1606 lines
80 KiB
Plaintext
1606 lines
80 KiB
Plaintext
|
|
||
|
|
||
|
|
||
|
====== NEW LOGFILE ====
|
||
|
Loading vault file 'data/vaults/pub.vlt'
|
||
|
Loading vault file 'data/vaults/shrine.vlt'
|
||
|
Loading vault file 'data/vaults/diagcross.vlt'
|
||
|
Loading vault file 'data/vaults/oval.vlt'
|
||
|
Loading vault file 'data/vaults/glasscorner.vlt'
|
||
|
Loading vault file 'data/vaults/bedroom_common.vlt'
|
||
|
Loading vault file 'data/vaults/caveboss1.vlt'
|
||
|
Loading vault file 'data/vaults/crossroads.vlt'
|
||
|
Loading vault file 'data/vaults/cavein.vlt'
|
||
|
Loading vault file 'data/vaults/grove.vlt'
|
||
|
Loading vault file 'data/vaults/poolroom.vlt'
|
||
|
Loading vault file 'data/vaults/playerstart6.vlt'
|
||
|
Loading vault file 'data/vaults/coldroom.vlt'
|
||
|
Loading vault file 'data/vaults/pentroom2.vlt'
|
||
|
Loading vault file 'data/vaults/pitbridge.vlt'
|
||
|
Loading vault file 'data/vaults/cave_troll.vlt'
|
||
|
Loading vault file 'data/vaults/woodsboss1.vlt'
|
||
|
Loading vault file 'data/vaults/smalllake.vlt'
|
||
|
Loading vault file 'data/vaults/trapcorridor.vlt'
|
||
|
Loading vault file 'data/vaults/pitbridge_guarded.vlt'
|
||
|
Loading vault file 'data/vaults/riverroom.vlt'
|
||
|
Loading vault file 'data/vaults/fortified_room.vlt'
|
||
|
Loading vault file 'data/vaults/playerstart1.vlt'
|
||
|
Loading vault file 'data/vaults/playerstart3.vlt'
|
||
|
Loading vault file 'data/vaults/diningroom.vlt'
|
||
|
Loading vault file 'data/vaults/floodroom1.vlt'
|
||
|
Loading vault file 'data/vaults/caveboss2.vlt'
|
||
|
Loading vault file 'data/vaults/babayagahut_2.vlt'
|
||
|
Loading vault file 'data/vaults/dualroom.vlt'
|
||
|
Loading vault file 'data/vaults/circle.vlt'
|
||
|
Loading vault file 'data/vaults/roundabout.vlt'
|
||
|
Loading vault file 'data/vaults/heaven1.vlt'
|
||
|
Loading vault file 'data/vaults/bazaar.vlt'
|
||
|
Loading vault file 'data/vaults/playerstart2.vlt'
|
||
|
Loading vault file 'data/vaults/crossroads_fire.vlt'
|
||
|
Loading vault file 'data/vaults/pitroom.vlt'
|
||
|
Loading vault file 'data/vaults/traproom.vlt'
|
||
|
Loading vault file 'data/vaults/firepit.vlt'
|
||
|
Loading vault file 'data/vaults/antnest.vlt'
|
||
|
Loading vault file 'data/vaults/lair_cockatrice.vlt'
|
||
|
Loading vault file 'data/vaults/concentric.vlt'
|
||
|
Loading vault file 'data/vaults/windowinwall.vlt'
|
||
|
Loading vault file 'data/vaults/treecorridor.vlt'
|
||
|
Loading vault file 'data/vaults/fishbowl.vlt'
|
||
|
Loading vault file 'data/vaults/bedroom.vlt'
|
||
|
Loading vault file 'data/vaults/glasscross.vlt'
|
||
|
Loading vault file 'data/vaults/island.vlt'
|
||
|
Loading vault file 'data/vaults/stonecircle.vlt'
|
||
|
Loading vault file 'data/vaults/pillarglass.vlt'
|
||
|
Loading vault file 'data/vaults/sauna.vlt'
|
||
|
Loading vault file 'data/vaults/godshrine1.vlt'
|
||
|
Loading vault file 'data/vaults/jimbo.vlt'
|
||
|
Loading vault file 'data/vaults/babayagahut_1.vlt'
|
||
|
Loading vault file 'data/vaults/stomach1.vlt'
|
||
|
Loading vault file 'data/vaults/hut_shop.vlt'
|
||
|
Loading vault file 'data/vaults/crosshatch.vlt'
|
||
|
Loading vault file 'data/vaults/deep_poolroom.vlt'
|
||
|
Loading vault file 'data/vaults/chasm.vlt'
|
||
|
Loading vault file 'data/vaults/glassvault.vlt'
|
||
|
Loading vault file 'data/vaults/cell.vlt'
|
||
|
Loading vault file 'data/vaults/treecircle.vlt'
|
||
|
Loading vault file 'data/vaults/cave_bear.vlt'
|
||
|
Loading vault file 'data/vaults/playerstart7.vlt'
|
||
|
Loading vault file 'data/vaults/vault.vlt'
|
||
|
Loading vault file 'data/vaults/playerstart5.vlt'
|
||
|
Loading vault file 'data/vaults/brickwall.vlt'
|
||
|
Loading vault file 'data/vaults/mudroom.vlt'
|
||
|
Loading vault file 'data/vaults/pentroom1.vlt'
|
||
|
Loading vault file 'data/vaults/supplycloset_tech.vlt'
|
||
|
Loading vault file 'data/vaults/supplycloset.vlt'
|
||
|
Loading vault file 'data/vaults/dirtroom.vlt'
|
||
|
Loading vault file 'data/vaults/uturn.vlt'
|
||
|
Loading vault file 'data/vaults/monsterzoo.vlt'
|
||
|
Loading vault file 'data/vaults/woodhut.vlt'
|
||
|
Loading vault file 'data/vaults/labyrinth.vlt'
|
||
|
Loading vault file 'data/vaults/glasswall.vlt'
|
||
|
Loading vault file 'data/vaults/playerstart4.vlt'
|
||
|
Loading vault file 'data/vaults/pillar.vlt'
|
||
|
Successfully loaded 78 fixed vault definitions.
|
||
|
Could not open vault directory 'data/bones'
|
||
|
No savegame found.
|
||
|
colour pairs = 256
|
||
|
colours = 256
|
||
|
white is 0,0,1000
|
||
|
db: calling autoweild for player.
|
||
|
createmap() - Creating new map of region 'the surface', depth 1
|
||
|
look for adjacent maps above/below this one
|
||
|
map is the first world map. setting coords to 0,0.
|
||
|
[createmap.c] -about to check outline
|
||
|
checking region outline for things...
|
||
|
checking region outline for things...
|
||
|
Checking outlinething #0 (thing:depth=-9874,x=0,y=0 thismap:depth=1,x=0,y=0 ).
|
||
|
remembering region thing for later.
|
||
|
1 things remembered for later.
|
||
|
adding forced things first...
|
||
|
finished forced vault creation (0 placed).
|
||
|
creating map habitat.
|
||
|
+1661604507116472.000000 start actually making vault tree_circle
|
||
|
+677.000000 finished actually making vault tree_circle
|
||
|
+9.000000 start markroomwalls - vault tree_circle
|
||
|
+8.000000 finished markroomwalls - vault tree_circle
|
||
|
+5.000000 start addvaultcontents - vault tree_circle
|
||
|
+7.000000 finished addvaultcontents - vault tree_circle
|
||
|
+5.000000 start linkexits - vault tree_circle
|
||
|
+86.000000 finished linkexits - vault tree_circle
|
||
|
+6.000000 start locking cells - vault tree_circle
|
||
|
+5.000000 finished locking cells - vault tree_circle
|
||
|
+16151.000000 start actually making vault boulder_circle
|
||
|
+448.000000 finished actually making vault boulder_circle
|
||
|
+8.000000 start markroomwalls - vault boulder_circle
|
||
|
+7.000000 finished markroomwalls - vault boulder_circle
|
||
|
+5.000000 start addvaultcontents - vault boulder_circle
|
||
|
+7.000000 finished addvaultcontents - vault boulder_circle
|
||
|
+5.000000 start linkexits - vault boulder_circle
|
||
|
+86.000000 finished linkexits - vault boulder_circle
|
||
|
+6.000000 start locking cells - vault boulder_circle
|
||
|
+5.000000 finished locking cells - vault boulder_circle
|
||
|
finished map habitat.
|
||
|
adding home objects.
|
||
|
finished home objects.
|
||
|
adding remembered region outline things...
|
||
|
adding branchlink
|
||
|
finished remembered region outline things.
|
||
|
removing bad doors...
|
||
|
finished bad doors.
|
||
|
starting reachability fix...
|
||
|
fix_reachability starting.
|
||
|
fix_reachability not required for this habitat.
|
||
|
finished reachability fix.
|
||
|
About to finalise map
|
||
|
Need to create 0 up stairs.
|
||
|
Need to create 0 down stairs.
|
||
|
Finalisation finished.
|
||
|
About to autolink holes.
|
||
|
autolinked to 0 holes in adjacent maps.
|
||
|
joining unlinked stairs on this level...
|
||
|
Trying to link 'staircase going down'
|
||
|
couldn't link stairs: 'staircase going down' (probably no lower level yet)
|
||
|
linked 0 stairs.
|
||
|
adding random objects+monsters
|
||
|
linking to adjacent maps
|
||
|
fix_reachability starting.
|
||
|
fix_reachability not required for this habitat.
|
||
|
Map creation finished.
|
||
|
createmap() - Creating new map of region 'the realm of gods', depth 1
|
||
|
look for adjacent maps above/below this one
|
||
|
[createmap.c] -about to check outline
|
||
|
region has no outline.
|
||
|
0 things remembered for later.
|
||
|
adding forced things first...
|
||
|
finished forced vault creation (0 placed).
|
||
|
creating map habitat.
|
||
|
+29708.000000 start actually making vault heaven_1
|
||
|
+50010.000000 finished actually making vault heaven_1
|
||
|
+21.000000 start markroomwalls - vault heaven_1
|
||
|
+159.000000 finished markroomwalls - vault heaven_1
|
||
|
+3.000000 start addvaultcontents - vault heaven_1
|
||
|
+17.000000 finished addvaultcontents - vault heaven_1
|
||
|
+3.000000 start linkexits - vault heaven_1
|
||
|
+398.000000 finished linkexits - vault heaven_1
|
||
|
+3.000000 start locking cells - vault heaven_1
|
||
|
+3.000000 finished locking cells - vault heaven_1
|
||
|
finished map habitat.
|
||
|
adding home objects.
