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authorJesusaves <cpntb1@ymail.com>2019-10-13 13:58:03 -0300
committerJesusaves <cpntb1@ymail.com>2019-10-13 13:58:03 -0300
commit031a548bba1a4df72980d0def87c76aff8d59c53 (patch)
tree057a6b163fb6256e4cd7c59fa961a038bc6cda5c /npc/maze0
parent713715ac7a5e72683d7601a22cc6ca481dcd34cf (diff)
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Squashed commit of the following:
commit 95656323e8bc2f86450a2284ded759cfa77615fb Author: Jesusaves <cpntb1@ymail.com> Date: Sun Oct 13 13:57:01 2019 -0300 This was redundant all along... commit 3b2f0a5987f0daa309b0a43f3a5ca909f0069178 Author: Jesusaves <cpntb1@ymail.com> Date: Sun Oct 13 03:32:17 2019 -0300 Somewhat acceptable commit 71fd1ac27f0b3f44a96c33ff511e4f462e31a636 Author: Jesusaves <cpntb1@ymail.com> Date: Sun Oct 13 02:47:08 2019 -0300 Works almost perfectly, there's only one problem: Islands. It's *random*, not *algorithimical*. This means it can fail at making a path from an edge to the other. commit 3c00014739c395c1d225b6392713f9d77a1ecd30 Author: Jesusaves <cpntb1@ymail.com> Date: Sun Oct 13 02:27:12 2019 -0300 Only missing to fix south and east wall commit ec71b5552d0e2270677d6769239f5276c6c890dc Author: Jesusaves <cpntb1@ymail.com> Date: Sun Oct 13 01:47:26 2019 -0300 More data commit 30b812b1f5e82a7334ad6fca04eb0dd6259768d2 Author: Jesusaves <cpntb1@ymail.com> Date: Sun Oct 13 00:58:04 2019 -0300 It also includes debugs and reports. Let's also add a note here. commit 92741d91b85dfe530f4cf2be9e1993fcf7dc8e83 Author: Jesusaves <cpntb1@ymail.com> Date: Sun Oct 13 00:56:59 2019 -0300 Populates some data, but there's lot of missing data and meaningless data commit f2db0160febeca62a186b3d9e144799e50bfefa9 Author: Jesusaves <cpntb1@ymail.com> Date: Sun Oct 13 00:20:36 2019 -0300 Initial commit: Setup
Diffstat (limited to 'npc/maze0')
-rw-r--r--npc/maze0/_import.txt3
-rw-r--r--npc/maze0/config.txt563
2 files changed, 566 insertions, 0 deletions
diff --git a/npc/maze0/_import.txt b/npc/maze0/_import.txt
new file mode 100644
index 000000000..8bad6906c
--- /dev/null
+++ b/npc/maze0/_import.txt
@@ -0,0 +1,3 @@
+// Map maze0: Jesusalva's Trap
+// This file is generated automatically. All manually added changes will be removed when running the Converter.
+"npc/maze0/config.txt",
diff --git a/npc/maze0/config.txt b/npc/maze0/config.txt
new file mode 100644
index 000000000..1615adac5
--- /dev/null
+++ b/npc/maze0/config.txt
@@ -0,0 +1,563 @@
+// TMW2 Scripts
+// Author:
+// Jesusalva
+// Description:
+// Maze generation script (Protip: (30,30) is ALWAYS reachable - for @warp)
+// Based on https://wiki.themanaworld.org/index.php/Archive:Afterlife#maze_generation
+// Begin script, instance is required. Maze is Saved to player data.
