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#include "levels/drlg_l1.h"
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#include <cstdint>
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#include "engine/load_file.hpp"
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#include "engine/point.hpp"
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#include "engine/random.hpp"
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#include "engine/rectangle.hpp"
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#include "levels/crypt.h"
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#include "levels/gendung.h"
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#include "player.h"
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#include "quests.h"
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#include "utils/bitset2d.hpp"
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#include "utils/is_of.hpp"
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namespace devilution {
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namespace {
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/** Marks where walls may not be added to the level */
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Bitset2d<DMAXX, DMAXY> Chamber;
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/** Specifies whether to generate a horizontal or vertical layout. */
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bool VerticalLayout;
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/** Specifies whether to generate a room at position 1 in the Cathedral. */
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bool HasChamber1;
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/** Specifies whether to generate a room at position 2 in the Cathedral. */
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bool HasChamber2;
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/** Specifies whether to generate a room at position 3 in the Cathedral. */
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bool HasChamber3;
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/** Miniset: stairs up on a corner wall. */
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const Miniset STAIRSUP {
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{ 4, 4 },
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{
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{ 13, 13, 13, 13 },
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{ 2, 2, 2, 2 },
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{ 13, 13, 13, 13 },
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{ 13, 13, 13, 13 },
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},
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{
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{ 0, 66, 6, 0 },
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{ 63, 64, 65, 0 },
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{ 0, 67, 68, 0 },
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{ 0, 0, 0, 0 },
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}
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};
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/** Miniset: stairs down. */
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const Miniset STAIRSDOWN {
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{ 4, 3 },
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{
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{ 13, 13, 13, 13 },
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{ 13, 13, 13, 13 },
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{ 13, 13, 13, 13 },
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},
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{
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{ 62, 57, 58, 0 },
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{ 61, 59, 60, 0 },
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{ 0, 0, 0, 0 },
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}
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};
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/** Miniset: candlestick. */
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const Miniset LAMPS {
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{ 2, 2 },
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{
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{ 13, 0 },
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{ 13, 13 },
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},
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{
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{ 129, 0 },
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{ 130, 128 },
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}
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};
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/** Miniset: Poisoned Water Supply entrance. */
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const Miniset PWATERIN {
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{ 6, 6 },
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{
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{ 13, 13, 13, 13, 13, 13 },
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{ 13, 13, 13, 13, 13, 13 },
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{ 13, 13, 13, 13, 13, 13 },
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{ 13, 13, 13, 13, 13, 13 },
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{ 13, 13, 13, 13, 13, 13 },
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{ 13, 13, 13, 13, 13, 13 },
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},
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{
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{ 0, 0, 0, 0, 0, 0 },
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{ 0, 202, 200, 200, 84, 0 },
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{ 0, 199, 203, 203, 83, 0 },
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{ 0, 85, 206, 80, 81, 0 },
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{ 0, 0, 134, 135, 0, 0 },
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{ 0, 0, 0, 0, 0, 0 },
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}
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};
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enum Tile : uint8_t {
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// clang-format off
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VWall = 1,
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HWall = 2,
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Corner = 3,
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DWall = 4,
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DArch = 5,
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VWallEnd = 6,
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HWallEnd = 7,
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HArchEnd = 8,
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VArchEnd = 9,
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HArchVWall = 10,
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VArch = 11,
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HArch = 12,
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Floor = 13,
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HWallVArch = 14,
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Pillar = 15,
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VCorner = 16,
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HCorner = 17,
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DirtHwall = 18,
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DirtVwall = 19,
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VDirtCorner = 20,
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HDirtCorner = 21,
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Dirt = 22,
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DirtHwallEnd = 23,
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DirtVwallEnd = 24,
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VDoor = 25,
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HDoor = 26,
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HFenceVWall = 27,