|
||
|
finished home objects.
|
||
|
adding remembered region outline things...
|
||
|
finished remembered region outline things.
|
||
|
removing bad doors...
|
||
|
finished bad doors.
|
||
|
starting reachability fix...
|
||
|
fix_reachability starting.
|
||
|
fix_reachability not required for this habitat.
|
||
|
finished reachability fix.
|
||
|
About to finalise map
|
||
|
Finalisation finished.
|
||
|
About to autolink holes.
|
||
|
autolinked to 0 holes in adjacent maps.
|
||
|
joining unlinked stairs on this level...
|
||
|
linked 0 stairs.
|
||
|
adding random objects+monsters
|
||
|
linking to adjacent maps
|
||
|
fix_reachability starting.
|
||
|
fix_reachability not required for this habitat.
|
||
|
Map creation finished.
|
||
|
createmap() - Creating new map of region 'the dungeon', depth 1
|
||
|
look for adjacent maps above/below this one
|
||
|
linking to parentmap the surface(0,0) (id #0) in dir up
|
||
|
setting map coords to 0,0 (based on parent map)
|
||
|
[createmap.c] -about to check outline
|
||
|
checking region outline for things...
|
||
|
checking region outline for things...
|
||
|
Checking outlinething #0 (thing:depth=1,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
remembering region thing for later.
|
||
|
Checking outlinething #1 (thing:depth=4,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #2 (thing:depth=2,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #3 (thing:depth=6,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #4 (thing:depth=6,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #5 (thing:depth=8,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #6 (thing:depth=8,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #7 (thing:depth=12,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #8 (thing:depth=25,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #9 (thing:depth=13,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #10 (thing:depth=4,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #11 (thing:depth=6,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #12 (thing:depth=10,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #13 (thing:depth=12,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #14 (thing:depth=16,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #15 (thing:depth=17,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #16 (thing:depth=21,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #17 (thing:depth=23,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
Checking outlinething #18 (thing:depth=7,x=-9874,y=-9874 thismap:depth=1,x=0,y=0 ).
|
||
|
1 things remembered for later.
|
||
|
adding forced things first...
|
||
|
adding rndvaultwithflag
|
||
|
+89212.000000 start actually making vault playerstart_4
|
||
|
+991.000000 finished actually making vault playerstart_4
|
||
|
+7.000000 start markroomwalls - vault playerstart_4
|
||
|
+7.000000 finished markroomwalls - vault playerstart_4
|
||
|
+2.000000 start addvaultcontents - vault playerstart_4
|
||
|
+5.000000 finished addvaultcontents - vault playerstart_4
|
||
|
+2.000000 start linkexits - vault playerstart_4
|
||
|
calling linkexit() for cell at 63,8 in roomid 0
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1################################################################################
|
||
|
2################################################################################
|
||
|
3################################################################################
|
||
|
4################################################################################
|
||
|
5################################################################################
|
||
|
6################################################################################
|
||
|
7################################################################################
|
||
|
8###############################################################0################
|
||
|
9############################################################0000000#############
|
||
|
0############################################################0000000#############
|
||
|
1############################################################0000000#############
|
||
|
2###########################################################000000000############
|
||
|
3############################################################0000000#############
|
||
|
4############################################################0000000#############
|
||
|
5############################################################0000000#############
|
||
|
6###############################################################0################
|
||
|
7################################################################################
|
||
|
8################################################################################
|
||
|
9################################################################################
|
||
|
0################################################################################
|
||
|
1################################################################################
|
||
|
2################################################################################
|
||
|
3################################################################################
|
||
|
4################################################################################
|
||
|
5################################################################################
|
||
|
6################################################################################
|
||
|
7################################################################################
|
||
|
8################################################################################
|
||
|
9################################################################################
|
||
|
checking all start dirs
|
||
|
63,7 going North maybe ok...
|
||
|
63,6 going North maybe ok...
|
||
|
63,5 going North maybe ok...
|
||
|
63,4 going North maybe ok...
|
||
|
63,3 going North maybe ok...
|
||
|
63,2 going North maybe ok...
|
||
|
63,1 going North maybe ok...
|
||
|
63,0 going North maybe ok...
|
||
|
going North hits edge of map.
|
||
|
64,8 going East maybe ok...
|
||
|
65,8 going East maybe ok...
|
||
|
66,8 going East maybe ok...
|
||
|
67,8 going East maybe ok...
|
||
|
68,8 going East maybe ok...
|
||
|
69,8 going East maybe ok...
|
||
|
70,8 going East maybe ok...
|
||
|
71,8 going East maybe ok...
|
||
|
72,8 going East maybe ok...
|
||
|
73,8 going East maybe ok...
|
||
|
74,8 going East maybe ok...
|
||
|
75,8 going East maybe ok...
|
||
|
76,8 going East maybe ok...
|
||
|
77,8 going East maybe ok...
|
||
|
78,8 going East maybe ok...
|
||
|
79,8 going East maybe ok...
|
||
|
going East hits edge of map.
|
||
|
63,9 going South, cell NOT ok for reachability.
|
||
|
62,8 going West maybe ok...
|
||
|
61,8 going West maybe ok...
|
||
|
60,8 going West maybe ok...
|
||
|
59,8 going West maybe ok...
|
||
|
58,8 going West maybe ok...
|
||
|
57,8 going West maybe ok...
|
||
|
56,8 going West maybe ok...
|
||
|
55,8 going West maybe ok...
|
||
|
54,8 going West maybe ok...
|
||
|
53,8 going West maybe ok...
|
||
|
52,8 going West maybe ok...
|
||
|
51,8 going West maybe ok...
|
||
|
50,8 going West maybe ok...
|
||
|
49,8 going West maybe ok...
|
||
|
48,8 going West maybe ok...
|
||
|
47,8 going West maybe ok...
|
||
|
46,8 going West maybe ok...
|
||
|
45,8 going West maybe ok...
|
||
|
44,8 going West maybe ok...
|
||
|
43,8 going West maybe ok...
|
||
|
42,8 going West maybe ok...
|
||
|
41,8 going West maybe ok...
|
||
|
40,8 going West maybe ok...
|
||
|
39,8 going West maybe ok...
|
||
|
38,8 going West maybe ok...
|
||
|
37,8 going West maybe ok...
|
||
|
36,8 going West maybe ok...
|
||
|
35,8 going West maybe ok...
|
||
|
34,8 going West maybe ok...
|
||
|
33,8 going West maybe ok...
|
||
|
32,8 going West maybe ok...
|
||
|
31,8 going West maybe ok...
|
||
|
30,8 going West maybe ok...
|
||
|
29,8 going West maybe ok...
|
||
|
28,8 going West maybe ok...
|
||
|
27,8 going West maybe ok...
|
||
|
26,8 going West maybe ok...
|
||
|
25,8 going West maybe ok...
|
||
|
24,8 going West maybe ok...
|
||
|
23,8 going West maybe ok...
|
||
|
22,8 going West maybe ok...
|
||
|
21,8 going West maybe ok...
|
||
|
20,8 going West maybe ok...
|
||
|
19,8 going West maybe ok...
|
||
|
18,8 going West maybe ok...
|
||
|
17,8 going West maybe ok...
|
||
|
16,8 going West maybe ok...
|
||
|
15,8 going West maybe ok...
|
||
|
14,8 going West maybe ok...
|
||
|
13,8 going West maybe ok...
|
||
|
12,8 going West maybe ok...
|
||
|
11,8 going West maybe ok...
|
||
|
10,8 going West maybe ok...
|
||
|
9,8 going West maybe ok...
|
||
|
8,8 going West maybe ok...
|
||
|
7,8 going West maybe ok...
|
||
|
6,8 going West maybe ok...
|
||
|
5,8 going West maybe ok...
|
||
|
4,8 going West maybe ok...
|
||
|
3,8 going West maybe ok...
|
||
|
2,8 going West maybe ok...
|
||
|
1,8 going West maybe ok...
|
||
|
0,8 going West maybe ok...
|
||
|
going West hits edge of map.
|
||
|
Using modified a* algorithm.
|
||
|
Other room distances from room 0:
|
||
|
Room 0 (distance 4) [start room]
|
||
|
Cannot find a way to link up.
|
||
|
calling linkexit() for cell at 59,12 in roomid 0
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1################################################################################
|
||
|
2################################################################################
|
||
|
3################################################################################
|
||
|
4################################################################################
|
||
|
5################################################################################
|
||
|
6################################################################################
|
||
|
7################################################################################
|
||
|
8###############################################################0################
|
||
|
9############################################################0000000#############
|
||
|
0############################################################0000000#############
|
||
|
1############################################################0000000#############
|
||
|
2###########################################################000000000############
|
||
|
3############################################################0000000#############
|
||
|
4############################################################0000000#############
|
||
|
5############################################################0000000#############
|
||
|
6###############################################################0################
|
||
|
7################################################################################
|
||
|
8################################################################################
|
||
|
9################################################################################
|
||
|
0################################################################################
|
||
|
1################################################################################
|
||
|
2################################################################################
|
||
|
3################################################################################
|
||
|
4################################################################################
|
||
|
5################################################################################
|
||
|
6################################################################################
|
||
|
7################################################################################
|
||
|
8################################################################################
|
||
|
9################################################################################
|
||
|
checking all start dirs
|
||
|
59,11 going North maybe ok...
|
||
|
59,10 going North maybe ok...
|
||
|
59,9 going North maybe ok...
|
||
|
59,8 going North maybe ok...
|
||
|
59,7 going North maybe ok...
|
||
|
59,6 going North maybe ok...
|
||
|
59,5 going North maybe ok...
|
||
|
59,4 going North maybe ok...
|
||
|
59,3 going North maybe ok...
|
||
|
59,2 going North maybe ok...
|
||
|
59,1 going North maybe ok...
|
||
|
59,0 going North maybe ok...
|
||
|
going North hits edge of map.
|
||
|
60,12 going East, cell NOT ok for reachability.
|
||
|
59,13 going South maybe ok...
|
||
|
59,14 going South maybe ok...
|
||
|
59,15 going South maybe ok...
|
||
|
59,16 going South maybe ok...
|
||
|
59,17 going South maybe ok...
|
||
|
59,18 going South maybe ok...
|
||
|
59,19 going South maybe ok...
|
||
|
59,20 going South maybe ok...
|
||
|
59,21 going South maybe ok...
|
||
|
59,22 going South maybe ok...
|
||
|
59,23 going South maybe ok...
|
||
|
59,24 going South maybe ok...
|
||
|
59,25 going South maybe ok...
|
||
|
59,26 going South maybe ok...
|
||
|
59,27 going South maybe ok...