+// Scopes: MAZE_ {ID, MX, MY} or {X_Y$} or {X_Y_ALLOWEDTYPES} or {X_Y_ID}
+
+/////////////////////////////////////////////////////////////////////////////////
+// MazeVar(x,y,param)
+function script MazeVar {
+ return "MAZE_"+getarg(0)+"_"+getarg(1)+getarg(2, "");
+}
+
+/////////////////////////////////////////////////////////////////////////////////
+// SetMazeCon(Maze, north, west, east, south)
+function script SetMazeCon {
+ setd(getarg(0)+"$["+MAZENORTH+"]", getarg(1));
+ setd(getarg(0)+"$["+MAZE_WEST+"]", getarg(2));
+ setd(getarg(0)+"$["+MAZE_EAST+"]", getarg(3));
+ setd(getarg(0)+"$["+MAZESOUTH+"]", getarg(4));
+ return;
+}
+
+/////////////////////////////////////////////////////////////////////////////////
+// UpdateMazeCon(Maze, x, y)
+function script UpdateMazeCon {
+ if (getd(getarg(0)+"$["+MAZENORTH+"]") != "WALL")
+ setd(getarg(0)+"$["+MAZENORTH+"]", str(getarg(1))+"_"+str(getarg(2)-1));
+
+ if (getd(getarg(0)+"$["+MAZE_WEST+"]") != "WALL")
+ setd(getarg(0)+"$["+MAZE_WEST+"]", str(getarg(1)-1)+"_"+str(getarg(2)));
+
+ if (getd(getarg(0)+"$["+MAZE_EAST+"]") != "WALL")
+ setd(getarg(0)+"$["+MAZE_EAST+"]", str(getarg(1)+1)+"_"+str(getarg(2)));
+
+ if (getd(getarg(0)+"$["+MAZESOUTH+"]") != "WALL")
+ setd(getarg(0)+"$["+MAZESOUTH+"]", str(getarg(1))+"_"+str(getarg(2)+1));
+ return;
+}
+
+/////////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////////
+// ParseMaze(mapType, x, y)
+function script ParseMaze {
+ .@t=getarg(0);
+ .@x=getarg(1);
+ .@y=getarg(2);
+
+ /*
+ // Prepare .@sim, the simulator array
+ copyarray(.@sim,
+ getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
+ getarraysize(getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES"))));
+ */
+
+ // Setup the maze connectors
+ .@v$=MazeVar(.@x, .@y);
+ switch (.@t) {
+ case MAZEMAPTYPE_NULL:
+ SetMazeCon(.@v$, "WALL", "WALL", "WALL", "WALL");
+ // It's a fallback
+ Exception("ERROR IN PARSER, FALLBACK", RB_DEBUGMES|RB_IRCBROADCAST);
+ return true;
+ break;
+
+ // N W E S
+ case MAZEMAPTYPE_DEADS:
+ SetMazeCon(.@v$, "WALL", "WALL", "WALL", "");
+ break;
+ case MAZEMAPTYPE_DEADW:
+ SetMazeCon(.@v$, "WALL", "", "WALL", "WALL");
+ break;
+ case MAZEMAPTYPE_DEADN:
+ SetMazeCon(.@v$, "", "WALL", "WALL", "WALL");
+ break;
+ case MAZEMAPTYPE_DEADE:
+ SetMazeCon(.@v$, "WALL", "WALL", "", "WALL");
+ break;
+
+ // N W E S
+ case MAZEMAPTYPE_CURVENW:
+ SetMazeCon(.@v$, "", "", "WALL", "WALL");
+ break;
+ case MAZEMAPTYPE_CURVENE:
+ SetMazeCon(.@v$, "", "WALL", "", "WALL");
+ break;
+ case MAZEMAPTYPE_CURVESW:
+ SetMazeCon(.@v$, "WALL", "", "WALL", "");
+ break;
+ case MAZEMAPTYPE_CURVESE:
+ SetMazeCon(.@v$, "WALL", "WALL", "", "");
+ break;
+
+ // N W E S
+ case MAZEMAPTYPE_TNWS:
+ SetMazeCon(.@v$, "", "", "WALL", "");
+ break;
+ case MAZEMAPTYPE_TNES:
+ SetMazeCon(.@v$, "", "WALL", "", "");
