798 lines
25 KiB
GDScript
798 lines
25 KiB
GDScript
extends Node3D
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var roomTemplatesRaw = Dictionary()
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func _ready() -> void:
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#RMesh.LoadRMesh(self, "GFX\\map\\gatea_opt.rmesh")
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#B3D.Load("GFX\\npcs\\106_2.b3d")
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add_child(B3D.Load("GFX\\apache.b3d"))
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var rooms = INI.Load("res://Data/rooms.ini")
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for room in rooms:
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if room == "loose":
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continue
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if room == "room ambience":
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continue
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var roomInfo = rooms[room]
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if not roomInfo.has("mesh path"):
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print(room, roomInfo)
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continue
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roomTemplatesRaw.get_or_add(room, roomInfo)
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#RMesh.LoadRMesh(self, roomInfo["mesh path"])
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#CreateMap()
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var I_Zone: MapZones = MapZones.new()
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var RandomSeed: String = ""
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var MapWidth = Main.options.get("options").get("map size").to_int()
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var MapHeight = Main.options.get("options").get("map size").to_int()
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const RoomScale = 8.0 / 2048.0
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const HideDistance = 15.0
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var MapTemp = Utils.Init2DArray(MapWidth + 1, MapHeight + 1, 0)
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var MapFound = Utils.Init2DArray(MapWidth + 1, MapHeight + 1, 0)
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const ZONEAMOUNT = 3
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const ROOM1 = 1
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const ROOM2 = 2
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const ROOM2C = 3
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const ROOM3 = 4
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const ROOM4 = 5
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var MapRoom: Array
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var MapName = Utils.Init2DArray(MapWidth, MapHeight, "")
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var MapRoomID = Utils.Init1DArray(ROOM4 + 1, 0)
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func GetZone(y):
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return min(floor((float(MapWidth - y) / MapWidth * ZONEAMOUNT)), ZONEAMOUNT -1)
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func SetRoom(room_name, room_type, pos, min_pos, max_pos): # place a room without overwriting others
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if max_pos < min_pos:
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print(str("Can't place ", room_name))
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return false
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print(str("--- SETROOM: ", room_name.to_upper(), " ---"))
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var looped = false
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var can_place = true
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while MapRoom[room_type][pos] != "":
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print(str("found ", MapRoom[room_type][pos]))
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pos = pos + 1
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if pos > max_pos:
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if not looped:
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pos = min_pos + 1
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looped = true
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else:
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can_place = false
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break
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print(str(room_name, " ", pos))
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if can_place:
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print("--------------")
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MapRoom[room_type][pos] = room_name
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return true
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else:
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print(str("couldn't place ", room_name))
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return false
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func CreateMap():
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print(str("Generating a map using the seed ", RandomSeed))
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I_Zone.Transition[0] = 13
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I_Zone.Transition[1] = 7