|
||
|
59,28 going South maybe ok...
|
||
|
59,29 going South maybe ok...
|
||
|
going South hits edge of map.
|
||
|
58,12 going West maybe ok...
|
||
|
57,12 going West maybe ok...
|
||
|
56,12 going West maybe ok...
|
||
|
55,12 going West maybe ok...
|
||
|
54,12 going West maybe ok...
|
||
|
53,12 going West maybe ok...
|
||
|
52,12 going West maybe ok...
|
||
|
51,12 going West maybe ok...
|
||
|
50,12 going West maybe ok...
|
||
|
49,12 going West maybe ok...
|
||
|
48,12 going West maybe ok...
|
||
|
47,12 going West maybe ok...
|
||
|
46,12 going West maybe ok...
|
||
|
45,12 going West maybe ok...
|
||
|
44,12 going West maybe ok...
|
||
|
43,12 going West maybe ok...
|
||
|
42,12 going West maybe ok...
|
||
|
41,12 going West maybe ok...
|
||
|
40,12 going West maybe ok...
|
||
|
39,12 going West maybe ok...
|
||
|
38,12 going West maybe ok...
|
||
|
37,12 going West maybe ok...
|
||
|
36,12 going West maybe ok...
|
||
|
35,12 going West maybe ok...
|
||
|
34,12 going West maybe ok...
|
||
|
33,12 going West maybe ok...
|
||
|
32,12 going West maybe ok...
|
||
|
31,12 going West maybe ok...
|
||
|
30,12 going West maybe ok...
|
||
|
29,12 going West maybe ok...
|
||
|
28,12 going West maybe ok...
|
||
|
27,12 going West maybe ok...
|
||
|
26,12 going West maybe ok...
|
||
|
25,12 going West maybe ok...
|
||
|
24,12 going West maybe ok...
|
||
|
23,12 going West maybe ok...
|
||
|
22,12 going West maybe ok...
|
||
|
21,12 going West maybe ok...
|
||
|
20,12 going West maybe ok...
|
||
|
19,12 going West maybe ok...
|
||
|
18,12 going West maybe ok...
|
||
|
17,12 going West maybe ok...
|
||
|
16,12 going West maybe ok...
|
||
|
15,12 going West maybe ok...
|
||
|
14,12 going West maybe ok...
|
||
|
13,12 going West maybe ok...
|
||
|
12,12 going West maybe ok...
|
||
|
11,12 going West maybe ok...
|
||
|
10,12 going West maybe ok...
|
||
|
9,12 going West maybe ok...
|
||
|
8,12 going West maybe ok...
|
||
|
7,12 going West maybe ok...
|
||
|
6,12 going West maybe ok...
|
||
|
5,12 going West maybe ok...
|
||
|
4,12 going West maybe ok...
|
||
|
3,12 going West maybe ok...
|
||
|
2,12 going West maybe ok...
|
||
|
1,12 going West maybe ok...
|
||
|
0,12 going West maybe ok...
|
||
|
going West hits edge of map.
|
||
|
Using modified a* algorithm.
|
||
|
Other room distances from room 0:
|
||
|
Room 0 (distance 4) [start room]
|
||
|
Cannot find a way to link up.
|
||
|
calling linkexit() for cell at 67,12 in roomid 0
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1################################################################################
|
||
|
2################################################################################
|
||
|
3################################################################################
|
||
|
4################################################################################
|
||
|
5################################################################################
|
||
|
6################################################################################
|
||
|
7################################################################################
|
||
|
8###############################################################0################
|
||
|
9############################################################0000000#############
|
||
|
0############################################################0000000#############
|
||
|
1############################################################0000000#############
|
||
|
2###########################################################000000000############
|
||
|
3############################################################0000000#############
|
||
|
4############################################################0000000#############
|
||
|
5############################################################0000000#############
|
||
|
6###############################################################0################
|
||
|
7################################################################################
|
||
|
8################################################################################
|
||
|
9################################################################################
|
||
|
0################################################################################
|
||
|
1################################################################################
|
||
|
2################################################################################
|
||
|
3################################################################################
|
||
|
4################################################################################
|
||
|
5################################################################################
|
||
|
6################################################################################
|
||
|
7################################################################################
|
||
|
8################################################################################
|
||
|
9################################################################################
|
||
|
checking all start dirs
|
||
|
67,11 going North maybe ok...
|
||
|
67,10 going North maybe ok...
|
||
|
67,9 going North maybe ok...
|
||
|
67,8 going North maybe ok...
|
||
|
67,7 going North maybe ok...
|
||
|
67,6 going North maybe ok...
|
||
|
67,5 going North maybe ok...
|
||
|
67,4 going North maybe ok...
|
||
|
67,3 going North maybe ok...
|
||
|
67,2 going North maybe ok...
|
||
|
67,1 going North maybe ok...
|
||
|
67,0 going North maybe ok...
|
||
|
going North hits edge of map.
|
||
|
68,12 going East maybe ok...
|
||
|
69,12 going East maybe ok...
|
||
|
70,12 going East maybe ok...
|
||
|
71,12 going East maybe ok...
|
||
|
72,12 going East maybe ok...
|
||
|
73,12 going East maybe ok...
|
||
|
74,12 going East maybe ok...
|
||
|
75,12 going East maybe ok...
|
||
|
76,12 going East maybe ok...
|
||
|
77,12 going East maybe ok...
|
||
|
78,12 going East maybe ok...
|
||
|
79,12 going East maybe ok...
|
||
|
going East hits edge of map.
|
||
|
67,13 going South maybe ok...
|
||
|
67,14 going South maybe ok...
|
||
|
67,15 going South maybe ok...
|
||
|
67,16 going South maybe ok...
|
||
|
67,17 going South maybe ok...
|
||
|
67,18 going South maybe ok...
|
||
|
67,19 going South maybe ok...
|
||
|
67,20 going South maybe ok...
|
||
|
67,21 going South maybe ok...
|
||
|
67,22 going South maybe ok...
|
||
|
67,23 going South maybe ok...
|
||
|
67,24 going South maybe ok...
|
||
|
67,25 going South maybe ok...
|
||
|
67,26 going South maybe ok...
|
||
|
67,27 going South maybe ok...
|
||
|
67,28 going South maybe ok...
|
||
|
67,29 going South maybe ok...
|
||
|
going South hits edge of map.
|
||
|
66,12 going West, cell NOT ok for reachability.
|
||
|
Using modified a* algorithm.
|
||
|
Other room distances from room 0:
|
||
|
Room 0 (distance 4) [start room]
|
||
|
Cannot find a way to link up.
|
||
|
calling linkexit() for cell at 63,16 in roomid 0
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1################################################################################
|
||
|
2################################################################################
|
||
|
3################################################################################
|
||
|
4################################################################################
|
||
|
5################################################################################
|
||
|
6################################################################################
|
||
|
7################################################################################
|
||
|
8###############################################################0################
|
||
|
9############################################################0000000#############
|
||
|
0############################################################0000000#############
|
||
|
1############################################################0000000#############
|
||
|
2###########################################################000000000############
|
||
|
3############################################################0000000#############
|
||
|
4############################################################0000000#############
|
||
|
5############################################################0000000#############
|
||
|
6###############################################################0################
|
||
|
7################################################################################
|
||
|
8################################################################################
|
||
|
9################################################################################
|
||
|
0################################################################################
|
||
|
1################################################################################
|
||
|
2################################################################################
|
||
|
3################################################################################
|
||
|
4################################################################################
|
||
|
5################################################################################
|
||
|
6################################################################################
|
||
|
7################################################################################
|
||
|
8################################################################################
|
||
|
9################################################################################
|
||
|
checking all start dirs
|
||
|
63,15 going North, cell NOT ok for reachability.
|
||
|
64,16 going East maybe ok...
|
||
|
65,16 going East maybe ok...
|
||
|
66,16 going East maybe ok...
|
||
|
67,16 going East maybe ok...
|
||
|
68,16 going East maybe ok...
|
||
|
69,16 going East maybe ok...
|
||
|
70,16 going East maybe ok...
|
||
|
71,16 going East maybe ok...
|
||
|
72,16 going East maybe ok...
|
||
|
73,16 going East maybe ok...
|
||
|
74,16 going East maybe ok...
|
||
|
75,16 going East maybe ok...
|
||
|
76,16 going East maybe ok...
|
||
|
77,16 going East maybe ok...
|
||
|
78,16 going East maybe ok...
|
||
|
79,16 going East maybe ok...
|
||
|
going East hits edge of map.
|
||
|
63,17 going South maybe ok...
|
||
|
63,18 going South maybe ok...
|
||
|
63,19 going South maybe ok...
|
||
|
63,20 going South maybe ok...
|
||
|
63,21 going South maybe ok...
|
||
|
63,22 going South maybe ok...
|
||
|
63,23 going South maybe ok...
|
||
|
63,24 going South maybe ok...
|
||
|
63,25 going South maybe ok...
|
||
|
63,26 going South maybe ok...
|
||
|
63,27 going South maybe ok...
|
||
|
63,28 going South maybe ok...
|
||
|
63,29 going South maybe ok...
|
||
|
going South hits edge of map.
|
||
|
62,16 going West maybe ok...
|
||
|
61,16 going West maybe ok...
|
||
|
60,16 going West maybe ok...
|
||
|
59,16 going West maybe ok...
|
||
|
58,16 going West maybe ok...
|
||
|
57,16 going West maybe ok...
|
||
|
56,16 going West maybe ok...
|
||
|
55,16 going West maybe ok...
|
||
|
54,16 going West maybe ok...
|
||
|
53,16 going West maybe ok...
|
||
|
52,16 going West maybe ok...
|
||
|
51,16 going West maybe ok...
|
||
|
50,16 going West maybe ok...
|
||
|
49,16 going West maybe ok...
|
||
|
48,16 going West maybe ok...
|
||
|
47,16 going West maybe ok...
|
||
|
46,16 going West maybe ok...
|
||
|
45,16 going West maybe ok...
|
||
|
44,16 going West maybe ok...
|
||
|
43,16 going West maybe ok...
|
||
|
42,16 going West maybe ok...
|
||
|
41,16 going West maybe ok...
|
||
|
40,16 going West maybe ok...
|
||
|
39,16 going West maybe ok...
|
||
|
38,16 going West maybe ok...
|
||
|
37,16 going West maybe ok...
|
||
|
36,16 going West maybe ok...
|
||
|
35,16 going West maybe ok...
|
||
|
34,16 going West maybe ok...
|
||
|
33,16 going West maybe ok...
|
||
|
32,16 going West maybe ok...
|
||
|
31,16 going West maybe ok...
