitable monster for the HD we have left.
break
end
end
end
local function flip_rectangle(x1, y1, x2, y2)
local cx = math.floor((x1 + x2) / 2)
local cy = math.floor((y1 + y2) / 2)
local nx1 = cx + y1 - cy
local nx2 = cx + y2 - cy
local ny1 = cy + x1 - cx
local ny2 = cy + x2 - cx
return { nx1, ny1, nx2, ny2 }
end
local function ziggurat_create_loot_at(c)
local nloot = zig_depth()
local depth = zig_depth()
local function free_space_threshold(max)
local function is_free_space(p)
return dgn.grid(p.x, p.y) == dgn.fnum("floor") and
#dgn.items_at(p.x, p.y) <= max
end
return is_free_space
end
local function free_space_do(fn)
for i = 0, 20 do
local p =
dgn.find_adjacent_point(c, free_space_threshold(i), dgn_passable)
if p then
fn(p)
break
end
end
end
local loot_depth = 20
if you.absdepth() > loot_depth then
loot_depth = you.absdepth() - 1
end
local function place_loot(what)
free_space_do(function (p)
dgn.create_item(p.x, p.y, what, loot_depth)
end)
end
for i = 1, nloot do
if crawl.one_chance_in(depth) then
for j = 1, 4 do
place_loot("*")
end
else
place_loot("|")
end
end
end
-- Suitable for use in loot vaults.
function ziggurat_loot_spot(e, key)
e.lua_marker(key, portal_desc { ziggurat_loot = "X" })
e.kfeat(key .. " = .")
e.marker("@ = feat: permarock_wall")
e.kfeat("@ = +")
end
local function ziggurat_create_loot_vault(entry, exit)
local inc = (exit - entry):sgn()
local function find_door_spot(p)
while not dgn.is_wall(dgn.grid(p.x, p.y)) do
p = p + inc
end
return p
end
local connect_point = exit - inc * 3
local map = dgn.map_by_tag("ziggurat_loot_chamber", false)
local function loot_fallback()
crawl.mpr("Failed to create loot vault, giving up", "diagnostic")
-- FAIL, generate loot the usual way.
ziggurat_create_loot_at(exit)
end
if not map then
return loot_fallback()
end
local function place_loot_chamber()
local res = dgn.place_map(map, false, true)
if res then
zig().level.loot_chamber = true
end
return res
end
local function bad_loot_bounds(map, px, py, xs, ys)
local vc = dgn.point(px + math.floor(xs / 2),
py + math.floor(ys / 2))
local function safe_area()
local p = dgn.point(px, py)
local sz = dgn.point(xs, ys)
local floor = dgn.fnum("floor")
return dgn.rectangle_forall(p, p + sz - 1,
function (c)
return dgn.grid(c.x, c.y) == floor
end)
end
local linc = (exit - vc):sgn()
-- The map's positions should be at the same increment to the exit
-- as the exit is to the entrance, else reject the place.
return not (inc == linc) or not safe_area()
end
local function connect_loot_chamber()
return dgn.with_map_bounds_fn(bad_loot_bounds, place_loot_chamber)
end
local res = dgn.with_map_anchors(connect_point.x, connect_point.y,
connect_loot_chamber)
if not res then
loot_fallback()
else
-- Find the square to drop the loot.
local lootx, looty = dgn.find_marker_prop("ziggurat_loot")
if lootx and looty then
ziggurat_create_loot_at(dgn.point(lootx, looty))
else
loot_fallback()
end
end
end
local function ziggurat_create_loot(entrance, exit)
if zig().level.jelly_protect then
ziggurat_create_loot_vault(entrance, exit)
else
ziggurat_create_loot_at(exit)
end
end
local function ziggurat_place_pillars(c)
local range = crawl.random_range
local floor = dgn.fnum("floor")
local map, vplace = dgn.resolve_map(dgn.map_by_tag("ziggurat_pillar"))
if not map then
return
end
local name = dgn.name(map)
local size = dgn.point(dgn.mapsize(map))
-- Does the pillar want to be centered?
local centered = string.find(dgn.tags(map), " centered ")
local function good_place(p)
local function good_square(where)
return dgn.grid(where.x, where.y) == floor
end
return dgn.rectangle_forall(p, p + size - 1, good_square)
end
local function place_pillar()
if centered then
if good_place(c) then
return dgn.place_map(map, false, true, c.x, c.y)
end
else
for i = 1, 100 do
local offset = range(-15, -size.x)
local offsets = {
dgn.point(offset, offset) - size + 1,
dgn.point(offset - size.x + 1, -offset),
dgn.point(-offset, -offset),
dgn.point(-offset, offset - size.y + 1)
}
offsets = util.map(function (o)
return o + c
end, offsets)
if util.forall(offsets, good_place) then
local function replace(at, hflip, vflip)
dgn.reuse_map(vplace, at.x, at.y, hflip, vflip)
end
replace(offsets[1], false, false)
replace(offsets[2], false, true)
replace(offsets[3], true, false)
replace(offsets[4], false, true)
return true
end
end
end
end
for i = 1, 5 do
if place_pillar() then
break
end
end
end
local function ziggurat_rectangle_builder(e)
local grid = dgn.grid
dgn.fill_area(0, 0, dgn.GXM - 1, dgn.GYM - 1, "stone_wall")
local x1, y1, x2, y2 = rectangle_dimensions()
dgn.fill_area(x1, y1, x2, y2, "floor")
dgn.fill_area(unpack( util.catlist(flip_rectangle(x1, y1, x2, y2),
{ "floor" }) ) )
local c = dgn.point(x1 + x2, y1 + y2) / 2
local entry = dgn.point(x1, c.y)
local exit = dgn.point(x2, c.y)
if zig_depth() % 2 == 0 then
entry, exit = exit, entry
end
zigstair(entry.x, entry.y, "stone_arch", "stone_stairs_up_i")
if zig().depth < ZIGGURAT_MAX then
zigstair(exit.x, exit.y, "stone_stairs_down_i", zig_go_deeper)
end
zigstair(exit.x, exit.y + 1, "exit_portal_vault", cleanup_ziggurat())
zigstair(exit.x, exit.y - 1, "exit_portal_vault", cleanup_ziggurat())
local monster_generation = choose_monster_set()
-- If we're going to spawn jellies, do our loot protection thing.
if monster_generation.jelly_protect then
zig().level.jelly_protect = true
end
ziggurat_create_loot(entry, exit)
if not zig().level.loot_chamber then
-- Place pillars if we did not create a loot chamber.
ziggurat_place_pillars(c)
end
ziggurat_create_monsters(exit, monster_generation.fn)
local function needs_colour(p)
return not dgn.in_vault(p.x, p.y)
and dgn.grid(p.x, p.y) == dgn.fnum("stone_wall")
end
dgn.colour_map(needs_colour, zig().colour)
end
----------------------------------------------------------------------
ziggurat_builder_map = {
rectangle = ziggurat_rectangle_builder
}
local ziggurat_builders = { }
for key, val in pairs(ziggurat_builder_map) do
table.insert(ziggurat_builders, key)
end
function ziggurat_choose_builder()
return util.random_from(ziggurat_builders)
end
|