+ break;
+ case MAZEMAPTYPE_TWEN:
+ SetMazeCon(.@v$, "", "", "", "WALL");
+ break;
+ case MAZEMAPTYPE_TWES:
+ SetMazeCon(.@v$, "WALL", "", "", "");
+ break;
+
+ // N W E S
+ case MAZEMAPTYPE_LINENS:
+ SetMazeCon(.@v$, "", "WALL", "WALL", "");
+ break;
+ case MAZEMAPTYPE_LINEWE:
+ SetMazeCon(.@v$, "WALL", "", "", "WALL");
+ break;
+
+ // N W E S
+ case MAZEMAPTYPE_CROSS:
+ SetMazeCon(.@v$, "", "", "", "");
+ break;
+ }
+
+ // Now that connectors are set, we do simulations
+ /*
+ debugmes "(%d, %d) found %s (ID %d)", .@x, .@y, getd(MazeVar(.@x, .@y, "$["+MAZENORTH+"]")), getd(MazeVar(.@x, .@y, "_ID"));
+
+ debugmes "(%d, %d) is with north %s (ID %d)", .@x, .@y, getd(MazeVar(.@x, .@y, "$["+MAZENORTH+"]")), getd(MazeVar(.@x, .@y, "_ID"));
+ debugmes ".@v$ is %s", .@v$;
+ debugmes ".@v$[NORTH] is %s", getd(.@v$+"$["+MAZENORTH+"]");
+ */
+
+ //////////////////////////
+ // Way north
+ if (getd(.@v$+"$["+MAZENORTH+"]") != "WALL") {
+ // Does north map accept this?
+ //debugmes "(%d, %d) is worth proccessing in NORTH", .@x, .@y;
+
+ // Case 1: We're in the edge
+ if (.@y == 0)
+ return false;
+
+ // Case 2: South direction thinks it is a wall
+ if (getd(MazeVar(.@x, .@y-1, "$["+MAZESOUTH+"]")) == "WALL")
+ return false;
+
+ //debugmes "(%d, %d) found %s (ID %d)", .@x, .@y, getd(MazeVar(.@x, .@y-1, "$["+MAZESOUTH+"]")), getd(MazeVar(.@x, .@y-1, "_ID"));
+ // Okay, this is a valid movement, we continue
+ } else {
+ // Case 1: We're in the edge
+ if (.@y != 0) {
+ // Case 2: South direction thinks it is a wall
+ if (getd(MazeVar(.@x, .@y-1, "$["+MAZESOUTH+"]")) != "WALL")
+ return false;
+ }
+ }
+
+ //////////////////////////
+ // Way west
+ if (getd(.@v$+"$["+MAZE_WEST+"]") != "WALL") {
+ // Does west map accept this?
+
+ // Case 1: We're in the edge
+ if (.@x == 0)
+ return false;
+
+ // Case 2: West direction thinks it is a wall
+ if (getd(MazeVar(.@x-1, .@y, "$["+MAZE_EAST+"]")) == "WALL")
+ return false;
+
+ // Okay, this is a valid movement, we continue
+ } else {
+ // Case 1: We're in the edge
+ if (.@x != 0) {
+ // Case 2: West direction thinks it is a wall
+ if (getd(MazeVar(.@x-1, .@y, "$["+MAZE_EAST+"]")) != "WALL")
+ return false;
+ }
+ }
+
+ //////////////////////////
+ // Way down
+ if (getd(.@v$+"$["+MAZESOUTH+"]") != "WALL") {
+ // Can we do this?
+
+ // Case 1: We're in the edge
+ if (.@y == MAZE_MY-1)
+ return false;
+
+ // Case 2: Down direction is invalid?
+ // TODO
+
+ // Okay, this is a valid movement, we continue
+ }
+
+ //////////////////////////
+ // Way east
+ if (getd(.@v$+"$["+MAZE_EAST+"]") != "WALL") {
+ // Can we do this?
+
+ // Case 1: We're in the edge
+ if (.@x == MAZE_MX-1)
+ return false;
+
+ // Case 2: Right direction is invalid?
+ // TODO
+
+ // Okay, this is a valid movement, we continue
+ }
+
+ // All checks passed!
