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###############################################################################
# layout.des: All large layout vaults go here. These are defined by having
# both ORIENT: encompass and TAGS: layout. These are not true
# vaults, in that the dungeon builder can add other vaults on
# top of them.
#
###############################################################################
##############################################################
# layout_forbidden_doughnut
#
# This replaces dungeon.cc:_plan_1(). It usually creates a
# room with a large hole in the middle.
#
NAME: layout_forbidden_donut
ORIENT: encompass
TAGS: layout allow_dup
{{
local gxm, gym = dgn.max_bounds()
local wall = dgn.feature_number("rock_wall")
local floor = dgn.feature_number("floor")
dgn.fill_area(0, 0, gxm - 1, gym - 1, wall)
local width = (10 - crawl.random2(7))
-- construct donut
dgn.fill_area(10, 10, gxm - 10, 10 + width, floor)
dgn.fill_area(10, 60 - width, gxm - 10, gym - 10, floor)
dgn.fill_area(10, 10, 10 + width, gym - 10, floor)
dgn.fill_area(60 - width, 10, gxm - 10, gym - 10, floor)
local spotty = crawl.coinflip()
local smears = crawl.random2(300)
-- sometimes add a hallway cross through center
if crawl.coinflip() then
local width2 = 1 + crawl.random2(5)
dgn.fill_area(10, gym/2 - width2, gxm - 10, gym/2 + width2, floor)
dgn.fill_area(gxm/2 - width2, 10, gxm/2 + width2, gym - 10, floor)
-- sometimes add a small octagon room
if crawl.coinflip() and crawl.random2(15) > 7 then
local oblique = 0
if crawl.coinflip() then
oblique = 5 + crawl.random2(20)
end
local feature_name = crawl.random_element({
["floor"] = 5,
["deep_water"] = 1,
["lava"] = 1,
})
dgn.octa_room(25, 25, gxm - 25, gym - 25, oblique, feature_name)
-- decrease spotty chance
spotty = crawl.one_chance_in(5)
end
end
local spotty_boxy = crawl.coinflip()
local smear_boxy = crawl.coinflip()
if spotty then
dgn.spotty_level(true, 0, spotty_boxy)
end
if not spotty and crawl.one_chance_in(4) or spotty then
dgn.smear_feature(smears, smear_boxy, wall, 0, 0, gxm - 1, gym - 1)
end
}}
MAP
ENDMAP
##############################################################
# layout_cross
#
# This replaces dungeon.cc:_plan_2(). It creates a large cross
# of varying width.
#
NAME: layout_cross
ORIENT: encompass
TAGS: layout allow_dup
{{
local width = 5 - crawl.random2(5)
local height = 5 - crawl.random2(5)
local gxm, gym = dgn.max_bounds()
local wall = dgn.feature_number("rock_wall")
local floor = dgn.feature_number("floor")
-- Include a small possibility of adding windows around the cross.
-- This layout can get used with spotty_level, so don't make this
-- chance too large as lava/water prevents that from happening.
local window = crawl.one_chance_in(20)
if window or crawl.one_chance_in(20) then
if crawl.coinflip() then
wall = dgn.feature_number("lava")
else
wall = dgn.feature_number("deep_water")
end
end
-- fill with rock
dgn.fill_area(0, 0, gxm-1, gym-1, wall)
-- create window
if window then
local clear = dgn.feature_number("clear_rock_wall")
dgn.fill_area(10, gym/2 - height - 1, gxm - 10, gym/2 - height - 1, clear)
dgn.fill_area(10, gym/2 + height + 1, gxm - 10, gym/2 + height + 1, clear)
dgn.fill_area(gxm/2 - width - 1, 10, gxm/2 - width - 1, gym - 10, clear)
dgn.fill_area(gxm/2 + width + 1, 10, gxm/2 + width + 1, gym - 10, clear)
end
-- create a cross
dgn.fill_area(10, gym/2 - height, gxm - 10, gym/2 + height, floor)
dgn.fill_area(gxm/2 - width, 10, gxm/2 + width, gym - 10, floor)
if not crawl.one_chance_in(4) then
dgn.spotty_level(true, 0, crawl.coinflip())