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HDoorVDoor = 28,
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DFence = 29,
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VDoorEnd = 30,
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HDoorEnd = 31,
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VFenceEnd = 32,
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VArchEnd2 = 33,
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HArchVWall2 = 34,
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VFence = 35,
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HFence = 36,
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HWallVFence = 37,
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HArchVFence = 38,
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HArchVDoor = 39,
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HArchVWall3 = 40,
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DWall2 = 41,
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HWallVArch2 = 42,
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DWall3 = 43,
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EntranceStairs = 64,
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VWall2 = 79,
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HWall2 = 80,
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DWall4 = 82,
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VWallEnd2 = 84,
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VWall4 = 89,
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VWall5 = 90,
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HWall4 = 91,
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HWall5 = 92,
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VWall8 = 100,
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Floor12 = 139,
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Floor13 = 140,
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Floor14 = 141,
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Floor15 = 142,
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Floor16 = 143,
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Floor17 = 144,
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Floor18 = 145,
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VWall17 = 146,
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VArch5 = 147,
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HWallShadow = 148,
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HArchShadow = 149,
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Floor19 = 150,
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Floor20 = 151,
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Floor21 = 152,
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HArchShadow2 = 153,
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HWallShadow2 = 154,
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Floor22 = 162,
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Floor23 = 163,
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DirtHWall2 = 199,
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DirtVWall2 = 200,
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DirtCorner2 = 202,
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DirtHWallEnd2 = 204,
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DirtVWallEnd2 = 205,
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// clang-format on
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};
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/** Contains shadows for 2x2 blocks of base tile IDs in the Cathedral. */
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const ShadowStruct ShadowPatterns[37] = {
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// clang-format off
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// strig, s1, s2, s3, nv1, nv2, nv3
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{ HWallEnd, Floor, 0, Floor, Floor17, 0, Floor15 },
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{ VCorner, Floor, 0, Floor, Floor17, 0, Floor15 },
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{ Pillar, Floor, 0, Floor, Floor18, 0, Floor15 },
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{ DArch, Floor, Floor, Floor, Floor21, Floor13, Floor12 },
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{ DArch, Floor, VWall, Floor, Floor16, VWall17, Floor12 },
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{ DArch, Floor, Floor, HWall, Floor16, Floor13, HWallShadow },
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{ DArch, 0, VWall, HWall, 0, VWall17, HWallShadow },
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{ DArch, Floor, VArch, Floor, Floor16, VArch5, Floor12 },
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{ DArch, Floor, Floor, HArch, Floor16, Floor13, HArchShadow },
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{ DArch, Floor, VArch, HArch, Floor19, VArch5, HArchShadow },
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{ DArch, Floor, VWall, HArch, Floor16, VWall17, HArchShadow },
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{ DArch, Floor, VArch, HWall, Floor16, VArch5, HWallShadow },
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{ VArchEnd, Floor, Floor, Floor, Floor17, Floor13, Floor15 },
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{ VArchEnd, Floor, VWall, Floor, Floor17, VWall17, Floor15 },
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{ VArchEnd, Floor, VArch, Floor, Floor20, VArch5, Floor15 },
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{ HArchEnd, Floor, 0, Floor, Floor17, 0, Floor12 },
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{ HArchEnd, Floor, 0, HArch, Floor16, 0, HArchShadow },
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{ HArchEnd, 0, 0, HWall, 0, 0, HWallShadow },
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{ VArch, 0, 0, Floor, 0, 0, Floor12 },
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{ VArch, Floor, 0, Floor, Floor12, 0, Floor12 },
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{ VArch, HWall, 0, Floor, HWallShadow, 0, Floor12 },
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{ VArch, HArch, 0, Floor, HArchShadow, 0, Floor12 },
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{ VArch, Floor, VArch, HArch, Floor12, 0, HArchShadow },
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{ HWallVArch, 0, 0, Floor, 0, 0, Floor12 },
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{ HWallVArch, Floor, 0, Floor, Floor12, 0, Floor12 },
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{ HWallVArch, HWall, 0, Floor, HWallShadow, 0, Floor12 },
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{ HWallVArch, HArch, 0, Floor, HArchShadow, 0, Floor12 },
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{ HWallVArch, Floor, VArch, HArch, Floor12, 0, HArchShadow },
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{ HArchVWall, 0, Floor, 0, 0, Floor13, 0 },
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{ HArchVWall, Floor, Floor, 0, Floor13, Floor13, 0 },
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{ HArchVWall, 0, VWall, 0, 0, VWall17, 0 },
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{ HArchVWall, Floor, VArch, 0, Floor13, VArch5, 0 },
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{ HArch, 0, Floor, 0, 0, Floor13, 0 },
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{ HArch, Floor, Floor, 0, Floor13, Floor13, 0 },
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{ HArch, 0, VWall, 0, 0, VWall17, 0 },
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{ HArch, Floor, VArch, 0, Floor13, VArch5, 0 },
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{ Corner, Floor, VArch, HArch, Floor19, 0, 0 }
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// clang-format on
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};
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/** Maps tile IDs to their corresponding base tile ID. */
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const uint8_t BaseTypes[207] = {
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0,
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VWall, HWall, Corner, DWall, DArch, VWallEnd, HWallEnd, HArchEnd, VArchEnd,