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I_Zone.HasCustomForest = false
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I_Zone.HasCustomMT = false
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var x: float
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var y: float
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var temp: float
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#var i: float
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var tempheight: float
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var x2: float
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#var y2: float
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var width: float
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var height: float
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var zone: float
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Main.SeedRnd = Utils.GenerateSeedNumber(RandomSeed)
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x = floor(MapWidth / 2)
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y = MapHeight - 2 # Rand(3, 5)
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for i1 in range(y, MapHeight - 1):
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MapTemp[x][i1] = 1
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while y < 2:
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width = randi_range(10, 15)
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if x > MapWidth * 0.6:
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width = -width
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elif x > MapWidth * 0.4:
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x = x - width / 2
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# make sure the hallway doesn't go outside the array
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if x + width > MapWidth - 3:
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#x = -width+MapWidth-4
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width = MapWidth - 3 - x
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elif x + width < 2:
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#x = 3-width
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width = -x + 2
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x = min(x, x + width)
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width = abs(width)
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for i1 in range(x, x + width):
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MapTemp[min(i1, MapWidth)][y] = 1
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height = randi_range(3, 4)
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if y - height < 1:
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height = y - 1
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var yhallways = randi_range(4, 5)
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if GetZone(y - height) != GetZone(y - height + 1):
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height = height - 1
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#For i = 1 To yhallways
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for i in range(1, yhallways):
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x2 = max(min(randi_range(x, x + width - 1),MapWidth - 2), 2)
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while MapTemp[x2][y - 1] or MapTemp[x2 - 1][y - 1] or MapTemp[x2 + 1][y - 1]:
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x2 = x2 + 1
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if x2 < x + width:
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if i == 1:
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tempheight = height
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if randi_range(1, 2) == 1:
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x2 = x
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else:
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x2 = x + width
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else:
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tempheight = randi_range(1, height)
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for y2 in range(y - tempheight, y):
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if GetZone(y2) != GetZone(y2 + 1): # a room leading from zone to another
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MapTemp[x2][y2] = 255
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else:
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MapTemp[x2][y2] = 1
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if tempheight == height:
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temp = x2
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x = temp
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y = y - height
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var ZoneAmount = 3
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var Room1Amount = Utils.Init1DArray(3, 0)
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var Room2Amount = Utils.Init1DArray(3, 0)
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var Room2CAmount = Utils.Init1DArray(3, 0)
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var Room3Amount = Utils.Init1DArray(3, 0)
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var Room4Amount = Utils.Init1DArray(3, 0)
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# count the amount of rooms