|
||
|
30,16 going West maybe ok...
|
||
|
29,16 going West maybe ok...
|
||
|
28,16 going West maybe ok...
|
||
|
27,16 going West maybe ok...
|
||
|
26,16 going West maybe ok...
|
||
|
25,16 going West maybe ok...
|
||
|
24,16 going West maybe ok...
|
||
|
23,16 going West maybe ok...
|
||
|
22,16 going West maybe ok...
|
||
|
21,16 going West maybe ok...
|
||
|
20,16 going West maybe ok...
|
||
|
19,16 going West maybe ok...
|
||
|
18,16 going West maybe ok...
|
||
|
17,16 going West maybe ok...
|
||
|
16,16 going West maybe ok...
|
||
|
15,16 going West maybe ok...
|
||
|
14,16 going West maybe ok...
|
||
|
13,16 going West maybe ok...
|
||
|
12,16 going West maybe ok...
|
||
|
11,16 going West maybe ok...
|
||
|
10,16 going West maybe ok...
|
||
|
9,16 going West maybe ok...
|
||
|
8,16 going West maybe ok...
|
||
|
7,16 going West maybe ok...
|
||
|
6,16 going West maybe ok...
|
||
|
5,16 going West maybe ok...
|
||
|
4,16 going West maybe ok...
|
||
|
3,16 going West maybe ok...
|
||
|
2,16 going West maybe ok...
|
||
|
1,16 going West maybe ok...
|
||
|
0,16 going West maybe ok...
|
||
|
going West hits edge of map.
|
||
|
Using modified a* algorithm.
|
||
|
Other room distances from room 0:
|
||
|
Room 0 (distance 4) [start room]
|
||
|
Cannot find a way to link up.
|
||
|
+8904.000000 finished linkexits - vault playerstart_4
|
||
|
+5.000000 start locking cells - vault playerstart_4
|
||
|
+3.000000 finished locking cells - vault playerstart_4
|
||
|
finished forced vault creation (1 placed).
|
||
|
creating map habitat.
|
||
|
START Creating dungeon
|
||
|
+3.000000 Starting shape selection.
|
||
|
+36.000000 Finished shape selection.
|
||
|
+62.000000 Starting initial delve.
|
||
|
+10321.000000 Finished initial delve.
|
||
|
+21.000000 Started removing small rooms.
|
||
|
+195.000000 Finsihed small rooms.
|
||
|
+3.000000 Started removing dead ends.
|
||
|
+9836.000000 Finished removing dead ends.
|
||
|
+5.000000 Starting loop introduction.
|
||
|
+50.000000 Finished loop introduction.
|
||
|
+3.000000 Starting room creation.
|
||
|
+3.000000 Starting create vault
|
||
|
+8903.000000 start actually making vault playerstart_1
|
||
|
+247.000000 finished actually making vault playerstart_1
|
||
|
+5.000000 start markroomwalls - vault playerstart_1
|
||
|
+7.000000 finished markroomwalls - vault playerstart_1
|
||
|
+2.000000 start addvaultcontents - vault playerstart_1
|
||
|
+24.000000 finished addvaultcontents - vault playerstart_1
|
||
|
+3.000000 start linkexits - vault playerstart_1
|
||
|
calling linkexit() for cell at 15,11 in roomid 1
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1#################################.........###...#######....##.......############
|
||
|
2#################################.###.###...........###.##.##.#####.############
|
||
|
3#################################.###.#############.###.##....#####.############
|
||
|
4###############################...###.##....#######.###.###########.############
|
||
|
5###############################.#####.##.##.#######.###.######..###.#.....######
|
||
|
6###############################.#####....##.#######...#.######......#.###.######
|
||
|
7###############################.###########.########..#.#############.###......#
|
||
|
8###############################.###########.###########.#######0#####.#######..#
|
||
|
9#######11111111################..##########.########....####0000000##.#######..#
|
||
|
0#########111111############......##########.########.#######0000000##.##########
|
||
|
1#######111111111###########.###############.########.#######0000000##.##########
|
||
|
2#########111111############.##..###########.########.......000000000#.##########
|
||
|
3#######11111111############.##..###########.########.#######0000000##.##########
|
||
|
4###########################.##.############..........#######0000000##.##########
|
||
|
5###########################....#############################0000000##..#########
|
||
|
6##############################.############.........###########0######.#########
|
||
|
7############################....#######...#.#######.##################.#########
|
||
|
8############################.##.#######.#.#.#######.#########........#.####....#
|
||
|
9############################..#.#######.#.#.#######.#########.######.#.####.##.#
|
||
|
0#############################.#.#######.#...#######.#########.###..#.#......##.#
|
||
|
1###########################...#.........#######.....####...##.###..#.######.##.#
|
||
|
2###########################.###################.########.#.##.####.#.###....##.#
|
||
|
3###########################.###################.########.#....####.#.###.#####.#
|
||
|
4###########################.###################.########.#########.#.###.##..#.#
|
||
|
5###########################.###################.#####..........###.#.###.##..#.#
|
||
|
6###########################......##############...###.########.###...#...##.##.#
|
||
|
7################################.#######..#######.###.########.#######.####.##.#
|
||
|
8################################..........#######.....########.........####....#
|
||
|
9################################################################################
|
||
|
checking all start dirs
|
||
|
15,10 going North maybe ok...
|
||
|
15,9 going North maybe ok...
|
||
|
15,8 going North maybe ok...
|
||
|
15,7 going North maybe ok...
|
||
|
15,6 going North maybe ok...
|
||
|
15,5 going North maybe ok...
|
||
|
15,4 going North maybe ok...
|
||
|
15,3 going North maybe ok...
|
||
|
15,2 going North maybe ok...
|
||
|
15,1 going North maybe ok...
|
||
|
15,0 going North maybe ok...
|
||
|
going North hits edge of map.
|
||
|
16,11 going East maybe ok...
|
||
|
17,11 going East maybe ok...
|
||
|
18,11 going East maybe ok...
|
||
|
19,11 going East maybe ok...
|
||
|
20,11 going East maybe ok...
|
||
|
21,11 going East maybe ok...
|
||
|
22,11 going East maybe ok...
|
||
|
23,11 going East maybe ok...
|
||
|
24,11 going East maybe ok...
|
||
|
25,11 going East maybe ok...
|
||
|
26,11 going East maybe ok...
|
||
|
27,11 can make East path (hits empty cell at dist 12)
|
||
|
going East we can walk 12 steps
|
||
|
15,12 going South maybe ok...
|
||
|
15,13 going South maybe ok...
|
||
|
15,14 going South maybe ok...
|
||
|
15,15 going South maybe ok...
|
||
|
15,16 going South maybe ok...
|
||
|
15,17 going South maybe ok...
|
||
|
15,18 going South maybe ok...
|
||
|
15,19 going South maybe ok...
|
||
|
15,20 going South maybe ok...
|
||
|
15,21 going South maybe ok...
|
||
|
15,22 going South maybe ok...
|
||
|
15,23 going South maybe ok...
|
||
|
15,24 going South maybe ok...
|
||
|
15,25 going South maybe ok...
|
||
|
15,26 going South maybe ok...
|
||
|
15,27 going South maybe ok...
|
||
|
15,28 going South maybe ok...
|
||
|
15,29 going South maybe ok...
|
||
|
going South hits edge of map.
|
||
|
14,11 going West, cell NOT ok for reachability.
|
||
|
Linking directly East (distance 12).
|
||
|
+2248.000000 finished linkexits - vault playerstart_1
|
||
|
+4.000000 start locking cells - vault playerstart_1
|
||
|
+2.000000 finished locking cells - vault playerstart_1
|
||
|
+2.000000 Finished createvault (success)
|
||
|
+3.000000 Starting create vault
|
||
|
+7799.000000 start actually making vault playerstart_3
|
||
|
+180.000000 finished actually making vault playerstart_3
|
||
|
+4.000000 start markroomwalls - vault playerstart_3
|
||
|
+9.000000 finished markroomwalls - vault playerstart_3
|
||
|
+2.000000 start addvaultcontents - vault playerstart_3
|
||
|
+4.000000 finished addvaultcontents - vault playerstart_3
|
||
|
+3.000000 start autodoors - vault playerstart_3
|
||
|
+29.000000 finished autodoors - vault playerstart_3
|
||
|
+3.000000 start linkexits - vault playerstart_3
|
||
|
calling linkexit() for cell at 7,17 in roomid 2
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1#################################.........###...#######....##.......############
|
||
|
2#################################.###.###...........###.##.##.#####.############
|
||
|
3#################################.###.#############.###.##....#####.############
|
||
|
4###############################...###.##....#######.###.###########.############
|
||
|
5###############################.#####.##.##.#######.###.######..###.#.....######
|
||
|
6###############################.#####....##.#######...#.######......#.###.######
|
||
|
7###############################.###########.########..#.#############.###......#
|
||
|
8###############################.###########.###########.#######0#####.#######..#
|
||
|
9#######11111111################..##########.########....####0000000##.#######..#
|
||
|
0#########111111############......##########.########.#######0000000##.##########
|
||
|
1#######111111111............###############.########.#######0000000##.##########
|
||
|
2#########111111############.##..###########.########.......000000000#.##########
|
||
|
3#######11111111############.##..###########.########.#######0000000##.##########
|
||
|
4###########################.##.############..........#######0000000##.##########
|
||
|
5###########################....#############################0000000##..#########
|
||
|
6##############################.############.........###########0######.#########
|
||
|
7#######22222222#############....#######...#.#######.##################.#########
|
||
|
8########2#22##2#############.##.#######.#.#.#######.#########........#.####....#
|
||
|
9########2##2##2#############..#.#######.#.#.#######.#########.######.#.####.##.#
|
||
|
0########2#222#2##############.#.#######.#...#######.#########.###..#.#......##.#
|
||
|
1########2##2##2############...#.........#######.....####...##.###..#.######.##.#
|
||
|
2########2#####2############.###################.########.#.##.####.#.###....##.#
|
||
|
3########22222222###########.###################.########.#....####.#.###.#####.#
|
||
|
4##############2############.###################.########.#########.#.###.##..#.#
|
||
|
5###########################.###################.#####..........###.#.###.##..#.#
|
||
|
6###########################......##############...###.########.###...#...##.##.#
|
||
|
7################################.#######..#######.###.########.#######.####.##.#
|
||
|
8################################..........#######.....########.........####....#
|
||
|
9################################################################################
|
||
|
checking all start dirs
|
||
|
7,16 going North maybe ok...
|
||
|
7,15 going North maybe ok...
|
||
|
7,14 going North, cell NOT ok for reachability.
