public static PatternReplaceCount FloorPatternRect(VMArchitecture target, Rectangle rect, ushort dir, ushort pattern, sbyte level) //returns floors covered { PatternReplaceCount floorsCovered = new PatternReplaceCount(true); if (rect.Width == 0 && rect.Height == 0) { //dot mode, just fill a tile. can be a diagonal. if (rect.X < 0 || rect.X >= target.Width || rect.Y < 0 || rect.Y >= target.Width) { return(floorsCovered); } var wall = target.GetWall((short)rect.X, (short)rect.Y, level); if ((wall.Segments & AnyDiag) > 0 && pattern < 65534) { bool side = ((wall.Segments & WallSegments.HorizontalDiag) > 0) ? (dir < 2) : (dir < 1 || dir > 2); if (side) { if (wall.TopLeftStyle != pattern) { floorsCovered.Add(wall.TopLeftStyle); wall.TopLeftStyle = pattern; } } else { if (wall.TopLeftPattern != pattern) { floorsCovered.Add(wall.TopLeftPattern); wall.TopLeftPattern = pattern; } } target.SetWall((short)rect.X, (short)rect.Y, level, wall); } else if ((wall.Segments & AnyDiag) == 0) { var floor = target.GetFloor((short)rect.X, (short)rect.Y, level); if (floor.Pattern != pattern) { var old = floor.Pattern; floor.Pattern = pattern; if (target.SetFloor((short)rect.X, (short)rect.Y, level, floor, false)) { floorsCovered.DAdd(old); } } } return(floorsCovered); } var xEnd = Math.Min(target.Width, rect.X + rect.Width + 1); var yEnd = Math.Min(target.Height, rect.Y + rect.Height + 1); for (int y = Math.Max(0, rect.Y); y < yEnd; y++) { for (int x = Math.Max(0, rect.X); x < xEnd; x++) { var wall = target.GetWall((short)x, (short)y, level); if ((wall.Segments & AnyDiag) > 0) //diagonal floors are stored in walls { if (pattern < 65534) { continue; } if (wall.TopLeftStyle != pattern) { wall.TopLeftStyle = pattern; floorsCovered.Add(wall.TopLeftStyle); } if (wall.TopLeftPattern != pattern) { wall.TopLeftPattern = pattern; floorsCovered.Add(wall.TopLeftPattern); } target.SetWall((short)x, (short)y, level, wall); } else { var floor = target.GetFloor((short)x, (short)y, level); if (floor.Pattern != pattern) { var old = floor.Pattern; floor.Pattern = pattern; if (target.SetFloor((short)x, (short)y, level, floor, false)) { floorsCovered.DAdd(old); } } } } } return(floorsCovered); }
//returns floors covered public static PatternReplaceCount FloorPatternRect(VMArchitecture target, Rectangle rect, ushort dir, ushort pattern, sbyte level) { PatternReplaceCount floorsCovered = new PatternReplaceCount(true); if (rect.Width == 0 && rect.Height == 0) { //dot mode, just fill a tile. can be a diagonal. if (rect.X < 0 || rect.X >= target.Width || rect.Y < 0 || rect.Y >= target.Width) return floorsCovered; var wall = target.GetWall((short)rect.X, (short)rect.Y, level); if ((wall.Segments & AnyDiag) > 0 && pattern < 65534) { bool side = ((wall.Segments & WallSegments.HorizontalDiag) > 0) ? (dir < 2) : (dir < 1 || dir > 2); if (side) { if (wall.TopLeftStyle != pattern) { floorsCovered.Add(wall.TopLeftStyle); wall.TopLeftStyle = pattern; } } else { if (wall.TopLeftPattern != pattern) { floorsCovered.Add(wall.TopLeftPattern); wall.TopLeftPattern = pattern; } } target.SetWall((short)rect.X, (short)rect.Y, level, wall); } else if ((wall.Segments & AnyDiag) == 0) { var floor = target.GetFloor((short)rect.X, (short)rect.Y, level); if (floor.Pattern != pattern) { var old = floor.Pattern; floor.Pattern = pattern; if (target.SetFloor((short)rect.X, (short)rect.Y, level, floor, false)) floorsCovered.DAdd(old); } } return