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HArchVWall, VArch, HArch, Floor, HWallVArch, Pillar, VCorner, HCorner,
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0, 0, 0, 0, 0, 0, 0,
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VWall, HWall, HArchVWall, DWall, DArch, VWallEnd, HWallEnd, HArchEnd,
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VArchEnd, HArchVWall, VArch, HArch, HWallVArch, DArch, HWallVArch,
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HArchVWall, DWall, HWallVArch, DWall, DArch,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0,
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VWall, HWall, Corner, DWall, VWall, VWallEnd, HWallEnd, VCorner, HCorner,
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HWall, VWall, VWall, HWall, HWall, VWall, VWall, HWall, HWall, HWall, HWall,
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HWall, VWall, VWall, VArch, VWall, Floor, Floor, Floor, VWall, HWall, VWall,
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HWall, VWall, HWall, VWall, HWall, HWall, HWall, HWall, HArch,
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0, 0,
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VArch, VWall, VArch, VWall, Floor,
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0, 0, 0, 0, 0, 0, 0,
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Floor, Floor, Floor, Floor, Floor, Floor, Floor, Floor, Floor, Floor, Floor,
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Floor, Floor, VWall, VArch, HWall, HArch, Floor, Floor, Floor, HArch, HWall,
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VWall, HWall, HWall, DWall, HWallVArch, DWall, HArchVWall, Floor, Floor,
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DWall, DWall, VWall, VWall, DWall, HWall, HWall, Floor, Floor, Floor, Floor,
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VDoor, HDoor, HDoorVDoor, VDoorEnd, HDoorEnd, DWall2, DWall3, HArchVWall3,
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DWall2, HWallVArch2, DWall3, VDoor, DWall2, DWall3, HDoorVDoor, HDoorVDoor,
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VWall, HWall, VDoor, HDoor, Dirt, Dirt, VDoor, HDoor,
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0, 0, 0, 0, 0, 0, 0, 0
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};
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/** Maps tile IDs to their corresponding undecorated tile ID. */
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const uint8_t TileDecorations[207] = {
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0,
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VWall, HWall, Corner, DWall, DArch, VWallEnd, HWallEnd, HArchEnd, VArchEnd,
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HArchVWall, VArch, HArch, Floor, HWallVArch, Pillar, VCorner, HCorner,
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0, 0, 0, 0, 0, 0, 0,
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VDoor, HDoor,
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0,
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HDoorVDoor,
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0,
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VDoorEnd, HDoorEnd,
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0, 0, 0, 0, 0, 0, 0, 0,
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HArchVWall3, DWall2, HWallVArch2, DWall3,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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VWall2, HWall2,
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0,
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DWall4,
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0, 0, 0, 0, 0, 0,
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VWall2,
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0,
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HWall2,
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0, 0,
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VWall2, HWall2,
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0,
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HWall, HWall, HWall, VWall, VWall, VArch, VDoor, Floor, Floor, Floor, VWall,
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HWall, VWall, HWall, VWall, HWall, VWall, HWall, HWall, HWall, HWall, HArch,
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0, 0,
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VArch, VWall, VArch, VWall, Floor,
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0, 0, 0, 0, 0, 0, 0,
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Floor, Floor, Floor, Floor, Floor, Floor,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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};
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void ApplyShadowsPatterns()
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{
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uint8_t slice[2][2];
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for (int y = 1; y < DMAXY; y++) {
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for (int x = 1; x < DMAXX; x++) {
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slice[0][0] = BaseTypes[dungeon[x][y]];
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slice[1][0] = BaseTypes[dungeon[x - 1][y]];
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slice[0][1] = BaseTypes[dungeon[x][y - 1]];
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slice[1][1] = BaseTypes[dungeon[x - 1][y - 1]];
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|
|
|
|
|
for (const auto &shadow : ShadowPatterns) {
|
|
|
|
|
if (shadow.strig != slice[0][0])
|
|
|
|
|
continue;
|
|
|
|
|
if (shadow.s1 != 0 && shadow.s1 != slice[1][1])
|
|
|
|
|
continue;
|
|
|
|
|
if (shadow.s2 != 0 && shadow.s2 != slice[0][1])
|
|
|
|
|
continue;
|
|
|
|
|
if (shadow.s3 != 0 && shadow.s3 != slice[1][0])
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (shadow.nv1 != 0 && !Protected.test(x - 1, y - 1)) {
|
|
|
|
|
dungeon[x - 1][y - 1] = shadow.nv1;
|
|
|
|
|
}
|
|
|
|
|
if (shadow.nv2 != 0 && !Protected.test(x, y - 1)) {
|
|
|
|
|
dungeon[x][y - 1] = shadow.nv2;
|
|
|
|
|
}
|
|
|
|
|
if (shadow.nv3 != 0 && !Protected.test(x - 1, y)) {
|
|
|
|
|
dungeon[x - 1][y] = shadow.nv3;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int y = 1; y < DMAXY; y++) {
|
|
|
|
|
for (int x = 1; x < DMAXX; x++) {
|
|
|
|
|
if (Protected.test(x - 1, y))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (dungeon[x - 1][y] == Floor12) {
|
|
|
|
|
Tile tnv3 = Floor12;
|
|
|
|
|
if (IsAnyOf(dungeon[x][y], DFence, VFenceEnd, VFence, HWallVFence, HArchVFence, HArchVDoor)) {
|
|
|
|
|
tnv3 = Floor14;
|
|
|
|
|
}
|
|
|
|
|
dungeon[x - 1][y] = tnv3;
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[x - 1][y] == HArchShadow) {
|
|
|
|
|
Tile tnv3 = HArchShadow;
|
|
|
|
|
if (IsAnyOf(dungeon[x][y], DFence, VFenceEnd, VFence, HWallVFence, HArchVFence, HArchVDoor)) {
|
|
|
|
|
tnv3 = HArchShadow2;
|
|
|
|
|
}
|
|
|
|
|
dungeon[x - 1][y] = tnv3;
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[x - 1][y] == HWallShadow) {
|
|
|
|
|
Tile tnv3 = HWallShadow;
|
|
|
|
|
if (IsAnyOf(dungeon[x][y], DFence, VFenceEnd, VFence, HWallVFence, HArchVFence, HArchVDoor)) {
|
|
|
|
|
tnv3 = HWallShadow2;
|
|
|
|
|
}
|
|
|
|
|
dungeon[x - 1][y] = tnv3;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool CanReplaceTile(uint8_t replace, Point tile)
|
|
|
|
|
{
|
|
|
|
|
if (replace < VWallEnd2 || replace > VWall8) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// BUGFIX: p2 is a workaround for a bug, only p1 should have been used (fixing this breaks compatibility)
|
|
|
|
|
constexpr auto ComparisonWithBoundsCheck = [](Point p1, Point p2) {
|
|
|
|
|
return (p1.x >= 0 && p1.x < DMAXX && p1.y >= 0 && p1.y < DMAXY)
|
|
|
|
|
&& (p2.x >= 0 && p2.x < DMAXX && p2.y >= 0 && p2.y < DMAXY)
|
|
|
|
|
&& (dungeon[p1.x][p1.y] >= VWallEnd2 && dungeon[p2.x][p2.y] <= VWall8);
|
|
|
|
|
};
|
|
|
|
|
if (ComparisonWithBoundsCheck(tile + Direction::NorthWest, tile + Direction::NorthWest)
|
|
|
|
|
|| ComparisonWithBoundsCheck(tile + Direction::SouthEast, tile + Direction::NorthWest)
|
|
|
|
|
|| ComparisonWithBoundsCheck(tile + Direction::SouthWest, tile + Direction::NorthWest)
|
|
|
|
|
