Exemple #1
0
        public void Generate(string name, int itemId, int floorPlan)
        {
            var test = DungeonClass.LoadDungeonClass(TxtDungeonName.Text);
            if (test == null)
            {
                MessageBox.Show("Dungeon not found.", this.Text, MessageBoxButtons.OK, MessageBoxIcon.Error);
                return;
            }

            try
            {
                var dungeon = new DungeonStructure(name, 0, itemId, "", 0, floorPlan);
                if (!ChkImage.Checked)
                {
                    TxtDungeon.Text = GetMazeAsString(dungeon);

                    TxtDungeon.Visible = true;
                    ImgDungeon.Visible = false;
                }
                else
                {
                    ImgDungeon.Image = GetBitmap(dungeon);

                    TxtDungeon.Visible = false;
                    ImgDungeon.Visible = true;
                }
            }
            catch (Exception ex)
            {
                MessageBox.Show("Error: " + ex.Message + ".", this.Text, MessageBoxButtons.OK, MessageBoxIcon.Error);
            }
        }
 public DungeonFloorStructure(DungeonStructure dungeon_structure, SDungeonFloor floor_desc, bool isLastFloor, DungeonFloorStructure prev)
 {
     pos = new Position(0, 0);
     start_pos = new Position(0, 0);
     prev_floor_structure = prev;
     this.dungeon_structure = dungeon_structure;
     HasBossRoom = floor_desc.HasBossRoom;
     branchProbability = floor_desc.branchProbability;
     coverageFactor = floor_desc.coverageFactor;
     IsLastFloor = isLastFloor;
     _calculate_size(floor_desc);
     _init_roomtraits();
     maze_generator = new MazeGenerator();
     _generate_maze(floor_desc);
 }
Exemple #3
0
 public DungeonFloorStructure(DungeonStructure dungeon_structure, SDungeonFloor floor_desc, bool isLastFloor, DungeonFloorStructure prev)
 {
     pos                    = new Position(0, 0);
     start_pos              = new Position(0, 0);
     prev_floor_structure   = prev;
     this.dungeon_structure = dungeon_structure;
     HasBossRoom            = floor_desc.HasBossRoom;
     branchProbability      = floor_desc.branchProbability;
     coverageFactor         = floor_desc.coverageFactor;
     IsLastFloor            = isLastFloor;
     _calculate_size(floor_desc);
     _init_roomtraits();
     maze_generator = new MazeGenerator();
     _generate_maze(floor_desc);
 }
Exemple #4
0
        static string GetMazeAsString(DungeonStructure dungeon)
        {
            var sw = new System.IO.StringWriter();

            for (int floorN = 0; floorN < dungeon.floors.Count; ++floorN)
            {
                var floor = dungeon.floors[floorN];
                var rooms = floor.maze_generator.rooms;

                sw.WriteLine("Floor {0}", floorN + 1);
                sw.WriteLine("  000102030405060708");
                for (int y = floor.maze_generator.height - 1; y >= 0; --y)
                {
                    var row = string.Format("{0,0:D2} ", y);
                    for (int x = 0; x < floor.maze_generator.width; ++x)
                    {
                        if (floor.maze_generator.start_pos.X == x && floor.maze_generator.start_pos.Y == y)
                            row += "S ";
                        else if (floor.maze_generator.end_pos.X == x && floor.maze_generator.end_pos.Y == y)
                            row += "B ";
                        else if (floor.maze_generator.rooms[x][y].isVisited > 0)
                            row += "X ";
                        else
                            row += "  ";
                    }
                    sw.WriteLine(row);
                }

                sw.WriteLine();
            }

            var result = sw.ToString();
            sw.Close();
            return result.Trim();
        }
Exemple #5
0
        private Bitmap GetBitmap(DungeonStructure dungeon)
        {
            var colorBackground = Color.FromArgb(0xf8, 0xdb, 0xb3);
            var colorPath = Color.FromArgb(0x9e, 0x85, 0x67);
            var colorStart = Color.FromArgb(0xff, 0xff, 0xff);
            var colorEnd = Color.FromArgb(0x5b, 0x4d, 0x3b);
            var solidBlack = new SolidBrush(Color.Black);

            var tileSize = 20;
            var maxTilesX = 0;
            var maxTilesY = 0;
            var perLine = 3;
            var fontSize = 10;

            var font = new Font(FontFamily.GenericSansSerif, fontSize);

