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authorDiego Roversi <diegor@tiscali.it>2019-09-08 18:12:27 +0200
committerDiego Roversi <diegor@tiscali.it>2019-09-08 18:12:27 +0200
commit1d9925c287b318ec21343e2682b51ab6a36ae8db (patch)
tree17d1c0ac21eea6f291146520afa8381db4586fb4 /bubbob/save_rnglevel.py
initial commit from cvs 1.6.2
Diffstat (limited to 'bubbob/save_rnglevel.py')
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diff --git a/bubbob/save_rnglevel.py b/bubbob/save_rnglevel.py
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+#
+# This script outputs the random levels in a format you can
+# save into a file in the levels-directory and bub'n'bros
+# will be able to use it.
+#
+# this accepts the following parameters:
+# -seed N use random seed N for the generation
+#
+
+import sys
+import random
+import string
+sys.path.append('..')
+sys.path.append('../common')
+
+n_lvls = 1
+
+idx = 0
+while idx < len(sys.argv):
+ arg = sys.argv[idx]
+ idx += 1
+ if arg == '-seed':
+ arg = sys.argv[idx]
+ idx += 1
+ print "# Using seed: " + arg + "\n"
+ random.seed(arg)
+
+def printlvl(level):
+ mons = {}
+ monconv = {}
+ tmpmons = {}
+
+ # Populate monster tables
+ for y in range(0,level.HEIGHT):
+ for x in range(0,level.WIDTH):
+ wm = level.wmap[y][x]
+ if wm >= 'a':
+ m = getattr(level, wm)
+ if m.dir == 1:
+ dir = 'L'
+ else:
+ dir = 'R'
+ s = dir + m.cls.__name__
+ if tmpmons.has_key(s):
+ tmpmons[s].append(wm)
+ else:
+ tmpmons[s] = [wm]
+ # Build monster character conversion tables
+ lettr = 'a'
+ for m in tmpmons:
+ for n in tmpmons[m]:
+ monconv[n] = lettr
+ mons[lettr] = m
+ lettr = chr(ord(lettr) + 1)
+
+ # Build walls, replacing monsters from mons[]
+ walls = ""
+
+ for y in range(0,level.HEIGHT-1):
+ walls += "##"
+ for x in range(0,level.WIDTH):
+ wm = level.wmap[y][x]
+ if wm >= 'a':
+ if monconv.has_key(wm):
+ walls += monconv[wm]
+ else:
+ walls += '?'
+ else:
+ walls += wm
+ walls += "##\n"
+ walls += "##"
+ for x in range(0,level.WIDTH):
+ if level.wmap[0][x] == '#' or level.wmap[level.HEIGHT-1][x] == '#':
+ walls += "#"
+ else:
+ walls += " "
+ walls += "##\n"
+
+ # Build winds
+ winds = ""
+ for y in range(0,level.HEIGHT):
+ for x in range(0,level.WIDTH+4):
+ winds += level.winds[y][x]
+ winds += "\n"
+
+ for m in mons:
+ print " " + m + " = " + mons[m]
+
+ if level.letter:
+ print " letter = 1"
+ if level.fire:
+ print " fire = 1"
+ if level.lightning:
+ print " lightning = 1"
+ if level.water:
+ print " water = 1"
+ if level.top:
+ print " top = 1"
+
+ print " walls = \"\"\"\n" + walls + "\"\"\""
+ print " winds = \"\"\"\n" + winds + "\"\"\""
+
+
+for i in range(n_lvls):
+ print """
+import boarddef, mnstrmap, random
+from boarddef import LNasty, LMonky, LGhosty, LFlappy
+from boarddef import LSpringy, LOrcy, LGramy, LBlitzy
+from boarddef import RNasty, RMonky, RGhosty, RFlappy
+from boarddef import RSpringy, ROrcy, RGramy, RBlitzy
+"""
+
+ d = {'__name__': 'RandomLevels'}
+ execfile('levels/RandomLevels.py', d)
+
+ for i, Lvl in enumerate(d['GenerateLevels']()):
+ level = Lvl(i)
+
+ if level.monsters:
+ print "\n\nclass level%02d(boarddef.Level):" % (i+1)
+ else:
+ print "\n\nclass levelFinal(boarddef.Level):"
+
+ printlvl(level)
+ print