|| ComparisonWithBoundsCheck(tile + Direction::NorthEast, tile + Direction::NorthWest)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FillFloor()
|
|
|
|
|
{
|
|
|
|
|
for (int j = 0; j < DMAXY; j++) {
|
|
|
|
|
for (int i = 0; i < DMAXX; i++) {
|
|
|
|
|
if (dungeon[i][j] != Floor || Protected.test(i, j))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
const int rv = RandomIntLessThan(3);
|
|
|
|
|
if (rv == 1)
|
|
|
|
|
dungeon[i][j] = Floor22;
|
|
|
|
|
else if (rv == 2)
|
|
|
|
|
dungeon[i][j] = Floor23;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void InitSetPiece()
|
|
|
|
|
{
|
|
|
|
|
std::unique_ptr<uint16_t[]> setPieceData;
|
|
|
|
|
if (Quests[Q_BUTCHER].IsAvailable()) {
|
|
|
|
|
setPieceData = LoadFileInMem<uint16_t>("levels\\l1data\\rnd6.dun");
|
|
|
|
|
} else if (Quests[Q_SKELKING].IsAvailable() && !UseMultiplayerQuests()) {
|
|
|
|
|
setPieceData = LoadFileInMem<uint16_t>("levels\\l1data\\skngdo.dun");
|
|
|
|
|
} else if (Quests[Q_LTBANNER].IsAvailable()) {
|
|
|
|
|
setPieceData = LoadFileInMem<uint16_t>("levels\\l1data\\banner2.dun");
|
|
|
|
|
} else {
|
|
|
|
|
return; // no setpiece needed for this level
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const WorldTilePosition setPiecePosition = SelectChamber();
|
|
|
|
|
PlaceDunTiles(setPieceData.get(), setPiecePosition, Floor);
|
|
|
|
|
SetPiece = { setPiecePosition, GetDunSize(setPieceData.get()) };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void InitDungeonPieces()
|
|
|
|
|
{
|
|
|
|
|
for (int j = 0; j < MAXDUNY; j++) {
|
|
|
|
|
for (int i = 0; i < MAXDUNX; i++) {
|
|
|
|
|
int8_t pc;
|
|
|
|
|
if (IsAnyOf(dPiece[i][j], 11, 70, 320, 210, 340, 417)) {
|
|
|
|
|
pc = 1;
|
|
|
|
|
} else if (IsAnyOf(dPiece[i][j], 10, 248, 324, 343, 330, 420)) {
|
|
|
|
|
pc = 2;
|
|
|
|
|
} else if (dPiece[i][j] == 252) {
|
|
|
|
|
pc = 3;
|
|
|
|
|
} else if (dPiece[i][j] == 254) {
|
|
|
|
|
pc = 4;
|
|
|
|
|
} else if (dPiece[i][j] == 258) {
|
|
|
|
|
pc = 5;
|
|
|
|
|
} else if (dPiece[i][j] == 266) {
|
|
|
|
|
pc = 6;
|
|
|
|
|
} else {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
dSpecial[i][j] = pc;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void InitDungeonFlags()
|
|
|
|
|
{
|
|
|
|
|
memset(dungeon, Dirt, sizeof(dungeon));
|
|
|
|
|
Protected.reset();
|
|
|
|
|
Chamber.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MapRoom(Rectangle room)
|
|
|
|
|
{
|
|
|
|
|
for (int y = 0; y < room.size.height; y++) {
|
|
|
|
|
for (int x = 0; x < room.size.width; x++) {
|
|
|
|
|
DungeonMask.set(room.position.x + x, room.position.y + y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool CheckRoom(Rectangle room)
|
|
|
|
|
{
|
|
|
|
|
for (int j = 0; j < room.size.height; j++) {
|
|
|
|
|
for (int i = 0; i < room.size.width; i++) {
|
|
|
|
|
if (i + room.position.x < 0 || i + room.position.x >= DMAXX || j + room.position.y < 0 || j + room.position.y >= DMAXY) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (DungeonMask.test(i + room.position.x, j + room.position.y)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GenerateRoom(Rectangle area, bool verticalLayout)
|
|
|
|
|
{
|
|
|
|
|
const bool rotate = FlipCoin(4);
|
|
|
|
|
verticalLayout = (!verticalLayout && rotate) || (verticalLayout && !rotate);
|
|
|
|
|
|
|
|
|
|
bool placeRoom1;
|
|
|
|
|
Rectangle room1;
|
|
|
|
|
|
|
|
|
|
for (int num = 0; num < 20; num++) {
|
|
|
|
|
const int32_t randomWidth = (GenerateRnd(5) + 2) & ~1;
|
|
|
|
|
const int32_t randomHeight = (GenerateRnd(5) + 2) & ~1;
|
|
|
|
|
room1.size = { randomWidth, randomHeight };
|
|
|
|
|
room1.position = area.position;
|
|
|
|
|
if (verticalLayout) {
|
|
|
|
|
room1.position += Displacement { -room1.size.width, area.size.height / 2 - room1.size.height / 2 };
|
|
|
|
|
placeRoom1 = CheckRoom({ room1.position + Displacement { -1, -1 }, { room1.size.height + 2, room1.size.width + 1 } }); /// BUGFIX: swap height and width ({ room1.size.width + 1, room1.size.height + 2 }) (workaround applied below)
|
|
|
|
|
} else {
|
|
|
|
|
room1.position += Displacement { area.size.width / 2 - room1.size.width / 2, -room1.size.height };
|
|
|
|
|
placeRoom1 = CheckRoom({ room1.position + Displacement { -1, -1 }, { room1.size.width + 2, room1.size.height + 1 } });
|
|
|
|
|
}
|
|
|
|
|
if (placeRoom1)
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (placeRoom1)
|
|
|
|
|
MapRoom({ room1.position, { std::min(DMAXX - room1.position.x, room1.size.width), std::min(DMAXX - room1.position.y, room1.size.height) } });
|
|
|
|
|
|
|
|
|
|
bool placeRoom2;
|
|
|
|
|
Rectangle room2 = room1;
|
|
|
|
|
if (verticalLayout) {
|
|
|
|
|
room2.position.x = area.position.x + area.size.width;
|
|
|
|
|
placeRoom2 = CheckRoom({ room2.position + Displacement { 0, -1 }, { room2.size.width + 1, room2.size.height + 2 } });
|
|
|
|
|
} else {
|
|
|
|
|
room2.position.y = area.position.y + area.size.height;
|
|
|
|
|
placeRoom2 = CheckRoom({ room2.position + Displacement { -1, 0 }, { room2.size.width + 2, room2.size.height + 1 } });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (placeRoom2)
|
|
|
|
|
MapRoom(room2);
|
|
|
|
|
if (placeRoom1)
|
|
|
|
|
GenerateRoom(room1, !verticalLayout);
|
|
|
|
|
if (placeRoom2)
|
|
|
|
|
GenerateRoom(room2, !verticalLayout);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Generate a boolean dungoen room layout
|
|
|
|
|
*/
|
|
|
|
|
void FirstRoom()
|
|
|
|
|
{
|
|
|
|
|
DungeonMask.reset();
|
|
|
|
|
|
|
|
|
|
VerticalLayout = FlipCoin();
|
|
|
|
|
HasChamber1 = !FlipCoin();
|
|
|
|
|
HasChamber2 = !FlipCoin();
|
|
|
|
|
HasChamber3 = !FlipCoin();
|
|
|
|
|
|
|
|
|
|
if (!HasChamber1 || !HasChamber3)
|
|
|
|
|
HasChamber2 = true;
|
|
|
|
|
|
|
|
|
|
Rectangle chamber1 { { 1, 15 }, { 10, 10 } };
|
|
|
|
|
const Rectangle chamber2 { { 15, 15 }, { 10, 10 } };
|
|
|
|
|
Rectangle chamber3 { { 29, 15 }, { 10, 10 } };
|
|
|
|
|
Rectangle hallway { { 1, 17 }, { 38, 6 } };
|
|
|
|
|
if (!HasChamber1) {
|
|
|
|
|
hallway.position.x += 17;
|
|
|
|
|
hallway.size.width -= 17;
|
|
|
|
|
}
|
|
|
|
|
if (!HasChamber3)
|
|
|
|
|
hallway.size.width -= 16;
|
|
|
|
|
if (VerticalLayout) {
|
|
|
|
|
std::swap(chamber1.position.x, chamber1.position.y);
|
|
|
|
|
std::swap(chamber3.position.x, chamber3.position.y);
|
|
|
|
|
std::swap(hallway.position.x, hallway.position.y);
|
|
|
|
|
std::swap(hallway.size.width, hallway.size.height);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (HasChamber1)
|
|
|
|
|
MapRoom(chamber1);
|
|
|
|
|
if (HasChamber2)
|
|
|
|
|
MapRoom(chamber2);
|
|
|
|
|
if (HasChamber3)
|
|
|
|
|
MapRoom(chamber3);
|
|
|
|
|
|
|
|
|
|
MapRoom(hallway);
|
|
|
|
|
|
|
|
|
|
if (HasChamber1)
|
|
|
|
|
GenerateRoom(chamber1, VerticalLayout);
|
|
|
|
|
if (HasChamber2)
|
|
|
|
|
GenerateRoom(chamber2, VerticalLayout);
|
|
|
|
|
if (HasChamber3)
|
|
|
|
|
GenerateRoom(chamber3, VerticalLayout);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Find the number of mega tiles used by layout
|
|
|
|
|
*/
|
|
|
|
|
inline size_t FindArea()
|
|
|
|
|
{
|
|
|
|
|
return DungeonMask.count();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MakeDmt()
|
|
|
|
|
{
|
|
|
|
|
for (int j = 0; j < DMAXY - 1; j++) {
|
|
|
|
|
for (int i = 0; i < DMAXX - 1; i++) {
|
|
|
|
|
if (DungeonMask.test(i, j))
|
|
|
|
|
dungeon[i][j] = Floor;
|
|
|
|
|
else if (!DungeonMask.test(i + 1, j + 1) && DungeonMask.test(i, j + 1) && DungeonMask.test(i + 1, j))
|
|
|
|
|
dungeon[i][j] = Floor; // Remove diagonal corners
|
|
|
|
|
else if (DungeonMask.test(i + 1, j + 1) && DungeonMask.test(i, j + 1) && DungeonMask.test(i + 1, j))
|
|
|
|
|
dungeon[i][j] = VCorner;
|
|
|
|
|
else if (DungeonMask.test(i, j + 1))
|
|
|
|
|
dungeon[i][j] = HWall;
|
|
|
|
|
else if (DungeonMask.test(i + 1, j))
|
|
|
|
|
dungeon[i][j] = VWall;
|
|
|
|
|
else if (DungeonMask.test(i + 1, j + 1))
|
|
|
|
|
dungeon[i][j] = DWall;
|
|
|
|
|
else
|
|
|
|
|
dungeon[i][j] = Dirt;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int HorizontalWallOk(Point position)
|
|
|
|
|
{
|
|
|
|
|
int length;
|
|
|
|
|
for (length = 1; dungeon[position.x + length][position.y] == Floor; length++) {
|
|
|
|
|
if (dungeon[position.x + length][position.y - 1] != Floor || dungeon[position.x + length][position.y + 1] != Floor || Protected.test(position.x + length, position.y) || Chamber.test(position.x + length, position.y))
