public DungeonArrayFloor(GeneratorOptions options, RDungeonChamberReq req) { Rooms = new DungeonArrayRoom[4, 4]; //array of all rooms VHalls = new DungeonArrayHall[4, 3]; //vertical halls HHalls = new DungeonArrayHall[3, 4]; //horizontal halls Start = new DungeonPoint(-1, -1); //marks spawn point End = new DungeonPoint(-1, -1); //marks stairs Chamber = new DungeonPoint(-1, -1); //marks chamber int i, j, a = -1, b; //counter variables MapArray = new int[50, 50]; // stores map grid int x, y; // used for navigating map array bool isDone; // bool used for various purposes // Part of Options class now //int trapFreq = 66; // adjust to number between 0 and 100 to see changes //int trapMin = 5; // adjust to number between 0 and 255 to see changes //int trapMax = 30; // adjust to number between 0 and 255 to see changes //initialize map array to empty for (y = 0; y < 50; y++) { for (x = 0; x < 50; x++) { MapArray[x, y] = UBLOCK; } } //initialize all rooms+halls to closed by default for (x = 0; x <= Rooms.GetUpperBound(0); x++) { for (y = 0; y <= Rooms.GetUpperBound(1); y++) { Rooms[x, y] = new DungeonArrayRoom(); } } for (x = 0; x <= VHalls.GetUpperBound(0); x++) { for (y = 0; y <= VHalls.GetUpperBound(1); y++) { VHalls[x, y] = new DungeonArrayHall(); } } for (x = 0; x <= HHalls.GetUpperBound(0); x++) { for (y = 0; y <= HHalls.GetUpperBound(1); y++) { HHalls[x, y] = new DungeonArrayHall(); } } // path generation algorithm Start = new DungeonPoint(random.Next(0, Rooms.GetUpperBound(0) + 1), random.Next(0, Rooms.GetUpperBound(1) + 1)); // randomly determine start room DungeonPoint wanderer = Start; //start = random.Next(0, 16); // randomly determine start room //x = start; i = 0; j = random.Next(0, 6) + 5; // magic numbers, determine what the dungeon looks like (in general, paths) b = -1; // direction of movement do { if (random.Next(0, (2 + i)) == 0) {//will end the current path and start a new one from the start if (random.Next(0, 2) == 0) {//determine if the room should be open or a hall Rooms[wanderer.X, wanderer.Y].Opened = OPEN; } else { Rooms[wanderer.X, wanderer.Y].Opened = HALL; } i++; wanderer = Start; b = -1; } else { bool working = true; do { DungeonPoint sample = wanderer; y = random.Next(0, 4); if (y != b) {//makes sure there is no backtracking switch (y) { case 0: sample.Y--; b = 1; break; case 1: sample.Y++; b = 0; break; case 2: sample.X--; b = 3; break; case 3: sample.X++; b = 2; break; } if (sample.X >= 0 && sample.X <= Rooms.GetUpperBound(0) && sample.Y >= 0 && sample.Y <= Rooms.GetUpperBound(1)) {// a is the room to be checked after making a move between rooms openHallBetween(wanderer, sample); wanderer = sample; working = false; } } else { b = -1; } } while (working); if (random.Next(0, 2) == 0) {//determine if the room should be open or a hall Rooms[wanderer.X, wanderer.Y].Opened = OPEN; } else { Rooms[wanderer.X, wanderer.Y].Opened = HALL; } } } while (i < j); Rooms[Start.X, Start.Y].Opened = OPEN; //Determine key rooms if (req == null || req.End != Enums.Acceptance.Always) { isDone = false; do { //determine ending room randomly x = random.Next(0, Rooms.GetUpperBound(0) + 1); y = random.Next(0, Rooms.GetUpperBound(1) + 1); if (Rooms[x, y].Opened == OPEN) { End = new DungeonPoint(x, y); //Console.WriteLine(x); isDone = true; } } while (!isDone); } Start = new DungeonPoint(-1, -1); if (req == null || req.Start != Enums.Acceptance.Always) { isDone = false; do { //determine starting room randomly x = random.Next(0, Rooms.GetUpperBound(0) + 1); y = random.Next(0, Rooms.GetUpperBound(1) + 1); if (Rooms[x, y].Opened == OPEN) { Start = new DungeonPoint(x, y); //Console.WriteLine(x); isDone = true; } } while (!isDone); } if (req != null) { isDone = false; for (int n = 0; n < 100; n++) { //determine chamber room randomly x = random.Next(0, Rooms.GetUpperBound(0) + 1); y = random.Next(0, Rooms.GetUpperBound(1) + 1); bool approved = true; //if the chamber cannot be on a start, and it picked the start if (req.Start == Enums.Acceptance.Never && Start.X == x && Start.Y == y) { approved = false; } //if the chamber cannot be on an end, and it picked the end if (req.End == Enums.Acceptance.Never && End.X == x && End.Y == y) { approved = false; } //if the chamber demands a certain setup, and it doesn't meet the setup if (req.TopAcceptance == Enums.Acceptance.Always) { if (y == 0 || !VHalls[x, y - 1].Open) approved = false; } else if (req.TopAcceptance == Enums.Acceptance.Never) { if (y > 0 && VHalls[x, y - 1].Open) approved = false; } if (req.BottomAcceptance == Enums.Acceptance.Always) { if (y == Rooms.GetUpperBound(1) || !VHalls[x, y].Open) approved = false; } else if (req.BottomAcceptance == Enums.Acceptance.Never) { if (y < Rooms.GetUpperBound(1) && VHalls[x, y].Open) approved = false; } if (req.LeftAcceptance == Enums.Acceptance.Always) { if (x == 0 || !HHalls[x - 1, y].Open) approved = false; } else if (req.LeftAcceptance == Enums.Acceptance.Never) { if (x > 0 && HHalls[x - 1, y].Open) approved = false; } if (req.RightAcceptance == Enums.Acceptance.Always) { if (x == Rooms.GetUpperBound(0) || !HHalls[x, y].Open) approved = false; } else if (req.RightAcceptance == Enums.Acceptance.Never) { if (x < Rooms.GetUpperBound(0) && HHalls[x, y].Open) approved = false; } if (Rooms[x, y].Opened == OPEN && approved) { //set chamber to the point Chamber = new DungeonPoint(x, y); //if start or end is on this point, set to this location if (End.X == -1 && End.Y == -1) { End = new DungeonPoint(x, y); } if (Start.X == -1 && Start.Y == -1) { Start = new DungeonPoint(x, y); } //Console.WriteLine(x); isDone = true; break; } } if (!isDone) { //chamber could not be placed; reroll start and end if they were set to -1 assuming that chamber was going to take care of it if (End.X == -1 && End.Y == -1) { isDone = false; do { //determine ending room randomly x = random.Next(0, Rooms.GetUpperBound(0) + 1); y = random.Next(0, Rooms.GetUpperBound(1) + 1); if (Rooms[x, y].Opened == OPEN) { End = new DungeonPoint(x, y); //Console.WriteLine(x); isDone = true; } } while (!isDone); } if (Start.X == -1 && Start.Y == -1) { isDone = false; do { //determine starting room randomly x = random.Next(0, Rooms.GetUpperBound(0) + 1); y = random.Next(0, Rooms.GetUpperBound(1) + 1); if (Rooms[x, y].Opened == OPEN) { Start = new DungeonPoint(x, y); //Console.WriteLine(x); isDone = true; } } while (!isDone); } } } // begin part 2, creating ASCII map //create rooms //Console.WriteLine("ROOMS:"); //Console.WriteLine(Chamber.X + "," + Chamber.Y); for (i = 0; i <= Rooms.GetUpperBound(0); i++) { for (j = 0; j <= Rooms.GetUpperBound(1); j++) { if (Rooms[i, j].Opened != CLOSED && (Chamber.X != i || Chamber.Y != j)) { createRoom(i, j, options, req); } } } //Console.WriteLine(Chamber.X + "," + Chamber.Y); //create chamber if (Chamber.X > -1 && Chamber.Y > -1) { createChamber(options, req); } //Console.WriteLine("DRAW:"); for (i = 0; i <= Rooms.GetUpperBound(0); i++) { for (j = 0; j <= Rooms.GetUpperBound(1); j++) { if (Rooms[i, j].Opened != CLOSED) { drawRoom(i, j); } } } for (i = 0; i <= Rooms.GetUpperBound(0); i++) { for (j = 0; j <= Rooms.GetUpperBound(1); j++) { if (Rooms[i, j].Opened != CLOSED) { padSingleRoom(i, j); } } } //Console.WriteLine("HALLS:"); for (i = 0; i <= VHalls.GetUpperBound(0); i++) { for (j = 0; j <= VHalls.GetUpperBound(1); j++) { if (VHalls[i, j].Open) { createVHall(i, j, options, req); } } } for (i = 0; i <= HHalls.GetUpperBound(0); i++) { for (j = 0; j <= HHalls.GetUpperBound(1); j++) { if (HHalls[i, j].Open) { createHHall(i, j, options, req); } } } for (i = 0; i <= VHalls.GetUpperBound(0); i++) { for (j = 0; j <= VHalls.GetUpperBound(1); j++) { if (VHalls[i, j].Open) { DrawHalls(VHalls[i, j]); } } } for (i = 0; i <= HHalls.GetUpperBound(0); i++) { for (j = 0; j <= HHalls.GetUpperBound(1); j++) { if (HHalls[i, j].Open) { DrawHalls(HHalls[i, j]); } } } // create halls //for (i = 0; i < 12; i++) { // if (VHalls[i] == OPEN) { // createVHall(i, options); // } // if (HHalls[i] == OPEN) { // createHHall(i, options); // } //} //Console.WriteLine("SE:"); if (Start.X != Chamber.X || Start.Y != Chamber.Y) { addSEpos(Start, START, req); } if (End.X != Chamber.X || End.Y != Chamber.Y) { addSEpos(End, END, req); } //Console.WriteLine("WATER:"); //add water DrawWater(options); DrawCraters(options); //Console.WriteLine("TRAPS:"); // add traps int finalTraps = random.Next(options.TrapMin, options.TrapMax + 1); if (finalTraps > 0) { for (i = 0; i < finalTraps; i++) { // add traps for (j = 0; j < 200; j++) { a = random.Next(0, Rooms.GetUpperBound(0) + 1); b = random.Next(0, Rooms.GetUpperBound(1) + 1); x = random.Next(Rooms[a, b].StartX, Rooms[a, b].EndX + 1); y = random.Next(Rooms[a, b].StartY, Rooms[a, b].EndY + 1); if (Rooms[a, b].Opened == OPEN && MapArray[x, y] == GROUND) { MapArray[x, y] = TRAPTILE; break; } } } } //if (options.TrapFrequency > 0 && options.TrapMax > 0) { // for (i = options.TrapMin; i < options.TrapMax; i++) { // if (random.Next(0, 100) + 1 >= options.TrapFrequency) { // then generate a trap // a = random.Next(0, 16); // convertRoomToXY(a, ref x, ref y); // x = x + 1 + (random.Next(0, 6)); // y = y + 1 + (random.Next(0, 5)); // if (mapArray[y, x] == '.') { // mapArray[y, x] = 'Q'; // } // } // } //} //Console.WriteLine("ITEMS:"); // generate items (up to 16) ~moved to its own method //for (i = 0; i < 16; i++) { //bool success = false; // for (int k = 0; k < 200; k++) { // do until you succeed // a = random.Next(0, 16); //convertRoomToXY(a, ref x, ref y); // x = random.Next(room[a,1], room[a,3]+1); // y = random.Next(room[a,2], room[a,4]+1); // if (mapArray[y, x] == '.' /* mapArray[y, x] != 'S' && mapArray[y, x] != 'E' && // mapArray[y, x] != ' '*/) { // mapArray[y, x] = (char)(96 + i); //ascii for lowercase letters // break; // } // } //} //return MapArray; }
void DrawHalls(DungeonArrayHall hall) { if (hall.TurnPoints.Count > 0) { bool addedEntrance = false; DrawHallTile(hall.TurnPoints[0].X, hall.TurnPoints[0].Y, ref addedEntrance); for (int i = 0; i < hall.TurnPoints.Count - 1; i++) { DrawHall(hall.TurnPoints[i], hall.TurnPoints[i + 1], ref addedEntrance); } for (int i = hall.TurnPoints.Count - 1; i > 0; i--) { DrawHall(hall.TurnPoints[i], hall.TurnPoints[i - 1], ref addedEntrance); } } }