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#For y = 1 To MapHeight - 1
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for y1 in range(1, MapHeight - 1):
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zone = GetZone(y)
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for x1 in range(1, MapWidth - 1):
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if MapTemp[x1][y1] > 0:
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temp = min(MapTemp[x1 + 1][y1], 1) + min(MapTemp[x1 - 1][y1], 1)
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temp = temp + min(MapTemp[x1][y1 + 1], 1) + min(MapTemp[x1][y1 - 1], 1)
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if MapTemp[x1][y1] < 255:
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MapTemp[x1][y1] = temp
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match MapTemp[x1][y1]:
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1:
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Room1Amount[zone] = Room1Amount[zone] +1
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2:
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if min(MapTemp[x1 + 1][y1], 1) + min(MapTemp[x1 - 1][y1], 1) == 2:
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Room2Amount[zone] = Room2Amount[zone] + 1
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elif min(MapTemp[x1][y1 + 1], 1) + min(MapTemp[x1][y1 - 1], 1) == 2:
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Room2Amount[zone] = Room2Amount[zone] + 1
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else:
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Room2CAmount[zone] = Room2CAmount[zone] + 1
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3:
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Room3Amount[zone] = Room3Amount[zone] + 1
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4:
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Room4Amount[zone] = Room4Amount[zone] + 1
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# force more room1s (if needed)
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for i in range(0, 2):
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# need more rooms if there are less than 5 of them
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temp = -Room1Amount[i] + 5
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var y2 = 0
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var placed = false
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if temp > 0:
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for y1 in range((MapHeight/ZoneAmount) * (2 - i) + 1, ((MapHeight/ZoneAmount) * ((2 - i) + 1.0)) - 2):
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for x1 in range(2, MapWidth - 2):
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if MapTemp[x1][y1] == 0:
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if (min(MapTemp[x1 + 1][y], 1) + min(MapTemp[x1 - 1][y1], 1) + min(MapTemp[x1][y1 + 1], 1) + min(MapTemp[x1][y1 - 1], 1)) == 1:
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#If Rand(4)=1 Then
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if MapTemp[x1 + 1][y]:
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x2 = x1 + 1
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y2 = y1
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elif MapTemp[x - 1][y]:
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x2 = x1 - 1
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y2 = y1
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elif MapTemp[x][y + 1]:
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x2 = x1
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y2 = y1 + 1
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elif MapTemp[x][y-1]:
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x2 = x1
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y2 = y1 - 1
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placed = false
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if MapTemp[x2][y2] > 1 and MapTemp[x2][y2] < 4:
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match MapTemp[x2][y2]:
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2:
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if min(MapTemp[x2 + 1][y2], 1) + min(MapTemp[x2 - 1][y2], 1) == 2:
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Room2Amount[i] = Room2Amount[i] - 1
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Room3Amount[i] = Room3Amount[i] + 1
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placed = true
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elif min(MapTemp[x2][y2 + 1], 1) + min(MapTemp[x2][y2 - 1], 1) == 2:
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Room2Amount[i] = Room2Amount[i] - 1
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Room3Amount[i] = Room3Amount[i] + 1
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placed = true
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3:
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Room3Amount[i] = Room3Amount[i] - 1
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Room4Amount[i] = Room4Amount[i] + 1
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placed = true
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if placed:
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MapTemp[x2][y2] == MapTemp[x2][y2] + 1
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MapTemp[x1][y1] = 1
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Room1Amount[i] = Room1Amount[i] + 1