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (length == 1)
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
auto tileId = static_cast<Tile>(dungeon[position.x + length][position.y]);
|
|
|
|
|
|
|
|
|
|
if (!IsAnyOf(tileId, Corner, DWall, DArch, VWallEnd, HWallEnd, VCorner, HCorner, DirtHwall, DirtVwall, VDirtCorner, HDirtCorner, DirtHwallEnd, DirtVwallEnd))
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
return length;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int VerticalWallOk(Point position)
|
|
|
|
|
{
|
|
|
|
|
int length;
|
|
|
|
|
for (length = 1; dungeon[position.x][position.y + length] == Floor; length++) {
|
|
|
|
|
if (dungeon[position.x - 1][position.y + length] != Floor || dungeon[position.x + 1][position.y + length] != Floor || Protected.test(position.x, position.y + length) || Chamber.test(position.x, position.y + length))
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (length == 1)
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
auto tileId = static_cast<Tile>(dungeon[position.x][position.y + length]);
|
|
|
|
|
|
|
|
|
|
if (!IsAnyOf(tileId, Corner, DWall, DArch, VWallEnd, HWallEnd, VCorner, HCorner, DirtHwall, DirtVwall, VDirtCorner, HDirtCorner, DirtHwallEnd, DirtVwallEnd))
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
return length;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void HorizontalWall(Point position, Tile start, int maxX)
|
|
|
|
|
{
|
|
|
|
|
Tile wallTile = HWall;
|
|
|
|
|
Tile doorTile = HDoor;
|
|
|
|
|
|
|
|
|
|
switch (GenerateRnd(4)) {
|
|
|
|
|
case 2: // Add arch
|
|
|
|
|
wallTile = HArch;
|
|
|
|
|
doorTile = HArch;
|
|
|
|
|
if (start == HWall)
|
|
|
|
|
start = HArch;
|
|
|
|
|
else if (start == DWall)
|
|
|
|
|
start = HArchVWall;
|
|
|
|
|
break;
|
|
|
|
|
case 3: // Add Fence
|
|
|
|
|
wallTile = HFence;
|
|
|
|
|
if (start == HWall)
|
|
|
|
|
start = HFence;
|
|
|
|
|
else if (start == DWall)
|
|
|
|
|
start = HFenceVWall;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (GenerateRnd(6) == 5)
|
|
|
|
|
doorTile = HArch;
|
|
|
|
|
|
|
|
|
|
dungeon[position.x][position.y] = start;
|
|
|
|
|
|
|
|
|
|
for (int x = 1; x < maxX; x++) {
|
|
|
|
|
dungeon[position.x + x][position.y] = wallTile;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const int x = GenerateRnd(maxX - 1) + 1;
|
|
|
|
|
|
|
|
|
|
dungeon[position.x + x][position.y] = doorTile;
|
|
|
|
|
if (doorTile == HDoor) {
|
|
|
|
|
Protected.set(position.x + x, position.y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void VerticalWall(Point position, Tile start, int maxY)
|
|
|
|
|
{
|
|
|
|
|
Tile wallTile = VWall;
|
|
|
|
|
Tile doorTile = VDoor;
|
|
|
|
|
|
|
|
|
|
switch (GenerateRnd(4)) {
|
|
|
|
|
case 2: // Add arch
|
|
|
|
|
wallTile = VArch;
|
|
|
|
|
doorTile = VArch;
|
|
|
|
|
if (start == VWall)
|
|
|
|
|
start = VArch;
|
|
|
|
|
else if (start == DWall)
|
|
|
|
|
start = HWallVArch;
|
|
|
|
|
break;
|
|
|
|
|
case 3: // Add Fence
|
|
|
|
|
wallTile = VFence;
|
|
|
|
|
if (start == VWall)
|
|
|
|
|
start = VFence;
|
|
|
|
|
else if (start == DWall)
|
|
|
|
|
start = HWallVFence;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (GenerateRnd(6) == 5)
|
|
|
|
|
doorTile = VArch;
|
|
|
|
|
|
|
|
|
|
dungeon[position.x][position.y] = start;
|
|
|
|
|
|
|
|
|
|
for (int y = 1; y < maxY; y++) {
|
|
|
|
|
dungeon[position.x][position.y + y] = wallTile;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const int y = GenerateRnd(maxY - 1) + 1;
|
|
|
|
|
|
|
|
|
|
dungeon[position.x][position.y + y] = doorTile;
|
|
|
|
|
if (doorTile == VDoor) {
|
|
|
|
|
Protected.set(position.x, position.y + y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddWall()
|
|
|
|
|
{
|
|
|
|
|
for (int j = 0; j < DMAXY; j++) {
|
|
|
|
|
for (int i = 0; i < DMAXX; i++) {
|
|
|
|
|
if (Protected.test(i, j) || Chamber.test(i, j))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (dungeon[i][j] == Corner) {
|
|
|
|
|
DiscardRandomValues(1);
|
|
|
|
|
const int maxX = HorizontalWallOk({ i, j });
|
|
|
|
|
if (maxX != -1) {
|
|
|
|
|
HorizontalWall({ i, j }, HWall, maxX);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == Corner) {
|
|
|
|
|
DiscardRandomValues(1);
|
|
|
|
|
const int maxY = VerticalWallOk({ i, j });
|
|
|
|
|
if (maxY != -1) {
|
|
|
|
|
VerticalWall({ i, j }, VWall, maxY);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == VWallEnd) {
|
|
|
|
|
DiscardRandomValues(1);
|
|
|
|
|
const int maxX = HorizontalWallOk({ i, j });
|
|
|
|
|
if (maxX != -1) {
|
|
|
|
|
HorizontalWall({ i, j }, DWall, maxX);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == HWallEnd) {
|
|
|
|
|
DiscardRandomValues(1);
|
|
|
|
|
const int maxY = VerticalWallOk({ i, j });
|
|
|
|
|
if (maxY != -1) {
|
|
|
|
|
VerticalWall({ i, j }, DWall, maxY);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == HWall) {
|
|
|
|
|
DiscardRandomValues(1);
|
|
|
|
|
const int maxX = HorizontalWallOk({ i, j });
|
|
|
|
|
if (maxX != -1) {
|
|
|
|
|
HorizontalWall({ i, j }, HWall, maxX);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == VWall) {
|
|
|
|
|
DiscardRandomValues(1);
|
|
|
|
|
const int maxY = VerticalWallOk({ i, j });
|
|
|
|
|
if (maxY != -1) {
|
|
|
|
|
VerticalWall({ i, j }, VWall, maxY);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GenerateChamber(Point position, bool connectPrevious, bool connectNext, bool verticalLayout)
|
|
|
|
|
{
|
|
|
|
|
if (connectPrevious) {
|
|
|
|
|
if (verticalLayout) {
|
|
|
|
|
dungeon[position.x + 2][position.y] = HArch;
|
|
|
|
|
dungeon[position.x + 3][position.y] = HArch;
|
|
|
|
|
dungeon[position.x + 4][position.y] = Corner;
|
|
|
|
|
dungeon[position.x + 7][position.y] = VArchEnd;
|
|
|
|
|
dungeon[position.x + 8][position.y] = HArch;
|
|
|
|
|
dungeon[position.x + 9][position.y] = HWall;
|
|
|
|
|
} else {
|
|
|
|
|
dungeon[position.x][position.y + 2] = VArch;
|
|
|
|
|
dungeon[position.x][position.y + 3] = VArch;
|
|
|
|
|
dungeon[position.x][position.y + 4] = Corner;
|
|
|
|
|
dungeon[position.x][position.y + 7] = HArchEnd;
|
|
|
|
|
dungeon[position.x][position.y + 8] = VArch;
|
|
|
|
|
dungeon[position.x][position.y + 9] = VWall;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (connectNext) {
|
|
|
|
|
if (verticalLayout) {
|
|
|
|
|
position.y += 11;
|
|
|
|
|
dungeon[position.x + 2][position.y] = HArchVWall;
|
|
|
|
|
dungeon[position.x + 3][position.y] = HArch;
|
|
|
|
|
dungeon[position.x + 4][position.y] = HArchEnd;
|
|
|
|
|
dungeon[position.x + 7][position.y] = DArch;
|
|
|
|
|
dungeon[position.x + 8][position.y] = HArch;
|
|
|
|
|
if (dungeon[position.x + 9][position.y] != DWall)
|
|
|
|
|
dungeon[position.x + 9][position.y] = HDirtCorner;
|
|
|
|
|
position.y -= 11;
|
|
|
|
|
} else {
|
|
|
|
|
position.x += 11;
|
|
|
|
|
dungeon[position.x][position.y + 2] = HWallVArch;
|
|
|
|
|
dungeon[position.x][position.y + 3] = VArch;
|
|
|
|
|
dungeon[position.x][position.y + 4] = VArchEnd;
|
|
|
|
|
dungeon[position.x][position.y + 7] = DArch;
|
|
|
|
|
dungeon[position.x][position.y + 8] = VArch;
|
|
|
|
|
if (dungeon[position.x][position.y + 9] != DWall)
|
|
|
|
|
dungeon[position.x][position.y + 9] = HDirtCorner;
|
|
|
|
|
position.x -= 11;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int y = 1; y < 11; y++) {
|
|
|
|
|
for (int x = 1; x < 11; x++) {
|
|
|
|
|
dungeon[position.x + x][position.y + y] = Floor;
|
|
|
|
|
Chamber.set(position.x + x, position.y + y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
dungeon[position.x + 4][position.y + 4] = Pillar;
|
|
|
|
|
dungeon[position.x + 7][position.y + 4] = Pillar;
|
|
|
|
|
dungeon[position.x + 4][position.y + 7] = Pillar;
|
|
|
|
|
dungeon[position.x + 7][position.y + 7] = Pillar;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GenerateHall(Point start, int length, bool verticalLayout)
|
|
|
|
|
{
|
|
|
|
|
if (verticalLayout) {
|
|
|
|
|
for (int i = start.y; i < start.y + length; i++) {
|
|
|
|
|
dungeon[start.x][i] = VArch;
|
|
|
|
|
dungeon[start.x + 3][i] = VArch;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
for (int i = start.x; i < start.x + length; i++) {
|
|
|
|
|
dungeon[i][start.y] = HArch;
|
|
|
|
|
dungeon[i][start.y + 3] = HArch;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FixTilesPatterns()
|
|
|
|
|
{
|
|
|
|
|
// BUGFIX: Bounds checks are required in all loop bodies.