|
||
|
8,17 going East, cell NOT ok for reachability.
|
||
|
7,18 going South maybe ok...
|
||
|
7,19 going South maybe ok...
|
||
|
7,20 going South maybe ok...
|
||
|
7,21 going South maybe ok...
|
||
|
7,22 going South maybe ok...
|
||
|
7,23 going South maybe ok...
|
||
|
7,24 going South maybe ok...
|
||
|
7,25 going South maybe ok...
|
||
|
7,26 going South maybe ok...
|
||
|
7,27 going South maybe ok...
|
||
|
7,28 going South maybe ok...
|
||
|
7,29 going South maybe ok...
|
||
|
going South hits edge of map.
|
||
|
6,17 going West maybe ok...
|
||
|
5,17 going West maybe ok...
|
||
|
4,17 going West maybe ok...
|
||
|
3,17 going West maybe ok...
|
||
|
2,17 going West maybe ok...
|
||
|
1,17 going West maybe ok...
|
||
|
0,17 going West maybe ok...
|
||
|
going West hits edge of map.
|
||
|
Using modified a* algorithm.
|
||
|
Other room distances from room 2:
|
||
|
Room 2 (distance 5) [start room]
|
||
|
Room 1 (distance 6)
|
||
|
Room 0 (distance 56)
|
||
|
linkexit() pathfind - finding path from 7,17 (room 2) to room 1.
|
||
|
checking around (7,17):
|
||
|
North = not on open list. adding.
|
||
|
East = not usable ( going East hits empty cell of same room. invalid.). ignoring.
|
||
|
South = not on open list. adding.
|
||
|
West = not on open list. adding.
|
||
|
checking around (7,16):
|
||
|
North = not on open list. adding.
|
||
|
East = not on open list. adding.
|
||
|
South = on closed list.
|
||
|
West = not on open list. adding.
|
||
|
checking around (7,15):
|
||
|
North = not usable ( going North hits wall adjacent to door. invalid.). ignoring.
|
||
|
East = not on open list. adding.
|
||
|
South = on closed list.
|
||
|
West = not on open list. adding.
|
||
|
checking around (8,15):
|
||
|
North = not usable ( going North hits wall adjacent to door. invalid.). ignoring.
|
||
|
East = not on open list. adding.
|
||
|
South = already on open list. recalcing.
|
||
|
West = on closed list.
|
||
|
checking around (8,16):
|
||
|
North = on closed list.
|
||
|
East = not on open list. adding.
|
||
|
South = not usable ( going South hits empty cell of same room. invalid.). ignoring.
|
||
|
West = on closed list.
|
||
|
checking around (9,16):
|
||
|
North = already on open list. recalcing.
|
||
|
East = not on open list. adding.
|
||
|
South = not usable ( going South hits empty cell of same room. invalid.). ignoring.
|
||
|
West = on closed list.
|
||
|
checking around (9,15):
|
||
|
North = not usable ( going North hits wall adjacent to door. invalid.). ignoring.
|
||
|
East = not on open list. adding.
|
||
|
South = on closed list.
|
||
|
West = on closed list.
|
||
|
checking around (6,15):
|
||
|
North = not on open list. adding.
|
||
|
East = on closed list.
|
||
|
South = already on open list. recalcing.
|
||
|
West = not on open list. adding.
|
||
|
checking around (6,16):
|
||
|
North = on closed list.
|
||
|
East = on closed list.
|
||
|
South = already on open list. recalcing.
|
||
|
West = not on open list. adding.
|
||
|
checking around (6,17):
|
||
|
North = on closed list.
|
||
|
East = on closed list.
|
||
|
South = not on open list. adding.
|
||
|
West = not on open list. adding.
|
||
|
checking around (10,15):
|
||
|
North = not on open list. adding.
|
||
|
East = not on open list. adding.
|
||
|
South = already on open list. recalcing.
|
||
|
West = on closed list.
|
||
|
success - found a cell in the dest room!.
|
||
|
linkexit() - found path!
|
||
|
|
||
|
1: (0x57522e20 p=0x5752ec20) 10, 14
|
||
|
|
||
|
2: (0x5752ec20 p=0x5752e9c0) 10, 15
|
||
|
|
||
|
3: (0x5752e9c0 p=0x5752e760) 9, 15
|
||
|
|
||
|
4: (0x5752e760 p=0x5752e500) 8, 15
|
||
|
|
||
|
5: (0x5752e500 p=0x5753a300) 7, 15
|
||
|
|
||
|
6: (0x5753a300 p=0x57546100) 7, 16
|
||
|
|
||
|
7: (0x57546100 p=0x0) 7, 17
|
||
|
|
||
|
Breaking 1: (0x57522e20 p=0x5752ec20) 10, 14 r='astar pathfind link (from roomid 2)'
|
||
|
|
||
|
now 1: (0x57522e20 p=0x5752ec20)
|
||
|
|
||
|
Breaking 2: (0x5752ec20 p=0x5752e9c0) 10, 15 r='astar pathfind link (from roomid 2)'
|
||
|
|
||
|
now 2: (0x5752ec20 p=0x5752e9c0)
|
||
|
|
||
|
Breaking 3: (0x5752e9c0 p=0x5752e760) 9, 15 r='astar pathfind link (from roomid 2)'
|
||
|
|
||
|
now 3: (0x5752e9c0 p=0x5752e760)
|
||
|
|
||
|
Breaking 4: (0x5752e760 p=0x5752e500) 8, 15 r='astar pathfind link (from roomid 2)'
|
||
|
|
||
|
now 4: (0x5752e760 p=0x5752e500)
|
||
|
|
||
|
Breaking 5: (0x5752e500 p=0x5753a300) 7, 15 r='astar pathfind link (from roomid 2)'
|
||
|
|
||
|
now 5: (0x5752e500 p=0x5753a300)
|
||
|
|
||
|
Breaking 6: (0x5753a300 p=0x57546100) 7, 16 r='astar pathfind link (from roomid 2)'
|
||
|
|
||
|
now 6: (0x5753a300 p=0x57546100)
|
||
|
|
||
|
Breaking 7: (0x57546100 p=0x0) 7, 17 r='astar pathfind link (from roomid 2)'
|
||
|
|
||
|
now 7: (0x57546100 p=0x0)
|
||
|
|
||
|
linkexit() - SUCCESS. Path length is 7 steps.
|
||
|
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1#################################.........###...#######....##.......############
|
||
|
2#################################.###.###...........###.##.##.#####.############
|
||
|
3#################################.###.#############.###.##....#####.############
|
||
|
4###############################...###.##....#######.###.###########.############
|
||
|
5###############################.#####.##.##.#######.###.######..###.#.....######
|
||
|
6###############################.#####....##.#######...#.######......#.###.######
|
||
|
7###############################.###########.########..#.#############.###......#
|
||
|
8###############################.###########.###########.#######0#####.#######..#
|
||
|
9#######11111111################..##########.########....####0000000##.#######..#
|
||
|
0#########111111############......##########.########.#######0000000##.##########
|
||
|
1#######111111111............###############.########.#######0000000##.##########
|
||
|
2#########111111############.##..###########.########.......000000000#.##########
|
||
|
3#######11111111############.##..###########.########.#######0000000##.##########
|
||
|
4##########@################.##.############..........#######0000000##.##########
|
||
|
5#######@@@@################....#############################0000000##..#########
|
||
|
6#######@######################.############.........###########0######.#########
|
||
|
7#######@2222222#############....#######...#.#######.##################.#########
|
||
|
8########2#22##2#############.##.#######.#.#.#######.#########........#.####....#
|
||
|
9########2##2##2#############..#.#######.#.#.#######.#########.######.#.####.##.#
|
||
|
0########2#222#2##############.#.#######.#...#######.#########.###..#.#......##.#
|
||
|
1########2##2##2############...#.........#######.....####...##.###..#.######.##.#
|
||
|
2########2#####2############.###################.########.#.##.####.#.###....##.#
|
||
|
3########22222222###########.###################.########.#....####.#.###.#####.#
|
||
|
4##############2############.###################.########.#########.#.###.##..#.#
|
||
|
5###########################.###################.#####..........###.#.###.##..#.#
|
||
|
6###########################......##############...###.########.###...#...##.##.#
|
||
|
7################################.#######..#######.###.########.#######.####.##.#
|
||
|
8################################..........#######.....########.........####....#
|
||
|
9################################################################################
|
||
|
calling linkexit() for cell at 15,23 in roomid 2
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1#################################.........###...#######....##.......############
|
||
|
2#################################.###.###...........###.##.##.#####.############
|
||
|
3#################################.###.#############.###.##....#####.############
|
||
|
4###############################...###.##....#######.###.###########.############
|
||
|
5###############################.#####.##.##.#######.###.######..###.#.....######
|
||
|
6###############################.#####....##.#######...#.######......#.###.######
|
||
|
7###############################.###########.########..#.#############.###......#
|
||
|
8###############################.###########.###########.#######0#####.#######..#
|
||
|
9#######11111111################..##########.########....####0000000##.#######..#
|
||
|
0#########111111############......##########.########.#######0000000##.##########
|
||
|
1#######111111111............###############.########.#######0000000##.##########
|
||
|
2#########111111############.##..###########.########.......000000000#.##########
|
||
|
3#######11111111############.##..###########.########.#######0000000##.##########
|
||
|
4##########1################.##.############..........#######0000000##.##########
|
||
|
5#######....################....#############################0000000##..#########
|
||
|
6#######2######################.############.........###########0######.#########
|
||
|
7#######22222222#############....#######...#.#######.##################.#########
|
||
|
8########2#22##2#############.##.#######.#.#.#######.#########........#.####....#
|
||
|
9########2##2##2#############..#.#######.#.#.#######.#########.######.#.####.##.#
|
||
|
0########2#222#2##############.#.#######.#...#######.#########.###..#.#......##.#
|
||
|
1########2##2##2############...#.........#######.....####...##.###..#.######.##.#
|
||
|
2########2#####2############.###################.########.#.##.####.#.###....##.#
|
||
|
3########22222222###########.###################.########.#....####.#.###.#####.#
|
||
|
4##############2############.###################.########.#########.#.###.##..#.#
|
||
|
5###########################.###################.#####..........###.#.###.##..#.#
|
||
|
6###########################......##############...###.########.###...#...##.##.#
|
||
|
7################################.#######..#######.###.########.#######.####.##.#
|
||
|
8################################..........#######.....########.........####....#
|
||
|
9################################################################################
|
||
|
checking all start dirs
|
||
|
15,22 going North maybe ok...
|
||
|
15,21 going North maybe ok...