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temp = temp - 1
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if temp == 0:
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break
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if temp == 0:
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break
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# force more room4s and room2Cs
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for i in range(0, 2):
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var temp2 = 0
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match i:
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2:
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zone = 2
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temp2 = MapHeight / 3 #-1
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1:
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zone = MapHeight / 3 + 1
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temp2 = MapHeight * (2.0 / 3.0) - 1
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0:
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zone = MapHeight * (2.0 / 3.0) + 1
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temp2 = MapHeight - 2
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if Room4Amount[i] < 1: # we want at least 1 ROOM4
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print(str("forcing a ROOM4 into zone ", i))
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temp = 0
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for y1 in range(zone, temp2):
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for x1 in range(2, MapWidth - 2):
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if MapTemp[x1][y1] == 3:
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if not (MapTemp[x1+1][y1] or MapTemp[x1+1][y1+1] or MapTemp[x1+1][y1-1] or MapTemp[x1+2][y1]):
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MapTemp[x1+1][y1] = 1
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temp = 1
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elif not (MapTemp[x1-1][y1] or MapTemp[x1-1][y1+1] or MapTemp[x1-1][y1-1] or MapTemp[x1-2][y1]):
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MapTemp[x1-1][y1] = 1
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temp = 1
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elif not (MapTemp[x1][y1+1] or MapTemp[x1+1][y1+1] or MapTemp[x1-1][y1+1] or MapTemp[x1][y1+2]):
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MapTemp[x1][y1+1] = 1
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temp = 1
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elif not (MapTemp[x1][y1-1] or MapTemp[x1+1][y1-1] or MapTemp[x1-1][y1-1] or MapTemp[x1][y1-2]):
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MapTemp[x1][y1-1] = 1
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temp = 1
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if temp == 1:
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MapTemp[x1][y1] = 4 # turn this room into a ROOM4
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print(str("ROOM4 forced into slot (", x1, ", ", y1, ")"))
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Room4Amount[i] = Room4Amount[i] + 1
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Room3Amount[i] = Room3Amount[i] - 1
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Room1Amount[i] = Room1Amount[i] + 1
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if temp == 1:
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break
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if temp == 1:
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break
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if temp == 0:
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print(str("Couldn't place ROOM4 in zone ", i))
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if Room2CAmount[i] < 1: #we want at least 1 ROOM2C
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print(str("forcing a ROOM2C into zone ", i))
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temp = 0
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zone = zone + 1
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temp2 = temp2 - 1
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#For y = zone To temp2
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#For x = 3 To MapWidth - 3
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#If MapTemp(x,y)=1 Then
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#Select True ;see if adding some rooms is possible
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#Case MapTemp(x-1,y)>0
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#If (MapTemp(x,y-1)+MapTemp(x,y+1)+MapTemp(x+2,y))=0 Then
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#If (MapTemp(x+1,y-2)+MapTemp(x+2,y-1)+MapTemp(x+1,y-1))=0 Then
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#MapTemp(x,y)=2
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#MapTemp(x+1,y)=2
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#DebugLog "ROOM2C forced into slot ("+(x+1)+", "+(y)+")"
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#MapTemp(x+1,y-1)=1
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#temp=1
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#Else If (MapTemp(x+1,y+2)+MapTemp(x+2,y+1)+MapTemp(x+1,y+1))=0 Then
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#MapTemp(x,y)=2