|
|
|
|
|
// See https://github.com/diasurgical/devilutionX/pull/401
|
|
|
|
|
|
|
|
|
|
for (int j = 0; j < DMAXY; j++) {
|
|
|
|
|
for (int i = 0; i < DMAXX; i++) {
|
|
|
|
|
if (i + 1 < DMAXX) {
|
|
|
|
|
if (dungeon[i][j] == HWall && dungeon[i + 1][j] == Dirt)
|
|
|
|
|
dungeon[i + 1][j] = DirtHwallEnd;
|
|
|
|
|
if (dungeon[i][j] == Floor && dungeon[i + 1][j] == Dirt)
|
|
|
|
|
dungeon[i + 1][j] = DirtHwall;
|
|
|
|
|
if (dungeon[i][j] == Floor && dungeon[i + 1][j] == HWall)
|
|
|
|
|
dungeon[i + 1][j] = HWallEnd;
|
|
|
|
|
if (dungeon[i][j] == VWallEnd && dungeon[i + 1][j] == Dirt)
|
|
|
|
|
dungeon[i + 1][j] = DirtVwallEnd;
|
|
|
|
|
}
|
|
|
|
|
if (j + 1 < DMAXY) {
|
|
|
|
|
if (dungeon[i][j] == VWall && dungeon[i][j + 1] == Dirt)
|
|
|
|
|
dungeon[i][j + 1] = DirtVwallEnd;
|
|
|
|
|
if (dungeon[i][j] == Floor && dungeon[i][j + 1] == VWall)
|
|
|
|
|
dungeon[i][j + 1] = VWallEnd;
|
|
|
|
|
if (dungeon[i][j] == Floor && dungeon[i][j + 1] == Dirt)
|
|
|
|
|
dungeon[i][j + 1] = DirtVwall;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int j = 0; j < DMAXY; j++) {
|
|
|
|
|
for (int i = 0; i < DMAXX; i++) {
|
|
|
|
|
if (i + 1 < DMAXX) {
|
|
|
|
|
if (dungeon[i][j] == Floor && dungeon[i + 1][j] == DirtVwall)
|
|
|
|
|
dungeon[i + 1][j] = HDirtCorner;
|
|
|
|
|
if (dungeon[i][j] == Floor && dungeon[i + 1][j] == Dirt)
|
|
|
|
|
dungeon[i + 1][j] = VDirtCorner;
|
|
|
|
|
if (dungeon[i][j] == HWallEnd && dungeon[i + 1][j] == Dirt)
|
|
|
|
|
dungeon[i + 1][j] = DirtHwallEnd;
|
|
|
|
|
if (dungeon[i][j] == Floor && dungeon[i + 1][j] == DirtVwallEnd)
|
|
|
|
|
dungeon[i + 1][j] = HDirtCorner;
|
|
|
|
|
if (dungeon[i][j] == DirtVwall && dungeon[i + 1][j] == Dirt)
|
|
|
|
|
dungeon[i + 1][j] = VDirtCorner;
|
|
|
|
|
if (dungeon[i][j] == HWall && dungeon[i + 1][j] == DirtVwall)
|
|
|
|
|
dungeon[i + 1][j] = HDirtCorner;
|
|
|
|
|
if (dungeon[i][j] == DirtVwall && dungeon[i + 1][j] == VWall)
|
|
|
|
|
dungeon[i + 1][j] = VWallEnd;
|
|
|
|
|
if (dungeon[i][j] == HWallEnd && dungeon[i + 1][j] == DirtVwall)
|
|
|
|
|
dungeon[i + 1][j] = HDirtCorner;
|
|
|
|
|
if (dungeon[i][j] == HWall && dungeon[i + 1][j] == VWall)
|
|
|
|
|
dungeon[i + 1][j] = VWallEnd;
|
|
|
|
|
if (dungeon[i][j] == Corner && dungeon[i + 1][j] == Dirt)
|
|
|
|
|
dungeon[i + 1][j] = DirtVwallEnd;
|
|
|
|
|
if (dungeon[i][j] == HDirtCorner && dungeon[i + 1][j] == VWall)
|
|
|
|
|
dungeon[i + 1][j] = VWallEnd;
|
|
|
|
|
if (dungeon[i][j] == HWallEnd && dungeon[i + 1][j] == VWall)
|
|
|
|
|
dungeon[i + 1][j] = VWallEnd;
|
|
|
|
|
if (dungeon[i][j] == HWallEnd && dungeon[i + 1][j] == DirtVwallEnd)
|
|
|
|
|
dungeon[i + 1][j] = HDirtCorner;
|
|
|
|
|
if (dungeon[i][j] == DWall && dungeon[i + 1][j] == VCorner)
|
|
|
|
|
dungeon[i + 1][j] = HCorner;
|
|
|
|
|
if (dungeon[i][j] == HWallEnd && dungeon[i + 1][j] == Floor)
|
|
|
|
|
dungeon[i + 1][j] = HCorner;
|
|
|
|
|
if (dungeon[i][j] == HWall && dungeon[i + 1][j] == DirtVwallEnd)
|
|
|
|
|
dungeon[i + 1][j] = HDirtCorner;
|
|
|
|
|
if (dungeon[i][j] == HWall && dungeon[i + 1][j] == Floor)
|
|
|
|
|
dungeon[i + 1][j] = HCorner;
|
|
|
|
|
}
|
|
|
|
|
if (i > 0) {
|
|
|
|
|
if (dungeon[i][j] == DirtHwallEnd && dungeon[i - 1][j] == Dirt)
|
|
|
|
|
dungeon[i - 1][j] = DirtVwall;
|
|
|
|
|
if (dungeon[i][j] == DirtVwall && dungeon[i - 1][j] == DirtHwallEnd)
|
|
|
|
|
dungeon[i - 1][j] = HDirtCorner;
|
|
|
|
|
if (dungeon[i][j] == VWallEnd && dungeon[i - 1][j] == Dirt)
|
|
|
|
|
dungeon[i - 1][j] = DirtVwallEnd;
|
|
|
|
|
if (dungeon[i][j] == VWallEnd && dungeon[i - 1][j] == DirtHwallEnd)
|
|
|
|
|
dungeon[i - 1][j] = HDirtCorner;
|
|
|
|
|
}
|
|
|
|
|
if (j + 1 < DMAXY) {
|
|
|
|
|
if (dungeon[i][j] == VWall && dungeon[i][j + 1] == HWall)
|
|
|
|
|
dungeon[i][j + 1] = HWallEnd;
|
|
|
|
|
if (dungeon[i][j] == VWallEnd && dungeon[i][j + 1] == DirtHwall)
|
|
|
|
|
dungeon[i][j + 1] = HDirtCorner;
|
|
|
|
|
if (dungeon[i][j] == DirtHwall && dungeon[i][j + 1] == HWall)
|
|
|
|
|
dungeon[i][j + 1] = HWallEnd;
|
|
|
|
|
if (dungeon[i][j] == VWallEnd && dungeon[i][j + 1] == HWall)
|
|
|
|
|
dungeon[i][j + 1] = HWallEnd;
|
|
|
|
|
if (dungeon[i][j] == HDirtCorner && dungeon[i][j + 1] == HWall)
|
|
|
|
|
dungeon[i][j + 1] = HWallEnd;
|
|
|
|
|
if (dungeon[i][j] == VWallEnd && dungeon[i][j + 1] == Dirt)
|
|
|
|
|
dungeon[i][j + 1] = DirtVwallEnd;
|
|
|
|
|
if (dungeon[i][j] == VWallEnd && dungeon[i][j + 1] == Floor)
|
|
|
|
|
dungeon[i][j + 1] = VCorner;
|
|
|
|
|
if (dungeon[i][j] == VWall && dungeon[i][j + 1] == Floor)
|
|
|
|
|
dungeon[i][j + 1] = VCorner;
|
|
|
|
|
if (dungeon[i][j] == Floor && dungeon[i][j + 1] == VCorner)
|
|
|
|
|
dungeon[i][j + 1] = HCorner;
|
|
|
|
|
}
|
|
|
|
|
if (j > 0) {
|
|
|
|
|
if (dungeon[i][j] == VWallEnd && dungeon[i][j - 1] == Dirt)
|
|
|
|
|
dungeon[i][j - 1] = HWallEnd;
|
|
|
|
|
if (dungeon[i][j] == VWallEnd && dungeon[i][j - 1] == Dirt)
|
|
|
|
|
dungeon[i][j - 1] = DirtVwallEnd;
|
|
|
|
|
if (dungeon[i][j] == HWallEnd && dungeon[i][j - 1] == DirtVwallEnd)
|
|
|
|
|
dungeon[i][j - 1] = HDirtCorner;
|
|
|
|
|
if (dungeon[i][j] == DirtHwall && dungeon[i][j - 1] == DirtVwallEnd)
|
|
|
|
|
dungeon[i][j - 1] = HDirtCorner;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int j = 0; j < DMAXY; j++) {
|
|
|
|
|
for (int i = 0; i < DMAXX; i++) {
|
|
|
|
|
if (j + 1 < DMAXY && dungeon[i][j] == DWall && dungeon[i][j + 1] == HWall)
|
|
|
|
|
dungeon[i][j + 1] = HWallEnd;
|
|
|
|
|
if (i + 1 < DMAXX && dungeon[i][j] == HWall && dungeon[i + 1][j] == DirtVwall)
|
|
|
|
|
dungeon[i + 1][j] = HDirtCorner;
|
|
|
|
|
if (j + 1 < DMAXY && dungeon[i][j] == DirtHwall && dungeon[i][j + 1] == Dirt)
