public static void FillTiles(VMArchitecture arch, short tile, short x, short y, sbyte level, int xtimes, int ytimes) { for (int xo = 0; xo < xtimes; xo++) { var x2 = (short)(x + xo); if (x2 < 1 || x2 >= arch.Width - 1) { continue; } for (int yo = 0; yo < ytimes; yo++) { var y2 = (short)(y + yo); if (y2 < 1 || y2 >= arch.Height - 1) { continue; } arch.SetFloor(x2, y2, level, new FloorTile() { Pattern = (ushort)tile }, true); } } }
public static void StampTilemap(VMArchitecture arch, short[] tilemap, short x, short y, sbyte level, bool skipZero) { var width = tilemap[0]; var height = tilemap[1]; for (int i = 2; i < tilemap.Length; i++) { if (skipZero && tilemap[i] == 0) { continue; } var xo = (i - 2) % width; var yo = (i - 2) / width; if (x + xo >= arch.Width - 1 || y + yo >= arch.Height - 1) { continue; } arch.SetFloor((short)(x + xo), (short)(y + yo), level, new LotView.Model.FloorTile() { Pattern = (ushort)tilemap[i] }, true); } }
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); }
/// <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); }
//things 2 note //default style is 1 //default pattern is 0 //mid drawing pattern/style is 255 public static int DrawWall(VMArchitecture target, Point pos, int length, int direction, ushort pattern, ushort style, sbyte level, bool force) { if (!force && !VerifyDrawWall(target, pos, length, direction, level)) { return(0); } int totalWalls = 0; pos += WLStartOff[direction]; bool diagCheck = (direction % 2 == 1); for (int i = 0; i < length; i++) { var wall = target.GetWall((short)pos.X, (short)pos.Y, level); if ((wall.Segments & (WLMainSeg[direction] | AnyDiag)) == 0 && (!diagCheck || (wall.Segments == 0))) { //no wall here already, apply it. wall.Segments |= WLMainSeg[direction]; if (diagCheck) { var floor = target.GetFloor((short)pos.X, (short)pos.Y, level); wall.TopRightStyle = style; wall.BottomLeftPattern = pattern; wall.BottomRightPattern = pattern; wall.TopLeftStyle = floor.Pattern; wall.TopLeftPattern = floor.Pattern; floor.Pattern = 0; target.SetFloor((short)pos.X, (short)pos.Y, level, floor, true); } else if (WLMainSeg[direction] == WallSegments.TopRight) { wall.TopRightStyle = style; wall.TopRightPattern = pattern; } else { wall.TopLeftStyle = style; wall.TopLeftPattern = pattern; } totalWalls++; target.SetWall((short)pos.X, (short)pos.Y, level, wall); if (!diagCheck) { var tPos = pos + WLSubOff[direction / 2]; wall = target.GetWall((short)tPos.X, (short)tPos.Y, level); wall.Segments |= WLSubSeg[direction / 2]; if (WLSubSeg[direction / 2] == WallSegments.BottomRight) { wall.BottomRightPattern = pattern; } else { wall.BottomLeftPattern = pattern; } target.SetWall((short)tPos.X, (short)tPos.Y, level, wall); } } pos += WLStep[direction]; } return(totalWalls); }
//returns floors covered public static int FloorPatternRect(VMArchitecture target, Rectangle rect, ushort dir, ushort pattern, sbyte level) { int floorsCovered = 0; 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 0; var wall = target.GetWall((short)rect.X, (short)rect.Y, level); if ((wall.Segments & AnyDiag) > 0) { bool side = ((wall.Segments & WallSegments.HorizontalDiag) > 0) ? (dir < 2) : (dir < 1 || dir > 2); if (side) { if (wall.TopLeftStyle != pattern) { floorsCovered++; wall.TopLeftStyle = pattern; } } else { if (wall.TopLeftPattern != pattern) { floorsCovered++; wall.TopLeftPattern = pattern; } } target.SetWall((short)rect.X, (short)rect.Y, level, wall); } else { var floor = target.GetFloor((short)rect.X, (short)rect.Y, level); if (floor.Pattern != pattern) { floor.Pattern = pattern; if (target.SetFloor((short)rect.X, (short)rect.Y, level, floor, false)) floorsCovered += 2; } } 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 (wall.TopLeftStyle != pattern) { wall.TopLeftStyle = pattern; floorsCovered++; } if (wall.TopLeftPattern != pattern) { wall.TopLeftPattern = pattern; floorsCovered++; } target.SetWall((short)x, (short)y, level, wall); } else { var floor = target.GetFloor((short)x, (short)y, level); if (floor.Pattern != pattern) { floor.Pattern = pattern; if (target.SetFloor((short)x, (short)y, level, floor, false)) floorsCovered += 2; } } } } 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 int FloorPatternFill(VMArchitecture target, Point pos, ushort pattern, sbyte level) { if (pos.X < 0 || pos.X >= target.Width || pos.Y < 0 || pos.Y >= target.Height) return 0; 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; int floorsCovered = 0; 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++; wall.TopLeftPattern = pattern; } else if ((flags & 2) == 2 && wall.TopLeftStyle != pattern) { floorsCovered++; 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) { floor.Pattern = pattern; if (target.SetFloor((short)item.X, (short)item.Y, level, floor, false)) floorsCovered++; } } 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; }