floorsCovered; } var xEnd = Math.Min(target.Width, rect.X + rect.Width+1); var yEnd = Math.Min(target.Height, rect.Y + rect.Height+1); for (int y = Math.Max(0, rect.Y); y < yEnd; y++) { for (int x = Math.Max(0, rect.X); x < xEnd; x++) { var wall = target.GetWall((short)x, (short)y, level); if ((wall.Segments & AnyDiag) > 0) //diagonal floors are stored in walls { if (pattern < 65534) continue; if (wall.TopLeftStyle != pattern) { wall.TopLeftStyle = pattern; floorsCovered.Add(wall.TopLeftStyle); } if (wall.TopLeftPattern != pattern) { wall.TopLeftPattern = pattern; floorsCovered.Add(wall.TopLeftPattern); } target.SetWall((short)x, (short)y, level, wall); } else { var floor = target.GetFloor((short)x, (short)y, level); if (floor.Pattern != pattern) { var old = floor.Pattern; floor.Pattern = pattern; if (target.SetFloor((short)x, (short)y, level, floor, false)) floorsCovered.DAdd(old); } } } } return floorsCovered; }
/// <summary> /// Fills a room with a certain Floor pattern. Returns floors covered /// </summary> public static PatternReplaceCount FloorPatternFill(VMArchitecture target, Point pos, ushort pattern, sbyte level) //for first floor gen, curRoom should be 1. For floors above, it should be the last genmap result { if (pattern > 65533 || pos.X < 0 || pos.X >= target.Width || pos.Y < 0 || pos.Y >= target.Height) { return(new PatternReplaceCount()); } pos.X = Math.Max(Math.Min(pos.X, target.Width - 1), 0); pos.Y = Math.Max(Math.Min(pos.Y, target.Height - 1), 0); var walls = target.Walls[level - 1]; var width = target.Width; var height = target.Height; PatternReplaceCount floorsCovered = new PatternReplaceCount(true); byte[] Map = new byte[target.Width * target.Height]; //flood fill recursively. Each time choose find and choose the first "0" as the base. //The first recursion (outside) cannot fill into diagonals. var spread = new Stack <Point>(); spread.Push(pos); while (spread.Count > 0) { var item = spread.Pop(); var plusX = (item.X + 1) % width; var minX = (item.X + width - 1) % width; var plusY = (item.Y + 1) % height; var minY = (item.Y + height - 1) % height; var mainWalls = walls[item.X + item.Y * width]; var floor = target.GetFloor((short)item.X, (short)item.Y, level); if ((byte)mainWalls.Segments > 15) { //draw floor onto a diagonal; var wall = walls[item.X + item.Y * width]; byte flags = Map[item.X + item.Y * width]; if (flags == 3) { continue; } if ((mainWalls.Segments & WallSegments.HorizontalDiag) > 0) { flags = (byte)(3 - flags); } if ((flags & 1) == 1 && wall.TopLeftPattern != pattern) { floorsCovered.Add(wall.TopLeftPattern); wall.TopLeftPattern = pattern; } else if ((flags & 2) == 2 && wall.TopLeftStyle != pattern) { floorsCovered.Add(wall.TopLeftStyle); wall.TopLeftStyle = pattern; } walls[item.X + item.Y * width] = wall; continue; //don't spread on diagonals for now } else { //normal tile, draw a floor here. if (floor.Pattern != pattern) { var old = floor.Pattern; floor.Pattern = pattern; if (target.SetFloor((short)item.X, (short)item.Y, level, floor, false)) { floorsCovered.DAdd(old); } } } if (Map[plusX + item.Y * width] < 3 && (mainWalls.Segments & WallSegments.BottomRight) == 0) { SpreadOnto(walls, plusX, item.Y, 0, Map, width, height, spread, pattern, true); } if (Map[minX + item.Y * width] < 3 && (mainWalls.Segments & WallSegments.TopLeft) == 