+ UpdateMazeCon(.@v$, .@x, .@y);
+ return true;
+}
+
+/////////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////////
+// GenerateMaze(width, height) → Returns instance ID
+function script GenerateMaze {
+ // Create the Maze instance or die trying
+ .@inst = instance_create("Maze "+getcharid(0), getcharid(3), IOT_CHAR);
+ if (.@inst < 0) end;
+ MAZE_ID=.@inst;
+
+ // Save maze configuration
+ MAZE_MX=getarg(0);
+ MAZE_MY=getarg(1);
+ freeloop(true);
+
+ // Delete previous maze data as relevant
+ debugmes "[STATUS] Clean up";
+ for (.@y=0; .@y < MAZE_MY; .@y++) {
+ for (.@x=0; .@x < MAZE_MX; .@x++) {
+ setd(MazeVar(.@x, .@y, "_ID"), 0);
+ deletearray(getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")));
+ deletearray(getd(MazeVar(.@x, .@y, "$")));
+ }
+ }
+
+ ////////////////////
+ // SETUP
+ .@x=0; .@y=0;
+ debugmes "[STATUS] Setup";
+
+ // For every column:
+ while (.@x < MAZE_MX) {
+ // For every cell:
+ while (.@y < MAZE_MY) {
+
+ // Case 1: Left column
+ if (.@y == 0) {
+
+ // NW edge
+ if (.@x == 0)
+ setarray getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
+ MAZEMAPTYPE_DEADS, MAZEMAPTYPE_DEADE,
+ MAZEMAPTYPE_CURVESE;
+ // NE edge
+ else if (.@x == MAZE_MX-1)
+ setarray getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
+ MAZEMAPTYPE_DEADS, MAZEMAPTYPE_DEADW,
+ MAZEMAPTYPE_CURVESW;
+ // North wall
+ else
+ setarray getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
+ MAZEMAPTYPE_DEADS, MAZEMAPTYPE_DEADW, MAZEMAPTYPE_DEADE,
+ MAZEMAPTYPE_TWES, MAZEMAPTYPE_LINEWE,
+ MAZEMAPTYPE_CURVESE, MAZEMAPTYPE_CURVESW;
+
+
+ // Case 2: Right column
+ } else if (.@y == MAZE_MY-1) {
+
+ // SW edge
+ if (.@x == 0)
+ setarray getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
+ MAZEMAPTYPE_DEADN, MAZEMAPTYPE_DEADE,
+ MAZEMAPTYPE_CURVENE;
+ // SE edge
+ else if (.@x == MAZE_MX-1)
+ setarray getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
+ MAZEMAPTYPE_DEADN, MAZEMAPTYPE_DEADW,
+ MAZEMAPTYPE_CURVENW;
+ // South wall
+ else
+ setarray getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
+ MAZEMAPTYPE_DEADN, MAZEMAPTYPE_DEADW, MAZEMAPTYPE_DEADE,
+ MAZEMAPTYPE_TWEN, MAZEMAPTYPE_LINEWE,
+ MAZEMAPTYPE_CURVENE, MAZEMAPTYPE_CURVENW;
+
+
+ // Case 3: Nothing in special
+ } else {
+ setarray getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
+ MAZEMAPTYPE_DEADN, MAZEMAPTYPE_DEADW, MAZEMAPTYPE_DEADE, MAZEMAPTYPE_DEADS,
+ MAZEMAPTYPE_CURVENW, MAZEMAPTYPE_CURVENE, MAZEMAPTYPE_CURVESW, MAZEMAPTYPE_CURVESE,
+ MAZEMAPTYPE_TNWS, MAZEMAPTYPE_TNES, MAZEMAPTYPE_TWEN, MAZEMAPTYPE_TWES,