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#MapTemp(x+1,y)=2
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#DebugLog "ROOM2C forced into slot ("+(x+1)+", "+(y)+")"
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#MapTemp(x+1,y+1)=1
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#temp=1
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#EndIf
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#EndIf
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#Case MapTemp(x+1,y)>0
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#If (MapTemp(x,y-1)+MapTemp(x,y+1)+MapTemp(x-2,y))=0 Then
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#If (MapTemp(x-1,y-2)+MapTemp(x-2,y-1)+MapTemp(x-1,y-1))=0 Then
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#MapTemp(x,y)=2
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#MapTemp(x-1,y)=2
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#DebugLog "ROOM2C forced into slot ("+(x-1)+", "+(y)+")"
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#MapTemp(x-1,y-1)=1
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#temp=1
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#Else If (MapTemp(x-1,y+2)+MapTemp(x-2,y+1)+MapTemp(x-1,y+1))=0 Then
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#MapTemp(x,y)=2
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#MapTemp(x-1,y)=2
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#DebugLog "ROOM2C forced into slot ("+(x-1)+", "+(y)+")"
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#MapTemp(x-1,y+1)=1
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#temp=1
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#EndIf
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#EndIf
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#Case MapTemp(x,y-1)>0
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#If (MapTemp(x-1,y)+MapTemp(x+1,y)+MapTemp(x,y+2))=0 Then
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#If (MapTemp(x-2,y+1)+MapTemp(x-1,y+2)+MapTemp(x-1,y+1))=0 Then
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#MapTemp(x,y)=2
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#MapTemp(x,y+1)=2
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#DebugLog "ROOM2C forced into slot ("+(x)+", "+(y+1)+")"
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#MapTemp(x-1,y+1)=1
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#temp=1
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#Else If (MapTemp(x+2,y+1)+MapTemp(x+1,y+2)+MapTemp(x+1,y+1))=0 Then
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#MapTemp(x,y)=2
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#MapTemp(x,y+1)=2
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#DebugLog "ROOM2C forced into slot ("+(x)+", "+(y+1)+")"
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#MapTemp(x+1,y+1)=1
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#temp=1
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#EndIf
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#EndIf
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#Case MapTemp(x,y+1)>0
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#If (MapTemp(x-1,y)+MapTemp(x+1,y)+MapTemp(x,y-2))=0 Then
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#If (MapTemp(x-2,y-1)+MapTemp(x-1,y-2)+MapTemp(x-1,y-1))=0 Then
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#MapTemp(x,y)=2
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#MapTemp(x,y-1)=2
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#DebugLog "ROOM2C forced into slot ("+(x)+", "+(y-1)+")"
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#MapTemp(x-1,y-1)=1
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#temp=1
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#Else If (MapTemp(x+2,y-1)+MapTemp(x+1,y-2)+MapTemp(x+1,y-1))=0 Then
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#MapTemp(x,y)=2
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#MapTemp(x,y-1)=2
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#DebugLog "ROOM2C forced into slot ("+(x)+", "+(y-1)+")"
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#MapTemp(x+1,y-1)=1
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#temp=1
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#EndIf
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#EndIf
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#End Select
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#If temp=1 Then
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#Room2CAmount[i]=Room2CAmount[i]+1
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#Room2Amount[i]=Room2Amount[i]+1
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#EndIf
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#EndIf
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#If temp=1 Then Exit
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#Next
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#If temp=1 Then Exit
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#Next
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#
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#If temp=0 Then DebugLog "Couldn't place ROOM2C in zone "+i
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#EndIf
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#
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#Next
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var MaxRooms = 55 * MapWidth / 20