|
||
|
15,20 going North maybe ok...
|
||
|
15,19 going North maybe ok...
|
||
|
15,18 going North maybe ok...
|
||
|
15,17 going North maybe ok...
|
||
|
15,16 going North maybe ok...
|
||
|
15,15 going North maybe ok...
|
||
|
15,14 going North maybe ok...
|
||
|
15,13 going North, cell NOT ok for reachability.
|
||
|
16,23 going East maybe ok...
|
||
|
17,23 going East maybe ok...
|
||
|
18,23 going East maybe ok...
|
||
|
19,23 going East maybe ok...
|
||
|
20,23 going East maybe ok...
|
||
|
21,23 going East maybe ok...
|
||
|
22,23 going East maybe ok...
|
||
|
23,23 going East maybe ok...
|
||
|
24,23 going East maybe ok...
|
||
|
25,23 going East maybe ok...
|
||
|
26,23 going East maybe ok...
|
||
|
27,23 can make East path (hits empty cell at dist 12)
|
||
|
going East we can walk 12 steps
|
||
|
15,24 going South maybe ok...
|
||
|
15,25 going South maybe ok...
|
||
|
15,26 going South maybe ok...
|
||
|
15,27 going South maybe ok...
|
||
|
15,28 going South maybe ok...
|
||
|
15,29 going South maybe ok...
|
||
|
going South hits edge of map.
|
||
|
14,23 going West, cell NOT ok for reachability.
|
||
|
Linking directly East (distance 12).
|
||
|
calling linkexit() for cell at 14,24 in roomid 2
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1#################################.........###...#######....##.......############
|
||
|
2#################################.###.###...........###.##.##.#####.############
|
||
|
3#################################.###.#############.###.##....#####.############
|
||
|
4###############################...###.##....#######.###.###########.############
|
||
|
5###############################.#####.##.##.#######.###.######..###.#.....######
|
||
|
6###############################.#####....##.#######...#.######......#.###.######
|
||
|
7###############################.###########.########..#.#############.###......#
|
||
|
8###############################.###########.###########.#######0#####.#######..#
|
||
|
9#######11111111################..##########.########....####0000000##.#######..#
|
||
|
0#########111111############......##########.########.#######0000000##.##########
|
||
|
1#######111111111............###############.########.#######0000000##.##########
|
||
|
2#########111111############.##..###########.########.......000000000#.##########
|
||
|
3#######11111111############.##..###########.########.#######0000000##.##########
|
||
|
4##########1################.##.############..........#######0000000##.##########
|
||
|
5#######....################....#############################0000000##..#########
|
||
|
6#######2######################.############.........###########0######.#########
|
||
|
7#######22222222#############....#######...#.#######.##################.#########
|
||
|
8########2#22##2#############.##.#######.#.#.#######.#########........#.####....#
|
||
|
9########2##2##2#############..#.#######.#.#.#######.#########.######.#.####.##.#
|
||
|
0########2#222#2##############.#.#######.#...#######.#########.###..#.#......##.#
|
||
|
1########2##2##2############...#.........#######.....####...##.###..#.######.##.#
|
||
|
2########2#####2############.###################.########.#.##.####.#.###....##.#
|
||
|
3########22222222............###################.########.#....####.#.###.#####.#
|
||
|
4##############2############.###################.########.#########.#.###.##..#.#
|
||
|
5###########################.###################.#####..........###.#.###.##..#.#
|
||
|
6###########################......##############...###.########.###...#...##.##.#
|
||
|
7################################.#######..#######.###.########.#######.####.##.#
|
||
|
8################################..........#######.....########.........####....#
|
||
|
9################################################################################
|
||
|
checking all start dirs
|
||
|
14,23 going North, cell NOT ok for reachability.
|
||
|
15,24 going East maybe ok...
|
||
|
16,24 going East maybe ok...
|
||
|
can make East path (hits adjacent empty cell at dist 2)
|
||
|
17,24 going East maybe ok...
|
||
|
can make East path (hits adjacent empty cell at dist 3)
|
||
|
18,24 going East maybe ok...
|
||
|
can make East path (hits adjacent empty cell at dist 4)
|
||
|
19,24 going East maybe ok...
|
||
|
can make East path (hits adjacent empty cell at dist 5)
|
||
|
20,24 going East maybe ok...
|
||
|
can make East path (hits adjacent empty cell at dist 6)
|
||
|
21,24 going East maybe ok...
|
||
|
can make East path (hits adjacent empty cell at dist 7)
|
||
|
22,24 going East maybe ok...
|
||
|
can make East path (hits adjacent empty cell at dist 8)
|
||
|
23,24 going East maybe ok...
|
||
|
can make East path (hits adjacent empty cell at dist 9)
|
||
|
24,24 going East maybe ok...
|
||
|
can make East path (hits adjacent empty cell at dist 10)
|
||
|
25,24 going East maybe ok...
|
||
|
can make East path (hits adjacent empty cell at dist 11)
|
||
|
26,24 going East maybe ok...
|
||
|
can make East path (hits adjacent empty cell at dist 12)
|
||
|
27,24 can make East path (hits empty cell at dist 13)
|
||
|
going East we can walk 13 steps
|
||
|
14,25 going South maybe ok...
|
||
|
14,26 going South maybe ok...
|
||
|
14,27 going South maybe ok...
|
||
|
14,28 going South maybe ok...
|
||
|
14,29 going South maybe ok...
|
||
|
going South hits edge of map.
|
||
|
13,24 going West maybe ok...
|
||
|
12,24 going West maybe ok...
|
||
|
11,24 going West maybe ok...
|
||
|
10,24 going West maybe ok...
|
||
|
9,24 going West maybe ok...
|
||
|
8,24 going West maybe ok...
|
||
|
7,24 going West maybe ok...
|
||
|
6,24 going West maybe ok...
|
||
|
5,24 going West maybe ok...
|
||
|
4,24 going West maybe ok...
|
||
|
3,24 going West maybe ok...
|
||
|
2,24 going West maybe ok...
|
||
|
1,24 going West maybe ok...
|
||
|
0,24 going West maybe ok...
|
||
|
going West hits edge of map.
|
||
|
Linking directly East (distance 13).
|
||
|
+9106.000000 finished linkexits - vault playerstart_3
|
||
|
+4.000000 start locking cells - vault playerstart_3
|
||
|
+3.000000 finished locking cells - vault playerstart_3
|
||
|
+2.000000 Finished createvault (success)
|
||
|
+3.000000 Starting create vault
|
||
|
+3226.000000 start actually making vault fire_crossroads
|
||
|
+584.000000 finished actually making vault fire_crossroads
|
||
|
+6.000000 start markroomwalls - vault fire_crossroads
|
||
|
+4.000000 finished markroomwalls - vault fire_crossroads
|
||
|
+3.000000 start addvaultcontents - vault fire_crossroads
|
||
|
+4.000000 finished addvaultcontents - vault fire_crossroads
|
||
|
+2.000000 start linkexits - vault fire_crossroads
|
||
|
calling linkexit() for cell at 36,9 in roomid 3
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1#################################.........###...#######....##.......############
|
||
|
2#################################.###.###...........###.##.##.#####.############
|
||
|
3#################################.###.#############.###.##....#####.############
|
||
|
4###############################...###.##....#######.###.###########.############
|
||
|
5###############################.#####.##.##.#######.###.######..###.#.....######
|
||
|
6###############################.#####....##.#######...#.######......#.###.######
|
||
|
7###############################.###########.########..#.#############.###......#
|
||
|
8###############################.###########.###########.#######0#####.#######..#
|
||
|
9#######11111111################..###3######.########....####0000000##.#######..#
|
||
|
0#########111111############......##333#####.########.#######0000000##.##########
|
||
|
1#######111111111............######33333####.########.#######0000000##.##########
|
||
|
2#########111111############.##..###333#####.########.......000000000#.##########
|
||
|
3#######11111111############.##..####3######.########.#######0000000##.##########
|
||
|
4##########1################.##.############..........#######0000000##.##########
|
||
|
5#######....################....#############################0000000##..#########
|
||
|
6#######2######################.############.........###########0######.#########
|
||
|
7#######22222222#############....#######...#.#######.##################.#########
|
||
|
8########2#22##2#############.##.#######.#.#.#######.#########........#.####....#
|
||
|
9########2##2##2#############..#.#######.#.#.#######.#########.######.#.####.##.#
|
||
|
0########2#222#2##############.#.#######.#...#######.#########.###..#.#......##.#
|
||
|
1########2##2##2############...#.........#######.....####...##.###..#.######.##.#
|
||
|
2########2#####2############.###################.########.#.##.####.#.###....##.#
|
||
|
3########22222222............###################.########.#....####.#.###.#####.#
|
||
|
4##############22............###################.########.#########.#.###.##..#.#
|
||
|
5###########################.###################.#####..........###.#.###.##..#.#
|
||
|
6###########################......##############...###.########.###...#...##.##.#
|
||
|
7################################.#######..#######.###.########.#######.####.##.#
|
||
|
8################################..........#######.....########.........####....#
|
||
|
9################################################################################
|
||
|
checking all start dirs
|
||
|
36,8 going North maybe ok...
|
||
|
36,7 going North maybe ok...
|
||
|
36,6 going North maybe ok...
|
||
|
can make North path (hits adjacent empty cell at dist 3)
|
||
|
36,5 going North maybe ok...
|
||
|
can make North path (hits adjacent empty cell at dist 4)
|
||
|
36,4 going North maybe ok...
|
||
|
can make North path (hits adjacent empty cell at dist 5)
|
||
|
36,3 going North maybe ok...
|
||
|
can make North path (hits adjacent empty cell at dist 6)
|
||
|
36,2 going North maybe ok...
|
||
|
can make North path (hits adjacent empty cell at dist 7)
|
||
|
36,1 can make North path (hits empty cell at dist 8)
|
||
|
going North we can walk 8 steps
|
||
|
37,9 going East, cell NOT ok for reachability.
|
||
|
36,10 going South, cell NOT ok for reachability.
|
||
|
35,9 going West, cell NOT ok for reachability.
|
||
|
Linking directly North (distance 8).