+ MAZEMAPTYPE_LINEWE, MAZEMAPTYPE_LINENS, MAZEMAPTYPE_CROSS;
+ }
+
+
+ // End the setup loop
+ .@y++;
+ }
+ .@x++;
+ .@y=0;
+ }
+
+
+ ////////////////////
+ // BUILDING
+ .@x=0; .@y=0;
+ debugmes "[STATUS] Build";
+
+ // For every line:
+ while (.@y < MAZE_MY) {
+ // For every cell:
+ while (.@x < MAZE_MX) {
+
+ //debugmes "[STATUS] [BUILD %d %d] Running...", .@x, .@y;
+ // While connections weren't parsed
+ do {
+ // We start at (0,0) and go to (MAZE_MX,0)
+ // Then we go to (0,MAZE_MY) until (MAZE_MX,MAZE_MY)
+ // Shuffle the array
+ array_shuffle(getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")));
+ freeloop(true);
+
+ if (getarraysize(getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES"))))
+ .@mztype=array_pop(getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")));
+ else
+ .@mztype=-1;
+
+ // XXX: MAZEMAPTYPE_NULL is also a bug
+ if (.@mztype <= 0) {
+ Exception("ERROR IN MAZE BUILDER ("+.@x+","+.@y+") MTYPEXY", RB_DEBUGMES|RB_IRCBROADCAST);
+ .@mztype=MAZEMAPTYPE_NULL;
+ }
+ setd(MazeVar(.@x, .@y, "_ID"), .@mztype);
+
+ // Attempt to parse connections
+ } while (!ParseMaze(.@mztype, .@x, .@y));
+
+ // End the build loop
+ .@x++;
+ }
+ .@y++;
+ .@x=0;
+ }
+
+ // Debug the statuses
+ .@x=0; .@y=0;
+ debugmes "[STATUS] Finishing...";
+ for (.@y=0; .@y < MAZE_MY; .@y++) {
+ .@l$="";
+ freeloop(true);
+ for (.@x=0; .@x < MAZE_MX; .@x++) {
+ //debugmes "[rpts] %d %d = %d", .@x, .@y, getd(MazeVar(.@x, .@y, "_ID"));
+ .@l$=.@l$+","+getd(MazeVar(.@x, .@y, "_ID"));
+ }
+ debugmes "[REPORT] %s", .@l$;
+ }
+
+
+ // Sanity Check
+ if ($@GM_OVERRIDE) {
+ for (.@y=0; .@y < MAZE_MY; .@y++) {
+ for (.@x=0; .@x < MAZE_MX; .@x++) {
+ .@mid=getd(MazeVar(.@x, .@y, "_ID"));
+ .@v$=MazeVar(.@x, .@y);
+ .@n$=getd(.@v$+"$["+MAZENORTH+"]");
+ .@w$=getd(.@v$+"$["+MAZE_WEST+"]");
+ .@e$=getd(.@v$+"$["+MAZE_EAST+"]");
+ .@s$=getd(.@v$+"$["+MAZESOUTH+"]");
+ debugmes "\t%s\t\t\t", .@n$;
+ debugmes "%s|%s|%s\t\t", .@w$, .@s$, .@e$;
+ }
+ debugmes "%s (%d)", .@v$, .@mid;
+ }
+ }
+
+ freeloop(false);
+ debugmes "[STATUS] Finished";
+ // Attach instance maps
+ instance_attachmap("maze0", .@inst, false, "mz0@"+getcharid(0));
+ instance_attachmap("maze1", .@inst, false, "mz1@"+getcharid(0));
+ instance_attachmap("maze2", .@inst, false, "mz2@"+getcharid(0));
+ instance_attachmap("maze3", .@inst, false, "mz3@"+getcharid(0));
+ instance_attachmap("maze4", .@inst, false, "mz4@"+getcharid(0));
+ instance_attachmap("maze5", .@inst, false, "mz5@"+getcharid(0));
+ instance_attachmap("maze6", .@inst, false, "mz6@"+getcharid(0));