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MaxRooms = max(MaxRooms, Room1Amount[0] + Room1Amount[1] + Room1Amount[2] + 1)
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MaxRooms = max(MaxRooms, Room2Amount[0] + Room2Amount[1] + Room2Amount[2] + 1)
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MaxRooms = max(MaxRooms, Room2CAmount[0] + Room2CAmount[1] + Room2CAmount[2] + 1)
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MaxRooms = max(MaxRooms, Room3Amount[0] + Room3Amount[1] + Room3Amount[2] + 1)
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MaxRooms = max(MaxRooms, Room4Amount[0] + Room4Amount[1] + Room4Amount[2] + 1)
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MapRoom = Utils.Init2DArray(ROOM4 + 1, MaxRooms)
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# zone 1 --------------------------------------------------------------------------------------------------
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var min_pos = 1
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var max_pos = Room1Amount[0] - 1
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MapRoom[ROOM1][0] = "start"
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SetRoom("roompj", ROOM1, floor(0.1 * float(Room1Amount[0])), min_pos,max_pos)
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SetRoom("914", ROOM1, floor(0.3 * float(Room1Amount[0])), min_pos, max_pos)
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SetRoom("room1archive",ROOM1,floor(0.5 * float(Room1Amount[0])), min_pos, max_pos)
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SetRoom("room205", ROOM1, floor(0.6 * float(Room1Amount[0])), min_pos, max_pos)
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MapRoom[ROOM2C][0] = "lockroom"
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min_pos = 1
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max_pos = Room2Amount[0]-1
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MapRoom[ROOM2][0] = "room2closets"
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SetRoom("room2testroom2", ROOM2, floor(0.1 * float(Room2Amount[0])), min_pos, max_pos)
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SetRoom("room2scps", ROOM2, floor(0.2 * float(Room2Amount[0])), min_pos, max_pos)
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SetRoom("room2storage", ROOM2, floor(0.3 * float(Room2Amount[0])), min_pos, max_pos)
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SetRoom("room2gw_b", ROOM2, floor(0.4 * float(Room2Amount[0])), min_pos, max_pos)
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SetRoom("room2sl", ROOM2, floor(0.5 * float(Room2Amount[0])), min_pos, max_pos)
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SetRoom("room012", ROOM2, floor(0.55 * float(Room2Amount[0])), min_pos, max_pos)
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SetRoom("room2scps2", ROOM2, floor(0.6 * float(Room2Amount[0])), min_pos, max_pos)
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SetRoom("room1123", ROOM2, floor(0.7 * float(Room2Amount[0])), min_pos, max_pos)
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SetRoom("room2elevator", ROOM2, floor(0.85 * float(Room2Amount[0])), min_pos, max_pos)
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MapRoom[ROOM3][floor(randf_range(0.2, 0.8) * float(Room3Amount[0]))] = "room3storage"
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MapRoom[ROOM2C][floor(0.5 * float(Room2CAmount[0]))] = "room1162"
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MapRoom[ROOM4][floor(0.3 * float(Room4Amount[0]))] = "room4info"
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# zone 2 --------------------------------------------------------------------------------------------------
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||
min_pos = Room1Amount[0]
|
||
max_pos = Room1Amount[0] + Room1Amount[1] - 1
|
||
|
||
SetRoom("room079", ROOM1, Room1Amount[0] + floor(0.15 * float(Room1Amount[1])), min_pos, max_pos)
|
||
SetRoom("room106", ROOM1, Room1Amount[0] + floor(0.3 * float(Room1Amount[1])), min_pos, max_pos)
|
||
SetRoom("008", ROOM1, Room1Amount[0] + floor(0.4 * float(Room1Amount[1])), min_pos, max_pos)
|
||
SetRoom("room035", ROOM1, Room1Amount[0] + floor(0.5 * float(Room1Amount[1])), min_pos, max_pos)
|
||
SetRoom("coffin", ROOM1, Room1Amount[0] + floor(0.7 * float(Room1Amount[1])), min_pos, max_pos)
|
||
|
||
min_pos = Room2Amount[0]
|
||
max_pos = Room2Amount[0] + Room2Amount[1] - 1
|
||
|
||
MapRoom[ROOM2][Room2Amount[0] + floor(0.1 * float(Room2Amount[1]))] = "room2nuke"
|
||
SetRoom("room2tunnel", ROOM2, Room2Amount[0] + floor(0.25 * float(Room2Amount[1])), min_pos, max_pos)
|
||
SetRoom("room049", ROOM2, Room2Amount[0] + floor(0.4 * float(Room2Amount[1])),min_pos,max_pos)
|
||
SetRoom("room2shaft",ROOM2,Room2Amount[0] + floor(0.6 * float(Room2Amount[1])), min_pos, max_pos)
|
||
SetRoom("testroom", ROOM2, Room2Amount[0] + floor(0.7 * float(Room2Amount[1])), min_pos, max_pos)
|
||
SetRoom("room2servers", ROOM2, Room2Amount[0] + floor(0.9 * Room2Amount[1]), min_pos, max_pos)
|
||
|
||
MapRoom[ROOM3][Room3Amount[0] + floor(0.3 * float(Room3Amount[1]))] = "room513"
|
||
MapRoom[ROOM3][Room3Amount[0] + floor(0.6 * float(Room3Amount[1]))] = "room966"
|
||
|
||
MapRoom[ROOM2C][Room2CAmount[0] + floor(0.5 * float(Room2CAmount[1]))] = "room2cpit"
|
||
|
||
# zone 3 --------------------------------------------------------------------------------------------------
|
||
|
||
MapRoom[ROOM1][Room1Amount[0] + Room1Amount[1] + Room1Amount[2] - 2] = "exit1"