|
||
|
calling linkexit() for cell at 34,11 in roomid 3
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1#################################.........###...#######....##.......############
|
||
|
2#################################.##..###...........###.##.##.#####.############
|
||
|
3#################################.##..#############.###.##....#####.############
|
||
|
4###############################...##..##....#######.###.###########.############
|
||
|
5###############################.####..##.##.#######.###.######..###.#.....######
|
||
|
6###############################.####.....##.#######...#.######......#.###.######
|
||
|
7###############################.####.######.########..#.#############.###......#
|
||
|
8###############################.####.######.###########.#######0#####.#######..#
|
||
|
9#######11111111################..###3######.########....####0000000##.#######..#
|
||
|
0#########111111############......##333#####.########.#######0000000##.##########
|
||
|
1#######111111111............######33333####.########.#######0000000##.##########
|
||
|
2#########111111############.##..###333#####.########.......000000000#.##########
|
||
|
3#######11111111############.##..####3######.########.#######0000000##.##########
|
||
|
4##########1################.##.############..........#######0000000##.##########
|
||
|
5#######....################....#############################0000000##..#########
|
||
|
6#######2######################.############.........###########0######.#########
|
||
|
7#######22222222#############....#######...#.#######.##################.#########
|
||
|
8########2#22##2#############.##.#######.#.#.#######.#########........#.####....#
|
||
|
9########2##2##2#############..#.#######.#.#.#######.#########.######.#.####.##.#
|
||
|
0########2#222#2##############.#.#######.#...#######.#########.###..#.#......##.#
|
||
|
1########2##2##2############...#.........#######.....####...##.###..#.######.##.#
|
||
|
2########2#####2############.###################.########.#.##.####.#.###....##.#
|
||
|
3########22222222............###################.########.#....####.#.###.#####.#
|
||
|
4##############22............###################.########.#########.#.###.##..#.#
|
||
|
5###########################.###################.#####..........###.#.###.##..#.#
|
||
|
6###########################......##############...###.########.###...#...##.##.#
|
||
|
7################################.#######..#######.###.########.#######.####.##.#
|
||
|
8################################..........#######.....########.........####....#
|
||
|
9################################################################################
|
||
|
checking all start dirs
|
||
|
34,10 going North, cell NOT ok for reachability.
|
||
|
35,11 going East, cell NOT ok for reachability.
|
||
|
34,12 going South, cell NOT ok for reachability.
|
||
|
33,11 going West maybe ok...
|
||
|
32,11 going West maybe ok...
|
||
|
can make West path (hits adjacent empty cell at dist 2)
|
||
|
31,11 going West maybe ok...
|
||
|
can make West path (hits adjacent empty cell at dist 3)
|
||
|
30,11 going West maybe ok...
|
||
|
can make West path (hits adjacent empty cell at dist 4)
|
||
|
29,11 going West maybe ok...
|
||
|
can make West path (hits adjacent empty cell at dist 5)
|
||
|
28,11 going West maybe ok...
|
||
|
can make West path (hits adjacent empty cell at dist 6)
|
||
|
27,11 can make West path (hits empty cell at dist 7)
|
||
|
going West we can walk 7 steps
|
||
|
Linking directly West (distance 7).
|
||
|
calling linkexit() for cell at 38,11 in roomid 3
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1#################################.........###...#######....##.......############
|
||
|
2#################################.##..###...........###.##.##.#####.############
|
||
|
3#################################.##..#############.###.##....#####.############
|
||
|
4###############################...##..##....#######.###.###########.############
|
||
|
5###############################.####..##.##.#######.###.######..###.#.....######
|
||
|
6###############################.####.....##.#######...#.######......#.###.######
|
||
|
7###############################.####.######.########..#.#############.###......#
|
||
|
8###############################.####.######.###########.#######0#####.#######..#
|
||
|
9#######11111111################..###3######.########....####0000000##.#######..#
|
||
|
0#########111111############......##333#####.########.#######0000000##.##########
|
||
|
1#######111111111..................33333####.########.#######0000000##.##########
|
||
|
2#########111111############.##..###333#####.########.......000000000#.##########
|
||
|
3#######11111111############.##..####3######.########.#######0000000##.##########
|
||
|
4##########1################.##.############..........#######0000000##.##########
|
||
|
5#######....################....#############################0000000##..#########
|
||
|
6#######2######################.############.........###########0######.#########
|
||
|
7#######22222222#############....#######...#.#######.##################.#########
|
||
|
8########2#22##2#############.##.#######.#.#.#######.#########........#.####....#
|
||
|
9########2##2##2#############..#.#######.#.#.#######.#########.######.#.####.##.#
|
||
|
0########2#222#2##############.#.#######.#...#######.#########.###..#.#......##.#
|
||
|
1########2##2##2############...#.........#######.....####...##.###..#.######.##.#
|
||
|
2########2#####2############.###################.########.#.##.####.#.###....##.#
|
||
|
3########22222222............###################.########.#....####.#.###.#####.#
|
||
|
4##############22............###################.########.#########.#.###.##..#.#
|
||
|
5###########################.###################.#####..........###.#.###.##..#.#
|
||
|
6###########################......##############...###.########.###...#...##.##.#
|
||
|
7################################.#######..#######.###.########.#######.####.##.#
|
||
|
8################################..........#######.....########.........####....#
|
||
|
9################################################################################
|
||
|
checking all start dirs
|
||
|
38,10 going North, cell NOT ok for reachability.
|
||
|
39,11 going East maybe ok...
|
||
|
40,11 going East maybe ok...
|
||
|
41,11 going East maybe ok...
|
||
|
42,11 going East maybe ok...
|
||
|
43,11 can make East path (hits empty cell at dist 5)
|
||
|
going East we can walk 5 steps
|
||
|
38,12 going South, cell NOT ok for reachability.
|
||
|
37,11 going West, cell NOT ok for reachability.
|
||
|
Linking directly East (distance 5).
|
||
|
calling linkexit() for cell at 36,13 in roomid 3
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1#################################.........###...#######....##.......############
|
||
|
2#################################.##..###...........###.##.##.#####.############
|
||
|
3#################################.##..#############.###.##....#####.############
|
||
|
4###############################...##..##....#######.###.###########.############
|
||
|
5###############################.####..##.##.#######.###.######..###.#.....######
|
||
|
6###############################.####.....##.#######...#.######......#.###.######
|
||
|
7###############################.####.######.########..#.#############.###......#
|
||
|
8###############################.####.######.###########.#######0#####.#######..#
|
||
|
9#######11111111################..###3######.########....####0000000##.#######..#
|
||
|
0#########111111############......##333#####.########.#######0000000##.##########
|
||
|
1#######111111111..................33333.....########.#######0000000##.##########
|
||
|
2#########111111############.##..###333#####.########.......000000000#.##########
|
||
|
3#######11111111############.##..####3######.########.#######0000000##.##########
|
||
|
4##########1################.##.############..........#######0000000##.##########
|
||
|
5#######....################....#############################0000000##..#########
|
||
|
6#######2######################.############.........###########0######.#########
|
||
|
7#######22222222#############....#######...#.#######.##################.#########
|
||
|
8########2#22##2#############.##.#######.#.#.#######.#########........#.####....#
|
||
|
9########2##2##2#############..#.#######.#.#.#######.#########.######.#.####.##.#
|
||
|
0########2#222#2##############.#.#######.#...#######.#########.###..#.#......##.#
|
||
|
1########2##2##2############...#.........#######.....####...##.###..#.######.##.#
|
||
|
2########2#####2############.###################.########.#.##.####.#.###....##.#
|
||
|
3########22222222............###################.########.#....####.#.###.#####.#
|
||
|
4##############22............###################.########.#########.#.###.##..#.#
|
||
|
5###########################.###################.#####..........###.#.###.##..#.#
|
||
|
6###########################......##############...###.########.###...#...##.##.#
|
||
|
7################################.#######..#######.###.########.#######.####.##.#
|
||
|
8################################..........#######.....########.........####....#
|
||
|
9################################################################################
|
||
|
checking all start dirs
|
||
|
36,12 going North, cell NOT ok for reachability.
|
||
|
37,13 going East, cell NOT ok for reachability.
|
||
|
36,14 going South maybe ok...
|
||
|
36,15 going South maybe ok...
|
||
|
36,16 going South maybe ok...
|
||
|
36,17 going South maybe ok...
|
||
|
36,18 going South maybe ok...
|
||
|
36,19 going South maybe ok...
|
||
|
36,20 going South maybe ok...
|
||
|
36,21 can make South path (hits empty cell at dist 8)
|
||
|
going South we can walk 8 steps
|
||
|
35,13 going West, cell NOT ok for reachability.
|
||
|
Linking directly South (distance 8).
|
||
|
+8592.000000 finished linkexits - vault fire_crossroads
|
||
|
+2.000000 start locking cells - vault fire_crossroads
|
||
|
+6.000000 finished locking cells - vault fire_crossroads
|
||
|
+2.000000 Finished createvault (success)
|
||
|
+3.000000 Starting create vault
|
||
|
+6984.000000 start actually making vault circular_room
|
||
|
+142.000000 finished actually making vault circular_room
|
||
|
+3.000000 start markroomwalls - vault circular_room
|
||
|
+8.000000 finished markroomwalls - vault circular_room
|
||
|
+3.000000 start addvaultcontents - vault circular_room
|
||
|
+4.000000 finished addvaultcontents - vault circular_room
|
||
|
+3.000000 start linkexits - vault circular_room
|
||
|
calling linkexit() for cell at 22,13 in roomid 4
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1#################################.........###...#######....##.......############
|
||
|
2#################################.##..###...........###.##.##.#####.############
|
||
|
3#################################.##..#############.###.##....#####.############
|
||
|
4###############################...##..##....#######.###.###########.############
|
||
|
5###############################.####..##.##.#######.###.######..###.#.....######
|
||
|
6###############################.####.....##.#######...#.######......#.###.######
|
||
|
7###############################.####.######.########..#.#############.###......#
|
||
|
8###############################.####.######.###########.#######0#####.#######..#
|
||
|
9#######11111111################..###3######.########....####0000000##.#######..#
|
||
|
0#########111111############......##333#####.########.#######0000000##.##########
|
||
|
1#######111111111..................33333.....########.#######0000000##.##########
|
||
|
2#########111111############.##..###333#####.########.......000000000#.##########
|
||
|
3#######11111111#######4#######..####3######.########.#######0000000##.##########
|
||
|
4##########1#########44444#####.#####.######..........#######0000000##.##########
|
||
|
5#######....########4444444##...#####.#######################0000000##..#########
|
||
|
6#######2##########444444444###.#####.######.........###########0######.#########
|
||
|
7#######22222222##44444444444....####.##...#.#######.##################.#########
|
||
|
8########2#22##2###444444444#.##.####.##.#.#.#######.#########........#.####....#
|
||
|
9########2##2##2####4444444##..#.####.##.#.#.#######.#########.######.#.####.##.#
|
||
|
0########2#222#2#####44444####.#.####.##.#...#######.#########.###..#.#......##.#
|
||
|
1########2##2##2#######4#####..#.........#######.....####...##.###..#.######.##.#
|
||
|
2########2#####2############.###################.########.#.##.####.#.###....##.#
|
||
|
3########22222222............###################.########.#....####.#.###.#####.#
|
||
|
4##############22............###################.########.#########.#.###.##..#.#
|
||
|
5###########################.###################.#####..........###.#.###.##..#.#
|
||
|
6###########################......##############...###.########.###...#...##.##.#
|
||
|
7################################.#######..#######.###.########.#######.####.##.#
|
||
|
8################################..........#######.....########.........####....#
|
||
|
9################################################################################
|
||
|
checking all start dirs
|
||
|
22,12 going North maybe ok...