|
|
|
|
|
dungeon[i][j + 1] = VDirtCorner;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Substitution()
|
|
|
|
|
{
|
|
|
|
|
for (int y = 0; y < DMAXY; y++) {
|
|
|
|
|
for (int x = 0; x < DMAXX; x++) {
|
|
|
|
|
if (FlipCoin(4)) {
|
|
|
|
|
const uint8_t c = TileDecorations[dungeon[x][y]];
|
|
|
|
|
if (c != 0 && !Protected.test(x, y)) {
|
|
|
|
|
int rv = GenerateRnd(16);
|
|
|
|
|
int i = -1;
|
|
|
|
|
while (rv >= 0) {
|
|
|
|
|
i++;
|
|
|
|
|
if (i == sizeof(TileDecorations)) {
|
|
|
|
|
i = 0;
|
|
|
|
|
}
|
|
|
|
|
if (c == TileDecorations[i]) {
|
|
|
|
|
rv--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// BUGFIX: Add `&& y > 0` to the if statement. (fixed)
|
|
|
|
|
if (i == VWall4 && y > 0) {
|
|
|
|
|
if (TileDecorations[dungeon[x][y - 1]] != VWall2 || Protected.test(x, y - 1))
|
|
|
|
|
i = VWall2;
|
|
|
|
|
else
|
|
|
|
|
dungeon[x][y - 1] = VWall5;
|
|
|
|
|
}
|
|
|
|
|
// BUGFIX: Add `&& x + 1 < DMAXX` to the if statement. (fixed)
|
|
|
|
|
if (i == HWall4 && x + 1 < DMAXX) {
|
|
|
|
|
if (TileDecorations[dungeon[x + 1][y]] != HWall2 || Protected.test(x + 1, y))
|
|
|
|
|
i = HWall2;
|
|
|
|
|
else
|
|
|
|
|
dungeon[x + 1][y] = HWall5;
|
|
|
|
|
}
|
|
|
|
|
dungeon[x][y] = i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FillChambers()
|
|
|
|
|
{
|
|
|
|
|
Point chamber1 { 0, 14 };
|
|
|
|
|
Point chamber3 { 28, 14 };
|
|
|
|
|
Point hall1 { 12, 18 };
|
|
|
|
|
Point hall2 { 26, 18 };
|
|
|
|
|
if (VerticalLayout) {
|
|
|
|
|
std::swap(chamber1.x, chamber1.y);
|
|
|
|
|
std::swap(chamber3.x, chamber3.y);
|
|
|
|
|
std::swap(hall1.x, hall1.y);
|
|
|
|
|
std::swap(hall2.x, hall2.y);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (HasChamber1)
|
|
|
|
|
GenerateChamber(chamber1, false, true, VerticalLayout);
|
|
|
|
|
if (HasChamber2)
|
|
|
|
|
GenerateChamber({ 14, 14 }, HasChamber1, HasChamber3, VerticalLayout);
|
|
|
|
|
if (HasChamber3)
|
|
|
|
|
GenerateChamber(chamber3, true, false, VerticalLayout);
|
|
|
|
|
|
|
|
|
|
if (HasChamber2) {
|
|
|
|
|
if (HasChamber1)
|
|
|
|
|
GenerateHall(hall1, 2, VerticalLayout);
|
|
|
|
|
if (HasChamber3)
|
|
|
|
|
GenerateHall(hall2, 2, VerticalLayout);
|
|
|
|
|
} else {
|
|
|
|
|
GenerateHall(hall1, 16, VerticalLayout);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (leveltype == DTYPE_CRYPT) {
|
|
|
|
|
if (currlevel == 24) {
|
|
|
|
|
SetCryptRoom();
|
|
|
|
|
} else if (CornerStone.isAvailable()) {
|
|
|
|
|
SetCornerRoom();
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
InitSetPiece();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FixTransparency()
|
|
|
|
|
{
|
|
|
|
|
int yy = 16;
|
|
|
|
|
for (int j = 0; j < DMAXY; j++) {
|
|
|
|
|
int xx = 16;
|
|
|
|
|
for (int i = 0; i < DMAXX; i++) {
|
|
|
|
|
// BUGFIX: Should check for `j > 0` first. (fixed)
|
|
|
|
|
if (dungeon[i][j] == DirtHwallEnd && j > 0 && dungeon[i][j - 1] == DirtHwall) {
|
|
|
|
|
dTransVal[xx + 1][yy] = dTransVal[xx][yy];
|
|
|
|
|
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
|
|
|
|
|
}
|
|
|
|
|
// BUGFIX: Should check for `i + 1 < DMAXY` first. (fixed)
|
|
|
|
|
if (dungeon[i][j] == DirtVwallEnd && i + 1 < DMAXY && dungeon[i + 1][j] == DirtVwall) {
|
|
|
|
|
dTransVal[xx][yy + 1] = dTransVal[xx][yy];
|
|
|
|
|
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == DirtHwall) {
|
|
|
|
|
dTransVal[xx + 1][yy] = dTransVal[xx][yy];
|
|
|
|
|
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == DirtVwall) {
|
|
|
|
|
dTransVal[xx][yy + 1] = dTransVal[xx][yy];
|
|
|
|
|
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == VDirtCorner) {
|
|
|
|
|
dTransVal[xx + 1][yy] = dTransVal[xx][yy];
|
|
|
|
|
dTransVal[xx][yy + 1] = dTransVal[xx][yy];
|
|
|
|
|
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
|
|
|
|
|
}
|
|
|
|
|
xx += 2;
|
|
|
|
|
}
|
|
|
|
|
yy += 2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FixDirtTiles()
|
|
|
|
|
{
|
|
|
|
|
for (int j = 0; j < DMAXY - 1; j++) {
|
|
|
|
|
for (int i = 0; i < DMAXX - 1; i++) {
|
|
|
|
|
if (dungeon[i][j] == HDirtCorner && dungeon[i + 1][j] != DirtVwall) {
|
|
|
|
|
dungeon[i][j] = DirtCorner2;
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == DirtVwall && dungeon[i + 1][j] != DirtVwall) {
|
|
|
|
|
dungeon[i][j] = DirtVWall2;
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == DirtVwallEnd && dungeon[i + 1][j] != DirtVwall) {
|
|
|
|
|
dungeon[i][j] = DirtVWallEnd2;
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == DirtHwall && dungeon[i][j + 1] != DirtHwall) {
|
|
|
|
|
dungeon[i][j] = DirtHWall2;
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == HDirtCorner && dungeon[i][j + 1] != DirtHwall) {
|
|
|
|
|
dungeon[i][j] = DirtCorner2;
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == DirtHwallEnd && dungeon[i][j + 1] != DirtHwall) {
|
|
|
|
|
dungeon[i][j] = DirtHWallEnd2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FixCornerTiles()
|
|
|
|
|
{
|
|
|
|
|
for (int j = 1; j < DMAXY - 1; j++) {
|
|
|
|
|
for (int i = 1; i < DMAXX - 1; i++) {
|
|
|
|
|
if (!Protected.test(i, j) && dungeon[i][j] == HCorner && dungeon[i - 1][j] == Floor && dungeon[i][j - 1] == VWall) {
|
|
|
|
|
dungeon[i][j] = VCorner;
|
|
|
|
|
// BUGFIX: Set tile as Protected
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == DirtCorner2 && dungeon[i + 1][j] == Floor && dungeon[i][j + 1] == VWall) {
|
|
|
|
|
dungeon[i][j] = HArchEnd;
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == DirtCorner2 && dungeon[i][j + 1] == Floor && dungeon[i + 1][j] == HWall) {
|
|
|
|
|