+ instance_attachmap("maze7", .@inst, false, "mz7@"+getcharid(0));
+ instance_attachmap("maze8", .@inst, false, "mz8@"+getcharid(0));
+ instance_attachmap("maze9", .@inst, false, "mz9@"+getcharid(0));
+ instance_attachmap("maze10", .@inst, false, "mz10@"+getcharid(0));
+ instance_attachmap("maze11", .@inst, false, "mz11@"+getcharid(0));
+ instance_attachmap("maze12", .@inst, false, "mz12@"+getcharid(0));
+ instance_attachmap("maze13", .@inst, false, "mz13@"+getcharid(0));
+ instance_attachmap("maze14", .@inst, false, "mz14@"+getcharid(0));
+ instance_attachmap("maze15", .@inst, false, "mz15@"+getcharid(0));
+ // Instance lasts one hour
+ instance_set_timeout(3600, 3600, .@inst);
+ instance_init(.@inst);
+ return .@inst;
+}
+
+/////////////////////////////////////////////////////////////////////////////////
+// WarpToMaze(dir)
+function script WarpToMaze {
+ // Look up the destination map
+ switch (getarg(0)) {
+ case DIR_NORTH:
+ .@dst$=getd(MazeVar(MAZE_X, MAZE_Y, "$["+MAZENORTH+"]"));
+ .@x=29; .@y=38;
+ break;
+ case DIR_SOUTH:
+ .@dst$=getd(MazeVar(MAZE_X, MAZE_Y, "$["+MAZESOUTH+"]"));
+ .@x=29; .@y=21;
+ break;
+ case DIR_WEST:
+ .@dst$=getd(MazeVar(MAZE_X, MAZE_Y, "$["+MAZE_WEST+"]"));
+ .@x=38; .@y=31;
+ break;
+ case DIR_EAST:
+ .@dst$=getd(MazeVar(MAZE_X, MAZE_Y, "$["+MAZE_EAST+"]"));
+ .@x=21; .@y=31;
+ break;
+ default:
+ return Exception("INVALID DIRECTION", RB_DEFAULT|RB_ISFATAL);
+ }
+
+ // Get MAPID
+ .@id=getd("MAZE_"+.@dst$+"_ID");
+ explode(.@crd$, .@dst$, "_");
+ debugmes "%s = (%d,%d)", .@dst$, .@crd$[0], .@crd$[1];
+ // Warp you based on MAPID and update your coordinates
+ MAZE_X=atoi(.@crd$[0]);
+ MAZE_Y=atoi(.@crd$[1]);
+
+ switch (.@id) {
+ // If a special map have different warp rules, specify here
+ case MAZEMAPTYPE_NULL:
+ .@x=30; .@y=30; break;
+ }
+
+ // We don't need MAZE_ID do we?
+ warp "mz"+.@id+"@"+getcharid(0), .@x, .@y;
+ return;
+}
+
+/////////////////////////////////////////////////////////////////////////////////
+// InitMaze(maze_x, maze_y)
+function script InitMaze {
+MAZE_X=getarg(0);
+ MAZE_Y=getarg(1);
+ .@id=getd(MazeVar(MAZE_X, MAZE_Y, "_ID"));
+ warp "mz"+.@id+"@"+getcharid(0), 30, 30;
+ dispbottom l("Good luck!");
+ return;
+}
+
+// Warp NPCs
+maze1,29,39,0 script #MZSOUTH NPC_SUMMONING_CIRC,0,0,{
+ end;
+OnTouch:
+ WarpToMaze(DIR_SOUTH);
+ end;
+}
+
+maze2,20,31,0 script #MZWEST NPC_SUMMONING_CIRC,0,0,{
+ end;
+OnTouch:
+ WarpToMaze(DIR_WEST);
+ end;
+}
+
+maze3,29,20,0 script #MZNORTH NPC_SUMMONING_CIRC,0,0,{
+ end;
+OnTouch:
+ WarpToMaze(DIR_NORTH);
+ end;
+}
+