|
||
MapRoom[ROOM1][Room1Amount[0] + Room1Amount[1] + Room1Amount[2] - 1] = "gateaentrance"
|
||
MapRoom[ROOM1][Room1Amount[0] + Room1Amount[1]] = "room1lifts"
|
||
|
||
min_pos = Room2Amount[0] + Room2Amount[1]
|
||
max_pos = Room2Amount[0] + Room2Amount[1]+Room2Amount[2] - 1
|
||
|
||
MapRoom[ROOM2][min_pos + floor(0.1 * float(Room2Amount[2]))] = "room2poffices"
|
||
SetRoom("room2cafeteria", ROOM2, min_pos + floor(0.2 * float(Room2Amount[2])), min_pos, max_pos)
|
||
SetRoom("room2sroom", ROOM2, min_pos + floor(0.3 * float(Room2Amount[2])), min_pos, max_pos)
|
||
SetRoom("room2servers2", ROOM2, min_pos + floor(0.4 * Room2Amount[2]), min_pos, max_pos)
|
||
SetRoom("room2offices", ROOM2, min_pos + floor(0.45 * Room2Amount[2]), min_pos, max_pos)
|
||
SetRoom("room2offices4", ROOM2, min_pos + floor(0.5 * Room2Amount[2]), min_pos, max_pos)
|
||
SetRoom("room860", ROOM2, min_pos + floor(0.6 * Room2Amount[2]), min_pos, max_pos)
|
||
SetRoom("medibay", ROOM2, min_pos + floor(0.7 * float(Room2Amount[2])), min_pos, max_pos)
|
||
SetRoom("room2poffices2", ROOM2, min_pos + floor(0.8 * Room2Amount[2]), min_pos, max_pos)
|
||
SetRoom("room2offices2", ROOM2, min_pos + floor(0.9 * float(Room2Amount[2])), min_pos, max_pos)
|
||
|
||
MapRoom[ROOM2C][Room2CAmount[0] + Room2CAmount[1]] = "room2ccont"
|
||
MapRoom[ROOM2C][Room2CAmount[0] + Room2CAmount[1] + 1] = "lockroom2"
|
||
|
||
MapRoom[ROOM3][Room3Amount[0] + Room3Amount[1] + floor(0.3 * float(Room3Amount[2]))] = "room3servers"
|
||
MapRoom[ROOM3][Room3Amount[0] + Room3Amount[1] + floor(0.7 * float(Room3Amount[2]))] = "room3servers2"
|
||
#MapRoom(ROOM3, Room3Amount[0]+Room3Amount[1]) = "room3gw"
|
||
MapRoom[ROOM3][Room3Amount[0] + Room3Amount[1] + floor(0.5 * float(Room3Amount[2]))] = "room3offices"
|
||
|
||
print(MapRoom)
|
||
|
||
#----------------------- creating the map --------------------------------
|
||
|
||
#temp = 0
|
||
#Local r.Rooms, spacing# = 8.0
|
||
#For y = MapHeight - 1 To 1 Step - 1
|
||
#
|
||
#;zone% = GetZone(y)
|
||
#
|
||
#If y < MapHeight/3+1 Then
|
||
#zone=3
|
||
#ElseIf y < MapHeight*(2.0/3.0);-1
|
||
#zone=2
|
||
#Else
|
||
#zone=1
|
||
#EndIf
|
||
#
|
||
#For x = 1 To MapWidth - 2
|
||
#If MapTemp(x, y) = 255 Then
|
||
#If y>MapHeight/2 Then ;zone = 2
|
||
#r = CreateRoom(zone, ROOM2, x * 8, 0, y * 8, "checkpoint1")
|
||
#Else ;If zone = 3
|
||
#r = CreateRoom(zone, ROOM2, x * 8, 0, y * 8, "checkpoint2")
|
||
#EndIf
|
||
#ElseIf MapTemp(x, y) > 0
|
||
#
|
||
#temp = Min(MapTemp(x + 1, y),1) + Min(MapTemp(x - 1, y),1) + Min(MapTemp(x, y + 1),1) + Min(MapTemp(x, y - 1),1)
|
||
#
|
||
#Select temp ;viereisiss<73> ruuduissa olevien huoneiden m<><6D>r<EFBFBD>
|
||
#Case 1
|
||
#If MapRoomID(ROOM1) < MaxRooms And MapName(x,y) = "" Then
|
||
#If MapRoom(ROOM1, MapRoomID(ROOM1)) <> "" Then MapName(x, y) = MapRoom(ROOM1, MapRoomID(ROOM1))
|
||
#EndIf
|
||
#
|
||
#r = CreateRoom(zone, ROOM1, x * 8, 0, y * 8, MapName(x, y))
|
||
#If MapTemp(x, y + 1) Then
|
||
#r\angle = 180
|
||
#TurnEntity(r\obj, 0, r\angle, 0)
|
||
#ElseIf MapTemp(x - 1, y)
|
||
#r\angle = 270
|
||
#TurnEntity(r\obj, 0, r\angle, 0)
|
||
#ElseIf MapTemp(x + 1, y)
|
||
#r\angle = 90
|
||
#TurnEntity(r\obj, 0, r\angle, 0)
|
||
#Else
|
||
#r\angle = 0
|
||
#End If
|
||
#MapRoomID(ROOM1)=MapRoomID(ROOM1)+1
|
||
#Case 2
|
||
#If MapTemp(x - 1, y)>0 And MapTemp(x + 1, y)>0 Then
|
||
#If MapRoomID(ROOM2) < MaxRooms And MapName(x,y) = "" Then
|
||
#If MapRoom(ROOM2, MapRoomID(ROOM2)) <> "" Then MapName(x, y) = MapRoom(ROOM2, MapRoomID(ROOM2))
|
||
#EndIf
|
||
#r = CreateRoom(zone, ROOM2, x * 8, 0, y * 8, MapName(x, y))
|
||
#If Rand(2) = 1 Then r\angle = 90 Else r\angle = 270
|
||
#TurnEntity(r\obj, 0, r\angle, 0)
|
||
#MapRoomID(ROOM2)=MapRoomID(ROOM2)+1
|
||
#ElseIf MapTemp(x, y - 1)>0 And MapTemp(x, y + 1)>0
|
||
#If MapRoomID(ROOM2) < MaxRooms And MapName(x,y) = "" Then
|
||
#If MapRoom(ROOM2, MapRoomID(ROOM2)) <> "" Then MapName(x, y) = MapRoom(ROOM2, MapRoomID(ROOM2))
|
||
#EndIf
|
||
#r = CreateRoom(zone, ROOM2, x * 8, 0, y * 8, MapName(x, y))
|
||
#If Rand(2) = 1 Then r\angle = 180 Else r\angle = 0
|
||
#TurnEntity(r\obj, 0, r\angle, 0)
|
||
#MapRoomID(ROOM2)=MapRoomID(ROOM2)+1
|
||
#Else
|
||
#If MapRoomID(ROOM2C) < MaxRooms And MapName(x,y) = "" Then
|
||
#If MapRoom(ROOM2C, MapRoomID(ROOM2C)) <> "" Then MapName(x, y) = MapRoom(ROOM2C, MapRoomID(ROOM2C))
|
||
#EndIf
|
||
#
|
||
#If MapTemp(x - 1, y)>0 And MapTemp(x, y + 1)>0 Then
|
||
#r = CreateRoom(zone, ROOM2C, x * 8, 0, y * 8, MapName(x, y))
|
||
#r\angle = 180
|
||
#TurnEntity(r\obj, 0, r\angle, 0)
|
||
#ElseIf MapTemp(x + 1, y)>0 And MapTemp(x, y + 1)>0
|
||
#r = CreateRoom(zone, ROOM2C, x * 8, 0, y * 8, MapName(x, y))
|
||
#r\angle = 90
|
||
#TurnEntity(r\obj, 0, r\angle, 0)
|
||
#ElseIf MapTemp(x - 1, y)>0 And MapTemp(x, y - 1)>0
|
||
#r = CreateRoom(zone, ROOM2C, x * 8, 0, y * 8, MapName(x, y))
|
||
#TurnEntity(r\obj, 0, 270, 0)
|
||
#r\angle = 270
|
||
#Else
|
||
#r = CreateRoom(zone, ROOM2C, x * 8, 0, y * 8, MapName(x, y))
|
||
#EndIf
|
||
#MapRoomID(ROOM2C)=MapRoomID(ROOM2C)+1
|
||
#EndIf
|
||
#Case 3
|
||
#If MapRoomID(ROOM3) < MaxRooms And MapName(x,y) = "" Then
|
||
#If MapRoom(ROOM3, MapRoomID(ROOM3)) <> "" Then MapName(x, y) = MapRoom(ROOM3, MapRoomID(ROOM3))
|
||
#EndIf
|
||
#
|
||
#r = CreateRoom(zone, ROOM3, x * 8, 0, y * 8, MapName(x, y))
|
||
#If (Not MapTemp(x, y - 1)) Then
|
||
#TurnEntity(r\obj, 0, 180, 0)
|
||
#r\angle = 180
|
||
#ElseIf (Not MapTemp(x - 1, y))
|
||
