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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$} or {X_Y_ALLOWEDTYPES} or {X_Y_ID}
/////////////////////////////////////////////////////////////////////////////////
// MazeVar(x,y,param)
function script MazeVar {
return "MAZE_"+getarg(0)+"_"+getarg(1)+getarg(2, "");
}
/////////////////////////////////////////////////////////////////////////////////
// SetMazeCon(Maze, north, west, east, south)
function script SetMazeCon {
setd(getarg(0)+"$["+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)+"$["+MAZESOUTH+"]", str(getarg(1))+"_"+str(getarg(2)+1));
return;
}
/////////////////////////////////////////////////////////////////////////////////
// FindMazeTypeByCon(Maze)
function script FindMazeTypeByCon {
.@n=false;.@s=false;.@w=false;.@e=false;
if (getd(getarg(0)+"$["+MAZENORTH+"]") != "WALL")
.@n=true;
if (getd(getarg(0)+"$["+MAZE_WEST+"]") != "WALL")
.@w=true;
if (getd(getarg(0)+"$["+MAZE_EAST+"]") != "WALL")
.@e=true;
if (getd(getarg(0)+"$["+MAZESOUTH+"]") != "WALL")
.@s=true;
if (.@n && .@w && .@e && .@s)
return MAZEMAPTYPE_CROSS;
else if (.@n && .@w && .@s)
return MAZEMAPTYPE_TNWS;
else if (.@n && .@e && .@s)
return MAZEMAPTYPE_TNES;
else if (.@w && .@e && .@n)
return MAZEMAPTYPE_TEWN;
else if (.@w && .@e && .@s)
return MAZEMAPTYPE_TWES;
else if (.@n && .@w)
return MAZEMAPTYPE_CURVENW;
else if (.@n && .@e)
return MAZEMAPTYPE_CURVENE;
else if (.@s && .@w)
return MAZEMAPTYPE_CURVESW;
else if (.@s && .@w)
return MAZEMAPTYPE_CURVESE;
else if (.@n && .@s)
return MAZEMAPTYPE_LINENS;
else if (.@w && .@e)
return MAZEMAPTYPE_LINEWE;
else if (.@s)
return MAZEMAPTYPE_DEADS;
else if (.@w)
return MAZEMAPTYPE_DEADW;
else if (.@n)
return MAZEMAPTYPE_DEADN;
else if (.@e)
return MAZEMAPTYPE_DEADE;
else
return MAZEMAPTYPE_NULL;
return -1;
}
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
// ParseMaze(mapType, x, y)
function script ParseMaze {
.@t=getarg(0);
.@x=getarg(1);
.@y=getarg(2);
/*
// Prepare .@sim, the simulator array
copyarray(.@sim,
getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")),
getarraysize(getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES"))));
*/
// Setup the maze connectors
.@v$=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;
}
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
// MazeFix() → Breaks islands at cost of randomness
// runs after ParseMaze. By now, maze structure is set and working
function script MazeFix {
// FIXME: BROKEN
if (!$@GM_OVERRIDE)
return;
.@x=0; .@y=0;
debugmes "(%d, %d)", MAZE_MX, MAZE_MY;
while (.@x < MAZE_MX) {
// For every cell:
while (.@y < MAZE_MY) {
.@v$=MazeVar(.@x, .@y); // Our ID
.@skip=false;
// It need to have either a way east, or a way south
if (getd(.@v$+"$["+MAZE_EAST+"]") != "WALL")
.@skip=true;
if (getd(.@v$+"$["+MAZESOUTH+"]") != "WALL")
.@skip=true;
// Finally skip
if (.@skip) {
.@y++;
continue;
}
.@dirns=any(true, false);
// If it doesn't, but is an edge, so we cannot enforce both rules
// Do note (x,y) only goes to (MX-1, MY-1) because index
if (.@x >= MAZE_MX-1 || .@y >= MAZE_MY-1)
.@skip=true;
// Finally skip
if (.@skip) {
// End of X axis (row)
if (.@x >= MAZE_MX-1) {
.@x1=0; .@al=true;
while (.@x1 < .@x) {
.@vi=MazeVar(.@x1, .@y);
// There's a wall somewhere
if (getd(.@v$+"$["+MAZE_EAST+"]") == "WALL") {
.@al=false;
break;
}
.@x1++;
}
// There's no walls, so we need safeties
if (.@al) {
// Could pick a random place, but...
.@skip=false; .@dirns=true;
}
// End of Y axis (column)
} else {
.@y1=0; .@al=true;
while (.@y1 < .@y) {
.@vi=MazeVar(.@x, .@y1);
// There's a wall somewhere
if (getd(.@v$+"$["+MAZESOUTH+"]") == "WALL") {
.@al=false;
break;
}
.@y1++;
}
// There's no walls, so we need safeties
if (.@al) {
// Could pick a random place, but...
