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/*
* triangle.wl: Random triangle sectors, similar to hexagon.wl
* part of WadC
*
* Copyright © 2001-2008 Wouter van Oortmerssen
*
* Distributed under the terms of the GNU GPL Version 2
* See file LICENSE.txt
*/
-- similar thing to hexagon.wl, but more hierarchical and more compact code
-- doesn't look as good in Doom as hexagons though, probably because of the
-- sharp angles
#"standard.h"
main {
seed(rand(0,1337))
thing
gentoptri(2048)
}
gentoptri(n) {
eq(n,128) ? largetri : rectri(n,gentoptri(div(n,2)))
}
rectri(n,sub) {
sub
movestep(0,n)
sub
movestep(n,sub(0,div(n,2)))
sub
turnaround
movestep(0,sub(0,n))
sub
movestep(n,div(n,2))
turnaround
movestep(0,sub(0,n))
}
pickvar(sub,n) {
sub
| { sky(n)
| { sky16(n) | ceiln(n) | ceilhi(n) }
| { pond(n) | { sky48(n) | 0 } }
}
}
largetri { pickvar(rectri(128,medtri),4) }
medtri { pickvar(rectri(64,smalltri),2) }
smalltri { pickvar(0,1) }
sky(n) { base(n,0,0,192,160,0) }
sky16(n) { base(n,floor("RROCK19"),16,192,160,0) }
sky48(n) { base(n,0,48,192,192,0) }
ceiln(n) { base(n,ceil("RROCK11"),0,128,64,0) }
ceilhi(n) { base(n,ceil("RROCK11"),0,160,96,0) }
pond(n) { base(n,0,0,192,192,innertri(n,floor("FWATER1"),-16,192,160)) }
base(n,tex,fl,cl,l,after) {
floor("GRASS2")
ceil("F_SKY1")
wall({ "TANROCK5" | "ZIMMER3" | "TANROCK4" | "ASHWALL3" | "ZIMMER5" })
tex
for(1,n,step(0,64))
for(1,n,step(64,-32))
for(1,n,step(-64,-32))
leftsector(fl,cl,l)
after
}
innertri(n,tex,fl,cl,l) { inner(n,tex,mul(n,40),sub(0,mul(n,20)),fl,cl,l) }
inner(n,tex,f,h,fl,cl,l) {
!startinner
movestep(mul(n,8),mul(n,12))
step(0,f)
step(f,h)
step(sub(0,f),h)
tex
innerleftsector(fl,cl,l)
^startinner
}
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