#TurnEntity(r\obj, 0, 90, 0)
|
||
#r\angle = 90
|
||
#ElseIf (Not MapTemp(x + 1, y))
|
||
#TurnEntity(r\obj, 0, -90, 0)
|
||
#r\angle = 270
|
||
#End If
|
||
#MapRoomID(ROOM3)=MapRoomID(ROOM3)+1
|
||
#Case 4
|
||
#If MapRoomID(ROOM4) < MaxRooms And MapName(x,y) = "" Then
|
||
#If MapRoom(ROOM4, MapRoomID(ROOM4)) <> "" Then MapName(x, y) = MapRoom(ROOM4, MapRoomID(ROOM4))
|
||
#EndIf
|
||
#
|
||
#r = CreateRoom(zone, ROOM4, x * 8, 0, y * 8, MapName(x, y))
|
||
#MapRoomID(ROOM4)=MapRoomID(ROOM4)+1
|
||
#End Select
|
||
#
|
||
#EndIf
|
||
#
|
||
#Next
|
||
#Next
|
||
#
|
||
#r = CreateRoom(0, ROOM1, (MapWidth-1) * 8, 500, 8, "gatea")
|
||
#MapRoomID(ROOM1)=MapRoomID(ROOM1)+1
|
||
#
|
||
#r = CreateRoom(0, ROOM1, (MapWidth-1) * 8, 0, (MapHeight-1) * 8, "pocketdimension")
|
||
#MapRoomID(ROOM1)=MapRoomID(ROOM1)+1
|
||
#
|
||
#If IntroEnabled
|
||
#r = CreateRoom(0, ROOM1, 8, 0, (MapHeight-1) * 8, "173")
|
||
#MapRoomID(ROOM1)=MapRoomID(ROOM1)+1
|
||
#EndIf
|
||
#
|
||
#r = CreateRoom(0, ROOM1, 8, 800, 0, "dimension1499")
|
||
#MapRoomID(ROOM1)=MapRoomID(ROOM1)+1
|
||
#
|
||
#For r.Rooms = Each Rooms
|
||
#PreventRoomOverlap(r)
|
||
#Next
|
||
#
|
||
#If 0 Then
|
||
#Repeat
|
||
#Cls
|
||
#For x = 0 To MapWidth - 1
|
||
#For y = 0 To MapHeight - 1
|
||
#If MapTemp(x, y) = 0 Then
|
||
#
|
||
#zone=GetZone(y)
|
||
#
|
||
#Color 50*zone, 50*zone, 50*zone
|
||
#Rect(x * 32, y * 32, 30, 30)
|
||
#Else
|
||
#If MapTemp(x, y) = 255 Then
|
||
#Color 0,200,0
|
||
#Else If MapTemp(x,y)=4 Then
|
||
#Color 50,50,255
|
||
#Else If MapTemp(x,y)=3 Then
|
||
#Color 50,255,255
|
||
#Else If MapTemp(x,y)=2 Then
|
||
#Color 255,255,50
|
||
#Else
|
||
#Color 255, 255, 255
|
||
#EndIf
|
||
#Rect(x * 32, y * 32, 30, 30)
|
||
#End If
|
||
#Next
|
||
#Next
|
||
#
|
||
#For x = 0 To MapWidth - 1
|
||
#For y = 0 To MapHeight - 1
|
||
#
|
||
#If MouseX()>x*32 And MouseX()<x*32+32 Then
|
||
#If MouseY()>y*32 And MouseY()<y*32+32 Then
|
||
#Color 255, 0, 0
|
||
#Else
|
||
#Color 200, 200, 200
|
||
#EndIf
|
||
#Else
|
||
#Color 200, 200, 200
|
||
#EndIf
|
||
#
|
||
#If MapTemp(x, y) > 0 Then
|
||
#Text x * 32 +2, (y) * 32 + 2,MapTemp(x, y) +" "+ MapName(x,y)
|
||
#End If
|
||
#Next
|
||
#Next
|
||
#
|
||
#Flip
|
||
#Until KeyHit(28)
|
||
#EndIf
|
||
#
|
||
#
|
||
#For y = 0 To MapHeight
|
||
#For x = 0 To MapWidth
|
||
#MapTemp(x, y) = Min(MapTemp(x, y),1)
|
||
#Next
|
||
#Next
|
||
#
|
||
#Local d.Doors
|
||
#Local shouldSpawnDoor%
|
||
#For y = MapHeight To 0 Step -1
|
||
#
|
||
#If y<I_Zone\Transition[1]-1 Then
|
||
#zone=3
|
||
#ElseIf y>=I_Zone\Transition[1]-1 And y<I_Zone\Transition[0]-1 Then
|
||
#zone=2
|
||
#Else
|
||
#zone=1
|
||
#EndIf
|
||
#
|
||
#For x = MapWidth To 0 Step -1
|
||
#If MapTemp(x,y) > 0 Then
|
||
#If zone = 2 Then temp=2 Else temp=0
|
||
#
|
||
#For r.Rooms = Each Rooms
|
||
#r\angle = WrapAngle(r\angle)
|
||
#If Int(r\x/8.0)=x And Int(r\z/8.0)=y Then
|
||
#shouldSpawnDoor = False
|
||
#Select r\RoomTemplate\Shape
|
||
#Case ROOM1
|
||
#If r\angle=90
|
||
#shouldSpawnDoor = True
|
||
#EndIf
|
||
#Case ROOM2
|
||
#If r\angle=90 Or r\angle=270
|
||
#shouldSpawnDoor = True
|
||
#EndIf
|
||
#Case ROOM2C
|
||
#If r\angle=0 Or r\angle=90
|
||
#shouldSpawnDoor = True
|
||
#EndIf
|
||
#Case ROOM3
|
||
#If r\angle=0 Or r\angle=180 Or r\angle=90
|
||
#shouldSpawnDoor = True
|
||
#EndIf
|
||
#Default
|
||
#shouldSpawnDoor = True
|
||
#End Select
|
||
#If shouldSpawnDoor
|
||
#If (x+1)<(MapWidth+1)
|
||
#If MapTemp(x + 1, y) > 0 Then
|
||
#d.Doors = CreateDoor(r\zone, Float(x) * spacing + spacing / 2.0, 0, Float(y) * spacing, 90, r, Max(Rand(-3, 1), 0), temp)
|
||
#r\AdjDoor[0] = d
|
||
#EndIf
|
||
#EndIf
|
||
#EndIf
|
||
#
|
||
#shouldSpawnDoor = False
|
||
#Select r\RoomTemplate\Shape
|
||
#Case ROOM1
|
||
#If r\angle=180
|
||
#shouldSpawnDoor = True
|
||
#EndIf
|
||
#Case ROOM2
|
||
#If r\angle=0 Or r\angle=180
|
||
#shouldSpawnDoor = True
|
||
#EndIf
|
||
#Case ROOM2C
|
||
#If r\angle=180 Or r\angle=90
|
||
#shouldSpawnDoor = True
|
||
#EndIf
|
||
#Case ROOM3
|
||
#If r\angle=180 Or r\angle=90 Or r\angle=270
|
||
#shouldSpawnDoor = True
|
||
#EndIf
|
||
#Default
|
||
#shouldSpawnDoor = True
|
||
#End Select
|
||
#If shouldSpawnDoor
|
||
#If (y+1)<(MapHeight+1)
|
||
#If MapTemp(x, y + 1) > 0 Then
|
||
#d.Doors = CreateDoor(r\zone, Float(x) * spacing, 0, Float(y) * spacing + spacing / 2.0, 0, r, Max(Rand(-3, 1), 0), temp)
|
||
#r\AdjDoor[3] = d
|
||
#EndIf
|
||
#EndIf
|
||
#EndIf
|
||
#
|
||
#Exit
|
||
#EndIf
|
||
#Next
|
||
#
|
||
#End If
|
||
#
|
||
#Next
|
||
#Next
|
||
#
|
||
#For r.Rooms = Each Rooms
|
||
#;If r\angle >= 360
|
||
#; r\angle = r\angle-360
|
||
#;EndIf
|
||
#r\angle = WrapAngle(r\angle)
|
||
#r\Adjacent[0]=Null
|
||
#r\Adjacent[1]=Null
|
||
#r\Adjacent[2]=Null
|
||
#r\Adjacent[3]=Null
|
||
#For r2.Rooms = Each Rooms
|
||
#If r<>r2 Then
|
||
#If r2\z=r\z Then
|
||
#If (r2\x)=(r\x+8.0) Then
|
||
#r\Adjacent[0]=r2
|
||
#If r\AdjDoor[0] = Null Then r\AdjDoor[0] = r2\AdjDoor[2]
|
||
#ElseIf (r2\x)=(r\x-8.0)
|
||
#r\Adjacent[2]=r2
|
||
#If r\AdjDoor[2] = Null Then r\AdjDoor[2] = r2\AdjDoor[0]
|
||
#EndIf
|
||
#ElseIf r2\x=r\x Then
|
||
#If (r2\z)=(r\z-8.0) Then
|
||
#r\Adjacent[1]=r2
|
||
#If r\AdjDoor[1] = Null Then r\AdjDoor[1] = r2\AdjDoor[3]
|
||
#ElseIf (r2\z)=(r\z+8.0)
|
||
#r\Adjacent[3]=r2
|
||
#If r\AdjDoor[3] = Null Then r\AdjDoor[3] = r2\AdjDoor[1]
|
||
#EndIf
|
||
#EndIf
|
||
#EndIf
|
||
#If (r\Adjacent[0]<>Null) And (r\Adjacent[1]<>Null) And (r\Adjacent[2]<>Null) And (r\Adjacent[3]<>Null) Then Exit
|
||
#Next
|
||
#Next
|