end
}}
MAP
ENDMAP
#############################################################
# layout_big_octagon
#
# This replaces dungeon.cc:_plan_6(). It has an octagonal
# room with some number of pillars in the middle. The stairs
# are generally all grouped together.
#
NAME: layout_big_octagon
ORIENT: encompass
TAGS: layout allow_dup
{{
local gxm, gym = dgn.max_bounds()
local wall = dgn.feature_number("rock_wall")
local floor = dgn.feature_number("floor")
local oblique = 10 + crawl.random2(20)
dgn.fill_area(0, 0, gxm - 1, gym - 1, "rock_wall")
dgn.octa_room(10, 10, gxm - 10, gym - 10, oblique, "floor")
if crawl.coinflip() then
local iterations = 100 + crawl.random2(200)
dgn.smear_feature(iterations, false, wall, 0, 0, gxm - 1, gym - 1)
end
-- Step 2: Add pillars
-- pillar types and relative weights
local pillar_fill = {
["rock_wall"] = 15,
["green_crystal_wall"] = 5,
["metal_wall"] = 4,
["clear_rock_wall"] = 3,
["deep_water"] = 2,
["lava"] = 1,
}
local fill = dgn.feature_number(crawl.random_element(pillar_fill))
-- Potential pillar drawing routines
local pillar_func = {
dgn.make_circle,
dgn.make_square,
dgn.make_rounded_square
}
-- Pillar size params
-- NOTE: Be careful about tweaking the ranges here. Pillars that are
-- too large, close, or large in number can entirely surround the center.
local type = crawl.random2(#pillar_func) + 1
local num = 3 + crawl.random2(9)
local pillar_radius = 1 + crawl.random2(3)
local circle_radius = 2 + crawl.random2(6) + pillar_radius * 2 + num / 2
-- beautification hack: no "circle" pillars of radius 1
if type == 1 and pillar_radius == 1 then
fill = dgn.feature_number("stone_arch")
end
-- Finally, make the pillars
dgn.make_pillars(gxm/2, gym/2, num, 1, circle_radius, pillar_radius,
pillar_func[type], fill)
-- Step 3: Create stairs
-- Potential stair locations
-- 0) random
-- 1) inside
-- 2) up
-- 3) right
-- 4) down
-- 5) left
local up_loc = crawl.random2(6)
local down_loc = crawl.random2(6)
while up_loc == down_loc do
down_loc = crawl.random2(6)
end
local up_stairs = {
dgn.feature_number("stone_stairs_up_i"),
dgn.feature_number("stone_stairs_up_ii"),
dgn.feature_number("stone_stairs_up_iii"),
}
local down_stairs = {
dgn.feature_number("stone_stairs_down_i"),
dgn.feature_number("stone_stairs_down_ii"),
dgn.feature_number("stone_stairs_down_iii"),
}
local full_stair_set = {[up_loc] = up_stairs, [down_loc] = down_stairs}
for loc, stair_list in pairs (full_stair_set) do
for i = 1, #stair_list do
local st = stair_list[i]
local ret = true
if loc == 0 then
dgn.replace_random(floor, stair_list[i])
elseif loc == 1 then
dgn.grid(gxm/2 + i - 2, gym/2 + 1 - math.abs(i - 2), st)
elseif loc == 2 then
ret = dgn.replace_first(gxm/2 + i-2, 0, 0, 1, floor, st)
elseif loc == 3 then
ret = dgn.replace_first(gxm - 1, gym/2 + i-2, -1, 0, floor, st)
elseif loc == 4 then
ret = dgn.replace_first(gxm/2 + i-2, gym - 1, 0, -1, floor, st)
elseif loc == 5 then
ret = dgn.replace_first(0, gym/2 + i-2, 1, 0, floor, st)
end
assert(ret)
end
end
}}
MAP
ENDMAP
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