.@skip=false; .@dirns=false;
}
}
}
// All fine, continue to next row
if (.@skip) {
.@y++;
continue;
}
debugmes "(%d, %d) editing from %d", .@x, .@y, getd(.@v$+"_ID");
// At least one of those paths must be open
if (.@dirns) {
// Force the opening to south
.@v2$=MazeVar(.@x, .@y+1);
setd(.@v$+"$["+MAZESOUTH+"]", str(.@x)+"_"+str(.@y+1));
setd(.@v2$+"$["+MAZENORTH+"]", str(.@x)+"_"+str(.@y));
debugmes "Edited NS axis: %s -> %s", .@v$, .@v2$;
} else {
// Force the opening to east
.@v2$=MazeVar(.@x+1, .@y);
setd(.@v$+"$["+MAZE_EAST+"]", str(.@x+1)+"_"+str(.@y));
setd(.@v2$+"$["+MAZE_WEST+"]", str(.@x)+"_"+str(.@y));
debugmes "Edited WE axis: %s -> %s", .@v$, .@v2$;
}
// Fix type
setd(.@v$+"_ID", FindMazeTypeByCon(.@v$));
setd(.@v2$+"_ID", FindMazeTypeByCon(.@v2$));
// End the fix loop
.@y++;
debugmes "(%d, %d)", .@x, .@y;
}
.@x++;
.@y=0;
debugmes "(%d, %d)", .@x, .@y;
}
debugmes "(%d, %d)", .@x, .@y;
return;
}
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
// GenerateMaze(width, height) → Returns instance ID
function script GenerateMaze {
// Save maze configuration
MAZE_MX=getarg(0);
MAZE_MY=getarg(1);
freeloop(true);
// Delete previous maze data as relevant
debugmes "[STATUS] Clean up";
for (.@y=0; .@y < MAZE_MY; .@y++) {
for (.@x=0; .@x < MAZE_MX; .@x++) {
setd(MazeVar(.@x, .@y, "_ID"), 0);
deletearray(getd(MazeVar(.@x, .@y, "_ALLOWEDTYPES")));
deletearray(getd(MazeVar(.@x, .@y, "$")));
}
}
////////////////////
// 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;
}
// Lose some randomness to try to ensure every place is accessible
debugmes "[STATUS] Island Fix";
MazeFix();
// Debug the statuses
.@x=0; .@y=0;
setarray .@debug$, ".",
"↑", "→", "↓", "←",
"⮠", "⮡", "⮢", "⮣",
"ㅓ", "ㅏ", "ㅗ", "T",
"|", "—", "𐘁\ ";
debugmes "[STATUS] Finishing...";
for (.@y=0; .@y < MAZE_MY; .@y++) {
.@l$="";
.@lb$="";
freeloop(true);
for (.@x=0; .@x < MAZE_MX; .@x++) {
.@symbol$=getd(".@debug$["+getd(MazeVar(.@x, .@y, "_ID"))+"]");
//debugmes "[rpts] %d %d = %d", .@x, .@y, getd(MazeVar(.@x, .@y, "_ID"));
.@l$=.@l$+","+getd(MazeVar(.@x, .@y, "_ID"));
.@lb$=.@lb$+" "+.@symbol$;
}
// Debug human readable format + a easy to grep-replace RNG
// Pseudo-rng example: $@MAZES_12_4 = Random Maze 12, Row 4
// On the example, replace VAR_X with "MAZES_12"
debugmes "[REPORT-SA] setarray $@VAR_X_%d%s;", .@y, .@l$; // SetArray
debugmes "[REPORT-HR] %s", .@lb$; // HumanReadable
}
freeloop(false);
debugmes "[STATUS] Finished";
return true;
}
/////////////////////////////////////////////////////////////////////////////////
// WarpToMaze(dir)
function script WarpToMaze {
// Look up the destination map
switch (getarg(0)) {
case DIR_NORTH:
.@dst$=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;
}
/////////////////////////////////////////////////////////////////////////////////
// CreateMaze()
function script CreateMaze {
// Create the Maze instance or die trying
.@inst = instance_create("Maze "+getcharid(0), getcharid(3), IOT_CHAR);
if (.@inst < 0) end;
MAZE_ID=.@inst;
// 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);
debugmes "Maze instance created: %s", MAZE_ID;
return .@inst;
}
// InitMaze(maze_x, maze_y, {renew=True})
function script InitMaze {
// Should we renew the instance?
if (getarg(2, true))
instance_set_timeout(3600, 3600, MAZE_ID);
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);
select
l("Playtesting"),
l("RMG"),
l("RMG+Playtest");
mes "";
.@x=5;.@y=5;
if (@menu >= 2) {
// Width
mesf "Width (%d-25): ", max(1, @xvar);
input .@x, max(1, @xvar), 25;
// Height
mesf "Height (%d-25): ", max(1, @yvar);
input .@y, max(1, @yvar), 25;
// Amount of copies
mesf "N. Copies: ";
input .@loop, 1, 100;
// Prevent bugs
@xvar=.@x; @yvar=.@y;
}
if (@menu == 2) {
freeloop(true);
for (.@i=0; .@i < .@loop; .@i++) {
GenerateMaze(.@x, .@y);
debugmes "";
debugmes "";
// Throw some entropy
.@noname=rand2(.@loop*(1+.@i));
freeloop(true);
}
freeloop(false);
close;
}
GenerateMaze(.@x, .@y);
CreateMaze();
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
*/
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