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// 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$} or {X_Y_ALLOWEDTYPES} or {X_Y_ID}
/////////////////////////////////////////////////////////////////////////////////
// MazeVar(x,y,param)
function script MazeVar {
return "MAZE_"+getarg(0)+"_"+getarg(1)+getarg(2, "");
}
/////////////////////////////////////////////////////////////////////////////////
// WarpToMaze(instanceID, x, y)
function script WarpToMaze {
end;
}
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
// ParseMaze(mapType, x, y)
function script ParseMaze {
.@t=getarg(0);
.@x=getarg(1);
.@y=getarg(2);
// Prepare .@sim, the simulator array
copyarray(.@sim,
getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
getarraysize(getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES"))));
switch (@t) {
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
case 13:
case 14:
case 15:
return true;
}
return false;
}
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
// GenerateMaze(width, height, instanceID)
function script GenerateMaze {
// Save maze configuration
MAZE_ID=getarg(2);
MAZE_MX=getarg(0);
MAZE_MY=getarg(1);
freeloop(true);
// Delete previous maze data as relevant
debugmes "[STATUS] Clean up";
for (.@y=0; .@y < MAZE_MY; .@y++) {
for (.@x=0; .@x < MAZE_MX; .@x++) {
setd(MazeVar(.@x, .@y, "_ID"), 0);
deletearray(getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")));
deletearray(getd(MazeVar(.@x, .@y, "$")));
}
}
////////////////////
// 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)
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) {
// SW edge
if (.@x == 0)
setarray getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
MAZEMAPTYPE_DEADN, MAZEMAPTYPE_DEADE,
MAZEMAPTYPE_CURVENE;
// SE edge
else if (.@x == MAZE_MX)
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")));
.@maze_typexy=array_pop(getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")));
// XXX: MAZEMAPTYPE_NULL is also a bug
if (.@maze_typexy <= 0) {
Exception("ERROR IN MAZE BUILDER ("+.@x+","+.@y+") MTYPEXY");
.@maze_typexy=MAZEMAPTYPE_NULL;
}
setd(MazeVar(.@x, .@y, "_ID"), .@maze_typexy);
// Attempt to parse connections
} while (!ParseMaze(.@maze_typexy, .@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$+","+getd(MazeVar(.@x, .@y, "_ID"));
}
debugmes "[REPORT] %s", .@l$;
}
freeloop(false);
debugmes "[STATUS] Finished";
end;
}
// One warp handler per maze map
maze0,30,30,0 script #MazeMaster NPC_MONA,{
/*
function mazeGen;
function parseConnections;
*/
GenerateMaze(7, 7, 0);
end;
}
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