+maze4,39,31,0 script #MZEAST NPC_SUMMONING_CIRC,0,0,{
+ end;
+OnTouch:
+ WarpToMaze(DIR_EAST);
+ end;
+}
+
+maze5,29,20,0 duplicate(#MZNORTH) #MZ5N NPC_SUMMONING_CIRC,0,0
+maze5,20,31,0 duplicate(#MZWEST) #MZ5W NPC_SUMMONING_CIRC,0,0
+
+maze6,29,20,0 duplicate(#MZNORTH) #MZ6N NPC_SUMMONING_CIRC,0,0
+maze6,39,31,0 duplicate(#MZEAST) #MZ6E NPC_SUMMONING_CIRC,0,0
+
+maze7,29,39,0 duplicate(#MZSOUTH) #MZ7S NPC_SUMMONING_CIRC,0,0
+maze7,20,31,0 duplicate(#MZWEST) #MZ7W NPC_SUMMONING_CIRC,0,0
+
+maze8,29,39,0 duplicate(#MZSOUTH) #MZ8S NPC_SUMMONING_CIRC,0,0
+maze8,39,31,0 duplicate(#MZEAST) #MZ8E NPC_SUMMONING_CIRC,0,0
+
+maze9,29,20,0 duplicate(#MZNORTH) #MZ9N NPC_SUMMONING_CIRC,0,0
+maze9,20,31,0 duplicate(#MZWEST) #MZ9W NPC_SUMMONING_CIRC,0,0
+maze9,29,39,0 duplicate(#MZSOUTH) #MZ9S NPC_SUMMONING_CIRC,0,0
+
+maze10,29,20,0 duplicate(#MZNORTH) #MZ10N NPC_SUMMONING_CIRC,0,0
+maze10,39,31,0 duplicate(#MZEAST) #MZ10E NPC_SUMMONING_CIRC,0,0
+maze10,29,39,0 duplicate(#MZSOUTH) #MZ10S NPC_SUMMONING_CIRC,0,0
+
+maze11,20,31,0 duplicate(#MZWEST) #MZ11W NPC_SUMMONING_CIRC,0,0
+maze11,39,31,0 duplicate(#MZEAST) #MZ11E NPC_SUMMONING_CIRC,0,0
+maze11,29,20,0 duplicate(#MZNORTH) #MZ11N NPC_SUMMONING_CIRC,0,0
+
+maze12,20,31,0 duplicate(#MZWEST) #MZ12W NPC_SUMMONING_CIRC,0,0
+maze12,39,31,0 duplicate(#MZEAST) #MZ12E NPC_SUMMONING_CIRC,0,0
+maze12,29,39,0 duplicate(#MZSOUTH) #MZ12S NPC_SUMMONING_CIRC,0,0
+
+maze13,29,20,0 duplicate(#MZNORTH) #MZ13N NPC_SUMMONING_CIRC,0,0
+maze13,29,39,0 duplicate(#MZSOUTH) #MZ13S NPC_SUMMONING_CIRC,0,0
+
+maze14,20,31,0 duplicate(#MZWEST) #MZ14W NPC_SUMMONING_CIRC,0,0
+maze14,39,31,0 duplicate(#MZEAST) #MZ14E NPC_SUMMONING_CIRC,0,0
+
+maze15,29,20,0 duplicate(#MZNORTH) #MZ15N NPC_SUMMONING_CIRC,0,0
+maze15,20,31,0 duplicate(#MZWEST) #MZ15W NPC_SUMMONING_CIRC,0,0
+maze15,29,39,0 duplicate(#MZSOUTH) #MZ15S NPC_SUMMONING_CIRC,0,0
+maze15,39,31,0 duplicate(#MZEAST) #MZ15E NPC_SUMMONING_CIRC,0,0
+
+// Testing framework
+maze0,30,30,0 script #MazeMaster NPC_MONA,{
+ /*
+ function mazeGen;
+ function parseConnections;
+ */
+ //GenerateMaze(7, 7, 0);
+ GenerateMaze(5, 5);
+ InitMaze(0, 0);
+ end;
+}
+
+// Mapflags
+/*
+maze0 mapflag nowarpto
+maze1 mapflag nowarpto
+maze2 mapflag nowarpto
+maze3 mapflag nowarpto
+maze4 mapflag nowarpto
+maze5 mapflag nowarpto
+maze6 mapflag nowarpto
+maze7 mapflag nowarpto
+maze8 mapflag nowarpto
+maze9 mapflag nowarpto
+maze10 mapflag nowarpto
+maze11 mapflag nowarpto
+maze12 mapflag nowarpto
+maze13 mapflag nowarpto
+maze14 mapflag nowarpto
+maze15 mapflag nowarpto
+*/
+