0) { SpreadOnto(walls, minX, item.Y, 2, Map, width, height, spread, pattern, true); } if (Map[item.X + plusY * width] < 3 && (mainWalls.Segments & WallSegments.BottomLeft) == 0) { SpreadOnto(walls, item.X, plusY, 1, Map, width, height, spread, pattern, true); } if (Map[item.X + minY * width] < 3 && (mainWalls.Segments & WallSegments.TopRight) == 0) { SpreadOnto(walls, item.X, minY, 3, Map, width, height, spread, pattern, true); } walls[item.X + item.Y * width] = mainWalls; } return(floorsCovered); }
//for first floor gen, curRoom should be 1. For floors above, it should be the last genmap result /// <summary> /// Fills a room with a certain Floor pattern. Returns floors covered /// </summary> public static PatternReplaceCount FloorPatternFill(VMArchitecture target, Point pos, ushort pattern, sbyte level) { if (pattern > 65533 || pos.X < 0 || pos.X >= target.Width || pos.Y < 0 || pos.Y >= target.Height) return new PatternReplaceCount(); pos.X = Math.Max(Math.Min(pos.X, target.Width - 1), 0); pos.Y = Math.Max(Math.Min(pos.Y, target.Height - 1), 0); var walls = target.Walls[level-1]; var width = target.Width; var height = target.Height; PatternReplaceCount floorsCovered = new PatternReplaceCount(true); byte[] Map = new byte[target.Width * target.Height]; //flood fill recursively. Each time choose find and choose the first "0" as the base. //The first recursion (outside) cannot fill into diagonals. var spread = new Stack<Point>(); spread.Push(pos); while (spread.Count > 0) { var item = spread.Pop(); var plusX = (item.X + 1) % width; var minX = (item.X + width - 1) % width; var plusY = (item.Y + 1) % height; var minY = (item.Y + height - 1) % height; var mainWalls = walls[item.X + item.Y * width]; var floor = target.GetFloor((short)item.X, (short)item.Y, level); if ((byte)mainWalls.Segments > 15) { //draw floor onto a diagonal; var wall = walls[item.X + item.Y * width]; byte flags = Map[item.X + item.Y * width]; if (flags == 3) continue; if ((mainWalls.Segments & WallSegments.HorizontalDiag) > 0) flags = (byte)(3 - flags); if ((flags & 1) == 1 && wall.TopLeftPattern != pattern) { floorsCovered.Add(wall.TopLeftPattern); wall.TopLeftPattern = pattern; } else if ((flags & 2) == 2 && wall.TopLeftStyle != pattern) { floorsCovered.Add(wall.TopLeftStyle); wall.TopLeftStyle = pattern; } walls[item.X + item.Y * width] = wall; continue; //don't spread on diagonals for now } else { //normal tile, draw a floor here. if (floor.Pattern != pattern) { var old = floor.Pattern; floor.Pattern = pattern; if (target.SetFloor((short)item.X, (short)item.Y, level, floor, false)) floorsCovered.DAdd(old); } } if (Map[plusX + item.Y * width] < 3 && (mainWalls.Segments & WallSegments.BottomRight) == 0) SpreadOnto(walls, plusX, item.Y, 0, Map, width, height, spread, pattern, true); if (Map[minX + item.Y * width] < 3 && (mainWalls.Segments & WallSegments.TopLeft) == 0) SpreadOnto(walls, minX, item.Y, 2, Map, width, height, spread, pattern, true); if (Map[item.X + plusY * width] < 3 && (mainWalls.Segments & WallSegments.BottomLeft) == 0) SpreadOnto(walls, item.X, plusY, 1, Map, width, height, spread, pattern, true); if (Map[item.X + minY * width] < 3 && (mainWalls.Segments & WallSegments.TopRight) == 0) SpreadOnto(walls, item.X, minY, 3, Map, width, height, spread, pattern, true); walls[item.X + item.Y * width] = mainWalls; } return floorsCovered; }