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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.
#
###############################################################################

lua {{
    -- TODO enne - most of these should probably get moved back into C++

    function fill_area(x1, y1, x2, y2, feature)
        for x = x1, x2 do
            for y = y1, y2 do
                dgn.grid(x, y, feature)
            end
        end
    end

    function octa_room(x1, y1, x2, y2, oblique, fill)
        local ob_temp = oblique

        local rock_wall = dgn.feature_number("rock_wall")
        local shallow_water = dgn.feature_number("shallow_water")
        local deep_water = dgn.feature_number("deep_water")
        local floor = dgn.feature_number("floor")

        for x = x1, x2 do
            for y = y1 + ob_temp, y2 - ob_temp do
                if dgn.grid(x, y) == rock_wall then
                    dgn.grid(x, y, fill)
                end
                if dgn.grid(x, y) == floor and (fill == shallow_water or fill == deep_water) then
                    dgn.grid(x, y, shallow_water)
                end
            end

            if x > x2 - oblique then
                ob_temp = ob_temp + 1
            elseif ob_temp > 0 then
                ob_temp = ob_temp - 1
            end
        end
    end

    function pillars(center_x, center_y, num, flip_x, big_radius, 
                     pillar_radius, pillar_routine, fill)
        for i = 0, num - 1 do
            local angle = i * 2 * math.pi / num
            local x = math.floor(math.cos(angle) * big_radius * flip_x + 0.5)
            local y = math.floor(math.sin(angle) * big_radius + 0.5)

            pillar_routine(center_x + x, center_y + y, pillar_radius, fill)
        end
    end

    -- begin pillar functions
    function pillar_square(center_x, center_y, radius, fill)
        for x = -radius, radius do
            for y = -radius, radius do
                dgn.grid(center_x + x, center_y + y, fill)
            end
        end
    end

    function pillar_rounded_square(center_x, center_y, radius, fill)
        for x = -radius, radius do
            for y = -radius, radius do
                if math.abs(x) ~= radius or math.abs(y) ~= radius then
                    dgn.grid(center_x + x, center_y + y, fill)
                end
            end
        end
    end

    function pillar_circle(center_x, center_y, radius, fill)
        for x = -radius, radius do
            for y = -radius, radius do
                if x * x + y * y < radius * radius then
                    dgn.grid(center_x + x, center_y + y, fill)
                end
            end
        end
    end
    -- end pillar functions

    function select_from_weighted_table(tb)
        local value = nil
        local rollsize = 0
        for temp_val, temp_weight in pairs (tb) do
            if rollsize == 0 then
                value = temp_val
                rollsize = temp_weight
            else
                rollsize = rollsize + temp_weight
                if crawl.random2(rollsize) < temp_weight then
                    value = temp_val
                end
            end
        end

        return value
    end

    -- Randomly selects a grid with feature 'search' and sets it to 'replace'
    function replace_random(search, replace)
        local gxm, gym = dgn.max_bounds()

        local feature = nil, x, y
        while feature ~= search do
            x = crawl.random2(gxm)
            y = crawl.random2(gym)
            feature = dgn.grid(x, y)
        end

        dgn.grid(x, y, replace)
    end

    function valid(x, y)
        local gxm, gym = dgn.max_bounds()
        return (x >= 0 and y >= 0 and x < gxm and y < gym)
    end

    -- Walks from x, y along dx,dy until it finds 'search'
    function replace_first(x, y, dx, dy, search, replace)

        local feature = dgn.grid(x, y)

        while feature ~= search and valid(x,y) do
            x = x + dx
            y = y + dy
            feature = dgn.grid(x, y)
        end

        if valid(x, y) then
            dgn.grid(x, y, replace)
            return true
        else
            return false
        end
    end

    function spotty_level(boxy, x1, y1, x2, y2)
        local iterations
        -- boxy levels have more clearing, so they get fewer iterations
        if boxy then
            iterations = 200 + crawl.random2(750)
        else
            iterations = 200 + crawl.random2(1500)
        end

        make_spotty(iterations, boxy, x1, y1, x2, y2)
    end

    -- randomly turns walls into floors
    function make_spotty(iterations, boxy, x1, y1, x2, y2)
        if x2 - x1 - 8 <= 0 or y2 - y1 - 8 <= 0 then
            return
        end

        local wall = dgn.feature_number("rock_wall")
        local floor = dgn.feature_number("floor")

        for i = 1, iterations do
            local x, y
            repeat
                x = crawl.random2(x2 - x1 - 7) + x1 + 4
                y = crawl.random2(y2 - y1 - 7) + y1 + 4
            until dgn.grid(x, y) ~= wall or
                  dgn.grid(x-1, y) ~= wall or
                  dgn.grid(x+1, y) ~= wall or
                  dgn.grid(x, y-1) ~= wall or
                  dgn.grid(x, y+1) ~= wall or
                  dgn.grid(x-2, y) ~= wall or
                  dgn.grid(x+2, y) ~= wall or
                  dgn.grid(x, y-2) ~= wall or
                  dgn.grid(x, y+2) ~= wall