            var textHeight = 10;
            using (var bmp = new Bitmap(1, 1))
            using (var g = Graphics.FromImage(bmp))
                textHeight = (int)g.MeasureString("test", font).Height;

            foreach (var floor in dungeon.floors)
            {
                if (floor.maze_generator.width > maxTilesX)
                    maxTilesX = floor.maze_generator.width;
                if (floor.maze_generator.height > maxTilesY)
                    maxTilesY = floor.maze_generator.height;
            }
            maxTilesX++;
            maxTilesY++;

            var imageW = (maxTilesX * tileSize) * (dungeon.floors.Count >= perLine ? perLine : dungeon.floors.Count) + tileSize * 2;
            var imageH = (maxTilesY * tileSize) * (int)Math.Ceiling(dungeon.floors.Count / (float)perLine) + tileSize * 2 + 10 + textHeight;

            var result = new Bitmap(imageW, imageH);

            using (var g = Graphics.FromImage(result))
            {
                g.FillRectangle(new SolidBrush(colorBackground), new Rectangle(0, 0, imageW, imageH));

                g.DrawString(dungeon.name, font, solidBlack, new PointF(10, 10));

                var xoff = tileSize;
                var yoff = tileSize + 10 + textHeight;
                var xcount = 0;

                for (int i = 0; i < dungeon.floors.Count; ++i)
                {
                    var floor = dungeon.floors[i];
                    var rooms = floor.maze_generator.rooms;

                    if (i > 0)
                    {
                        xoff += (maxTilesX * tileSize);
                        if (++xcount >= perLine)
                        {
                            xoff = tileSize;
                            yoff += (maxTilesY * tileSize);
                            xcount = 0;
                        }
                    }

                    for (int y = 0; y < floor.maze_generator.height; ++y)
                    {
                        for (int x = 0; x < floor.maze_generator.width; ++x)
                        {
                            var color = Color.Transparent;

                            if (floor.maze_generator.start_pos.X == x && floor.maze_generator.start_pos.Y == y)
                            {
                                color = colorStart;
                            }
                            else if (floor.maze_generator.end_pos.X == x && floor.maze_generator.end_pos.Y == y)
                            {
                                color = colorEnd;
                            }
                            else if (rooms[x][y].isVisited > 0)
                            {
                                color = colorPath;
                            }

                            if (color != Color.Transparent)
                            {
                                var brush = new SolidBrush(color);

                                var xp = x * tileSize + xoff;
                                var yp = (floor.maze_generator.height - y - 1) * tileSize + yoff;
                                var wp = tileSize;
                                var hp = tileSize;

                                if (color != colorPath)
                                {
                                    g.FillRectangle(new SolidBrush(color), new Rectangle(xp, yp, wp, hp));
                                }
                                else
                                {
                                    var subTileSize = (int)(tileSize / 4f);
                                    wp = subTileSize * 2;
                                    hp = subTileSize * 2;
                                    xp += subTileSize;
                                    yp += subTileSize;

                                    g.FillRectangle(new SolidBrush(color), new Rectangle(xp, yp, wp, hp));

                                    var code = 0;
                                    for (var d = 0; d < 4; ++d)
                                    {
                                        if (rooms[x][y].directions[d] > 0)
                                            code |= 1 << d * 4;
                                    }

                                    if ((code & 0x1000) != 0)
                                        g.FillRectangle(brush, new Rectangle(xp - subTileSize, yp, wp, hp));

                                    if ((code & 0x0100) != 0)
                                        g.FillRectangle(brush, new Rectangle(xp, yp + subTileSize, wp, hp));

                                    if ((code & 0x0010) != 0)
                                        g.FillRectangle(brush, new Rectangle(xp + subTileSize, yp, wp, hp));

                                    if ((code & 0x0001) != 0)
                                        g.FillRectangle(brush, new Rectangle(xp, yp - subTileSize, wp, hp));
                                }

                                //g.DrawString(x + "," + y, new Font(FontFamily.GenericSansSerif, 8), solidBlack, new PointF(x * tileSize + xoff, (floor.maze_generator.height - y - 1) * tileSize + yoff));
                                //g.DrawRectangle(new Pen(Color.Black), new Rectangle(x * tileSize + xoff, (floor.maze_generator.height - y - 1) * tileSize + yoff, tileSize, tileSize));
                            }
                        }
                    }
                }
            }

            return result;
        }