|
||
|
22,11 can make North path (hits empty cell at dist 2)
|
||
|
going North we can walk 2 steps
|
||
|
23,13 going East, cell NOT ok for reachability.
|
||
|
22,14 going South, cell NOT ok for reachability.
|
||
|
21,13 going West, cell NOT ok for reachability.
|
||
|
Linking directly North (distance 2).
|
||
|
calling linkexit() for cell at 17,17 in roomid 4
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1#################################.........###...#######....##.......############
|
||
|
2#################################.##..###...........###.##.##.#####.############
|
||
|
3#################################.##..#############.###.##....#####.############
|
||
|
4###############################...##..##....#######.###.###########.############
|
||
|
5###############################.####..##.##.#######.###.######..###.#.....######
|
||
|
6###############################.####.....##.#######...#.######......#.###.######
|
||
|
7###############################.####.######.########..#.#############.###......#
|
||
|
8###############################.####.######.###########.#######0#####.#######..#
|
||
|
9#######11111111################..###3######.########....####0000000##.#######..#
|
||
|
0#########111111############......##333#####.########.#######0000000##.##########
|
||
|
1#######111111111..................33333.....########.#######0000000##.##########
|
||
|
2#########111111#######.####.##..###333#####.########.......000000000#.##########
|
||
|
3#######11111111#######4#######..####3######.########.#######0000000##.##########
|
||
|
4##########1#########44444#####.#####.######..........#######0000000##.##########
|
||
|
5#######....########4444444##...#####.#######################0000000##..#########
|
||
|
6#######2##########444444444###.#####.######.........###########0######.#########
|
||
|
7#######22222222##44444444444....####.##...#.#######.##################.#########
|
||
|
8########2#22##2###444444444#.##.####.##.#.#.#######.#########........#.####....#
|
||
|
9########2##2##2####4444444##..#.####.##.#.#.#######.#########.######.#.####.##.#
|
||
|
0########2#222#2#####44444####.#.####.##.#...#######.#########.###..#.#......##.#
|
||
|
1########2##2##2#######4#####..#.........#######.....####...##.###..#.######.##.#
|
||
|
2########2#####2############.###################.########.#.##.####.#.###....##.#
|
||
|
3########22222222............###################.########.#....####.#.###.#####.#
|
||
|
4##############22............###################.########.#########.#.###.##..#.#
|
||
|
5###########################.###################.#####..........###.#.###.##..#.#
|
||
|
6###########################......##############...###.########.###...#...##.##.#
|
||
|
7################################.#######..#######.###.########.#######.####.##.#
|
||
|
8################################..........#######.....########.........####....#
|
||
|
9################################################################################
|
||
|
checking all start dirs
|
||
|
17,16 going North, cell NOT ok for reachability.
|
||
|
18,17 going East, cell NOT ok for reachability.
|
||
|
17,18 going South, cell NOT ok for reachability.
|
||
|
16,17 going West maybe ok...
|
||
|
15,17 going West maybe ok...
|
||
|
14,17 can make West path (hits empty cell at dist 3)
|
||
|
going West we can walk 3 steps
|
||
|
Linking directly West (distance 3).
|
||
|
calling linkexit() for cell at 22,21 in roomid 4
|
||
|
dump of map 'dungeon L1 (id #2)' (80 x 30):
|
||
|
|
||
|
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||
|
0################################################################################
|
||
|
1#################################.........###...#######....##.......############
|
||
|
2#################################.##..###...........###.##.##.#####.############
|
||
|
3#################################.##..#############.###.##....#####.############
|
||
|
4###############################...##..##....#######.###.###########.############
|
||
|
5###############################.####..##.##.#######.###.######..###.#.....######
|
||
|
6###############################.####.....##.#######...#.######......#.###.######
|
||
|
7###############################.####.######.########..#.#############.###......#
|
||
|
8###############################.####.######.###########.#######0#####.#######..#
|
||
|
9#######11111111################..###3######.########....####0000000##.#######..#
|
||
|
0#########111111############......##333#####.########.#######0000000##.##########
|
||
|
1#######111111111..................33333.....########.#######0000000##.##########
|
||
|
2#########111111#######.####.##..###333#####.########.......000000000#.##########
|
||
|
3#######11111111#######4#######..####3######.########.#######0000000##.##########
|
||
|
4##########1#########44444#####.#####.######..........#######0000000##.##########
|
||
|
5#######....########4444444##...#####.#######################0000000##..#########
|
||
|
6#######2##########444444444###.#####.######.........###########0######.#########
|
||
|
7#######222222222.44444444444....####.##...#.#######.##################.#########
|
||
|
8########2#22##2###444444444#.##.####.##.#.#.#######.#########........#.####....#
|
||
|
9########2##2##2####4444444##..#.####.##.#.#.#######.#########.######.#.####.##.#
|
||
|
0########2#222#2#####44444####.#.####.##.#...#######.#########.###..#.#......##.#
|
||
|
1########2##2##2#######4#####..#.........#######.....####...##.###..#.######.##.#
|
||
|
2########2#####2############.###################.########.#.##.####.#.###....##.#
|
||
|
3########22222222............###################.########.#....####.#.###.#####.#
|
||
|
4##############22............###################.########.#########.#.###.##..#.#
|
||
|
5###########################.###################.#####..........###.#.###.##..#.#
|
||
|
6###########################......##############...###.########.###...#...##.##.#
|
||
|
7################################.#######..#######.###.########.#######.####.##.#
|
||
|
8################################..........#######.....########.........####....#
|
||
|
9################################################################################
|
||
|
checking all start dirs
|
||
|
22,20 going North, cell NOT ok for reachability.
|
||
|
23,21 going East, cell NOT ok for reachability.
|
||
|
22,22 going South maybe ok...
|
||
|
22,23 can make South path (hits empty cell at dist 2)
|
||
|
going South we can walk 2 steps
|
||
|
21,21 going West, cell NOT ok for reachability.
|
||
|
Linking directly South (distance 2).
|
||
|
+6447.000000 finished linkexits - vault circular_room
|
||
|
+5.000000 start locking cells - vault circular_room
|
||
|
+16.000000 finished locking cells - vault circular_room
|
||
|
+3.000000 Finished createvault (success)
|
||
|
+3.000000 Finished room creation.
|
||
|
+2.000000 Starting 2nd deadend removal.
|
||
|
+8680.000000 Finished 2nd deadend removal.
|
||
|
+13.000000 Starting room exit linking.
|
||
|
+4.000000 Finished room exit linking.
|
||
|
+2.000000 Starting pillars/objects/monsters
|
||
|
--> Will add 3 objects to room 0 (of 4)
|
||
|
--> Will add 3 objects to room 1 (of 4)
|
||
|
--> Will add 2 objects to room 2 (of 4)
|
||
|
--> Will add 3 objects to room 4 (of 4)
|
||
|
+4537.000000 Finished pillars/objects/monsters
|
||
|
+13.000000 Starting border
|
||
|
+39.000000 Finished border
|
||
|
FINISHED Finished dungeon (total time 88487.000000)
|
||
|
finished map habitat.
|
||
|
adding home objects.
|
||
|
finished home objects.
|
||
|
adding remembered region outline things...
|
||
|
finished remembered region outline things.
|
||
|
removing bad doors...
|
||
|
removed useless door at 7,17
|
||
|
finished bad doors.
|
||
|
starting reachability fix...
|
||
|
fix_reachability starting.
|
||
|
fix_reachability complete. no unreachable areas found.
|
||
|
finished reachability fix.
|
||
|
About to finalise map
|
||
|
linkstairs(): possibility: 'staircase going down'
|
||
|
linkstairs() - linked 'staircase going up' to 'staircase going down'.
|
||
|
Need to create 3 down stairs.
|
||
|
Created downstairs 'staircase going down'
|
||
|
Created downstairs 'staircase going down'
|
||
|
Created downstairs 'staircase going down'
|
||
|
Finalisation finished.
|
||
|
About to autolink holes.
|
||
|
autolinked to 0 holes in adjacent maps.
|
||
|
joining unlinked stairs on this level...
|
||
|
Trying to link 'staircase going down'
|
||
|
couldn't link stairs: 'staircase going down' (probably no lower level yet)
|
||
|
Trying to link 'staircase going down'
|
||
|
couldn't link stairs: 'staircase going down' (probably no lower level yet)
|
||
|
Trying to link 'staircase going down'
|
||
|
couldn't link stairs: 'staircase going down' (probably no lower level yet)
|
||
|
linked 0 stairs.
|
||
|
adding random objects+monsters
|
||
|
linking to adjacent maps
|
||
|
fix_reachability starting.
|
||
|
fix_reachability complete. no unreachable areas found.
|
||
|
Map creation finished.
|
||
|
linkstairs() - linked 'hole in the ground' to 'hole in the roof'.
|
||
|
db: calling autoweild for player.
|
||
|
db: calling autoweild for player.
|
||
|
added shortcut #9 = training
|
||
|
returning
|
||
|
added shortcut #0 = tiptoe
|
||
|
returning
|
||
|
added shortcut #1 = cook
|
||
|
returning
|
||
|
added shortcut #2 = alter attack style
|
||
|
next shortcut is 3
|
||
|
added shortcut #3 = wild strike
|
||
|
next shortcut is 4
|
||
|
added shortcut #4 = repair equipment
|
||
|
next shortcut is 5
|
||
|
added shortcut #5 = sprint
|
||
|
next shortcut is 6
|
||
|
added shortcut #6 = merciful fighting
|
||
|
next shortcut is 7
|
||
|
------ tick (time=18601 05:10:01) ----
|
||
|
------ tick (time=18661 05:11:01) ----
|
||
|
------ tick (time=18751 05:12:31) ----
|
||
|
------ tick (time=18811 05:13:31) ----
|
||
|
------ tick (time=18871 05:14:31) ----
|
||
|
------ tick (time=18931 05:15:31) ----
|
||
|
xx
|
||
|
------ tick (time=18991 05:16:31) ----
|