            -- convenience function
            function replace_grid(x, y, search, replace)
                if dgn.grid(x, y) == search then
                    dgn.grid(x, y, replace)
                end
            end

            replace_grid(x, y, wall, floor)
            replace_grid(x, y-1, wall, floor)
            replace_grid(x, y+1, wall, floor)
            replace_grid(x-1, y, wall, floor)
            replace_grid(x+1, y, wall, floor)

            if boxy then
                replace_grid(x-1, y-1, wall, floor)
                replace_grid(x+1, y+1, wall, floor)
                replace_grid(x-1, y+1, wall, floor)
                replace_grid(x+1, y-1, wall, floor)
            end
        end
    end

    -- randomly extends walls onto floors
    function smear_feature(iterations, boxy, feature, x1, y1, x2, y2)
        for i = 1, iterations do
            local x, y
            function check_box(x, y, feature)
                return dgn.grid(x+1, y) == feature or
                    dgn.grid(x-1, y) == feature or
                    dgn.grid(x, y+1) == feature or
                    dgn.grid(x, y-1) == feature
            end
            function check_diagonal(x, y, feature)
                return dgn.grid(x+1, y+1) == feature or
                    dgn.grid(x-1, y+1) == feature or
                    dgn.grid(x-1, y-1) == feature or
                    dgn.grid(x+1, y-1) == feature
            end

            repeat
                x = crawl.random2(x2 - x1 - 2) + x1 + 1
                y = crawl.random2(y2 - y1 - 2) + y1 + 1
            until dgn.grid(x, y) ~= feature and
                  (check_box(x, y, feature) or 
                  not boxy and check_diagonal(x, y, feature))

            dgn.grid(x, y, feature)
        end
    end
}}

##############################################################
# 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")
    fill_area(0, 0, gxm - 1, gym - 1, wall)

    local width = (10 - crawl.random2(7))

    -- construct donut
    fill_area(10, 10, gxm - 10, 10 + width, floor)
    fill_area(10, 60 - width, gxm - 10, gym - 10, floor)
    fill_area(10, 10, 10 + width, gym - 10, floor)
    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)

        fill_area(10, gym/2 - width2, gxm - 10, gym/2 + width2, floor)
        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 = select_from_weighted_table({
                ["floor"]      = 5,
                ["deep_water"] = 1,
                ["lava"]       = 1,
            })
            local feature_idx = dgn.feature_number(feature_name)

            octa_room(25, 25, gxm - 25, gym - 25, oblique, feature_idx)

            -- decrease spotty chance
            spotty = crawl.one_chance_in(5)
        end
    end

    local spotty_boxy = crawl.coinflip()
    local smear_boxy = crawl.coinflip()

    if spotty then
        spotty_level(spotty_boxy, 0, 0, gxm - 1, gym - 1)
    end
    if not spotty and crawl.one_chance_in(4) or spotty then
        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
    fill_area(0, 0, gxm-1, gym-1, wall)

    -- create window
    if window then
        local clear = dgn.feature_number("clear_rock_wall")
        fill_area(10, gym/2 - height - 1, gxm - 10, gym/2 - height - 1, clear)
        fill_area(10, gym/2 + height + 1, gxm - 10, gym/2 + height + 1, clear)
        fill_area(gxm/2 - width - 1, 10, gxm/2 - width - 1, gym - 10, clear)
        fill_area(gxm/2 + width + 1, 10, gxm/2 + width + 1, gym - 10, clear)
    end

    -- create a cross
    fill_area(10, gym/2 - height, gxm - 10, gym/2 + height, floor)
    fill_area(gxm/2 - width, 10, gxm/2 + width, gym - 10, floor)

    if not crawl.one_chance_in(4) then
        spotty_level(crawl.coinflip(), 0, 0, gxm - 1, gym - 1)
    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)

    -- Step 1: Create octagon
    fill_area(0, 0, gxm - 1, gym - 1, wall)
    octa_room(10, 10, gxm - 10, gym - 10, oblique, floor)

    if crawl.coinflip() then
        local iterations = 100 + crawl.random2(200)
        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(select_from_weighted_table(pillar_fill))

    -- Potential pillar drawing routines
    local pillar_func = {pillar_circle, pillar_square, pillar_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
    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
                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 = replace_first(gxm/2 + i - 2, 0, 0, 1, floor, st)
            elseif loc == 3 then
                ret = replace_first(gxm - 1, gym/2 + i - 2, -1, 0, floor, st)
            elseif loc == 4 then
                ret = replace_first(gxm/2 + i - 2, gym - 1, 0, -1, floor, st)
            elseif loc == 5 then
                ret = replace_first(0, gym/2 + i - 2, 1, 0, floor, st)
            end

            assert(ret)
        end
    end
}}
MAP
ENDMAP