dungeon[i][j] = VArchEnd;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool PlaceCathedralStairs(lvl_entry entry)
|
|
|
|
|
{
|
|
|
|
|
bool success = true;
|
|
|
|
|
std::optional<Point> position;
|
|
|
|
|
|
|
|
|
|
// Place poison water entrance
|
|
|
|
|
if (Quests[Q_PWATER].IsAvailable()) {
|
|
|
|
|
position = PlaceMiniSet(PWATERIN, DMAXX * DMAXY, true);
|
|
|
|
|
if (!position) {
|
|
|
|
|
success = false;
|
|
|
|
|
} else {
|
|
|
|
|
const int8_t t = TransVal;
|
|
|
|
|
TransVal = 0;
|
|
|
|
|
const Point miniPosition = *position;
|
|
|
|
|
DRLG_MRectTrans({ miniPosition + Displacement { 0, 2 }, { 5, 2 } });
|
|
|
|
|
TransVal = t;
|
|
|
|
|
Quests[Q_PWATER].position = miniPosition.megaToWorld() + Displacement { 5, 6 };
|
|
|
|
|
if (entry == ENTRY_RTNLVL)
|
|
|
|
|
ViewPosition = Quests[Q_PWATER].position;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Place stairs up
|
|
|
|
|
position = PlaceMiniSet(MyPlayer->pOriginalCathedral && !Quests[Q_LTBANNER].IsAvailable() ? L5STAIRSUP : STAIRSUP, DMAXX * DMAXY, true);
|
|
|
|
|
if (!position) {
|
|
|
|
|
if (MyPlayer->pOriginalCathedral)
|
|
|
|
|
return false;
|
|
|
|
|
success = false;
|
|
|
|
|
} else if (entry == ENTRY_MAIN) {
|
|
|
|
|
ViewPosition = position->megaToWorld() + Displacement { 3, 4 };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Place stairs down
|
|
|
|
|
if (Quests[Q_LTBANNER].IsAvailable()) {
|
|
|
|
|
if (entry == ENTRY_PREV)
|
|
|
|
|
ViewPosition = SetPiece.position.megaToWorld() + Displacement { 3, 11 };
|
|
|
|
|
} else {
|
|
|
|
|
position = PlaceMiniSet(STAIRSDOWN, DMAXX * DMAXY, true);
|
|
|
|
|
if (!position) {
|
|
|
|
|
success = false;
|
|
|
|
|
} else if (entry == ENTRY_PREV) {
|
|
|
|
|
ViewPosition = position->megaToWorld() + Displacement { 3, 3 };
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return success;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool PlaceStairs(lvl_entry entry)
|
|
|
|
|
{
|
|
|
|
|
if (leveltype == DTYPE_CRYPT) {
|
|
|
|
|
return PlaceCryptStairs(entry);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return PlaceCathedralStairs(entry);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GenerateLevel(lvl_entry entry)
|
|
|
|
|
{
|
|
|
|
|
if (LevelSeeds[currlevel])
|
|
|
|
|
SetRndSeed(*LevelSeeds[currlevel]);
|
|
|
|
|
|
|
|
|
|
size_t minarea = 761;
|
|
|
|
|
switch (currlevel) {
|
|
|
|
|
case 1:
|
|
|
|
|
minarea = 533;
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
minarea = 693;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (true) {
|
|
|
|
|
DRLG_InitTrans();
|
|
|
|
|
|
|
|
|
|
do {
|
|
|
|
|
LevelSeeds[currlevel] = GetLCGEngineState();
|
|
|
|
|
FirstRoom();
|
|
|
|
|
} while (FindArea() < minarea);
|
|
|
|
|
|
|
|
|
|
InitDungeonFlags();
|
|
|
|
|
MakeDmt();
|
|
|
|
|
FillChambers();
|
|
|
|
|
FixTilesPatterns();
|
|
|
|
|
AddWall();
|
|
|
|
|
FloodTransparencyValues(13);
|
|
|
|
|
if (PlaceStairs(entry))
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int j = 0; j < DMAXY; j++) {
|
|
|
|
|
for (int i = 0; i < DMAXX; i++) {
|
|
|
|
|
if (dungeon[i][j] == EntranceStairs) {
|
|
|
|
|
const int xx = 2 * i + 16; /* todo: fix loop */
|
|
|
|
|
const int yy = 2 * j + 16;
|
|
|
|
|
DRLG_CopyTrans(xx, yy + 1, xx, yy);
|
|
|
|
|
DRLG_CopyTrans(xx + 1, yy + 1, xx + 1, yy);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FixTransparency();
|
|
|
|
|
if (leveltype == DTYPE_CRYPT) {
|
|
|
|
|
FixCryptDirtTiles();
|
|
|
|
|
} else {
|
|
|
|
|
FixDirtTiles();
|
|
|
|
|
}
|
|
|
|
|
FixCornerTiles();
|
|
|
|
|
|
|
|
|
|
if (leveltype == DTYPE_CRYPT) {
|
|
|
|
|
CryptSubstitution();
|
|
|
|
|
} else {
|
|
|
|
|
Substitution();
|
|
|
|
|
ApplyShadowsPatterns();
|
|
|
|
|
|
|
|
|
|
const int numt = GenerateRnd(5) + 5;
|
|
|
|
|
for (int i = 0; i < numt; i++) {
|
|
|
|
|
PlaceMiniSet(LAMPS, DMAXX * DMAXY, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FillFloor();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
memcpy(pdungeon, dungeon, sizeof(pdungeon));
|
|
|
|
|
|
|
|
|
|
DRLG_CheckQuests(SetPiece.position);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Pass3()
|
|
|
|
|
{
|
|
|
|
|
DRLG_LPass3(Dirt - 1);
|
|
|
|
|
|
|
|
|
|
if (leveltype == DTYPE_CRYPT)
|
|
|
|
|
InitCryptPieces();
|
|
|
|
|
else
|
|
|
|
|
InitDungeonPieces();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
|
|
void PlaceMiniSetRandom(const Miniset &miniset, int rndper)
|
|
|
|
|
{
|
|
|
|
|
const WorldTileCoord sw = miniset.size.width;
|
|
|
|
|
const WorldTileCoord sh = miniset.size.height;
|
|
|
|
|
|
|
|
|
|
for (WorldTileCoord sy = 0; sy < DMAXY - sh; sy++) {
|
|
|
|
|
for (WorldTileCoord sx = 0; sx < DMAXX - sw; sx++) {
|
|
|
|
|
if (!miniset.matches({ sx, sy }, false))
|
|
|
|
|
continue;
|
|
|
|
|
// BUGFIX: This code is copied from Cave and should not be applied for crypt
|
|
|
|
|
if (!CanReplaceTile(miniset.replace[0][0], { sx, sy }))
|
|
|
|
|
continue;
|
|
|
|
|
if (GenerateRnd(100) >= rndper)
|
|
|
|
|
continue;
|
|
|
|
|
miniset.place({ sx, sy });
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
WorldTilePosition SelectChamber()
|
|
|
|
|
{
|
|
|
|
|
int chamber;
|
|
|
|
|
if (HasChamber1 && HasChamber2 && HasChamber3) {
|
|
|
|
|
chamber = GenerateRnd(3) + 1;
|
|
|
|
|
} else if (HasChamber1 && HasChamber2) {
|
|
|
|
|
chamber = PickRandomlyAmong({ 2, 1 }); // Reverse order to match vanilla
|
|
|
|
|
} else if (HasChamber1 && HasChamber3) {
|
|
|
|
|
chamber = PickRandomlyAmong({ 3, 1 }); // Reverse order to match vanilla
|
|
|
|
|
} else if (HasChamber2 && HasChamber3) {
|
|
|
|
|
chamber = PickRandomlyAmong({ 2, 3 });
|
|
|
|
|
} else {
|
|
|
|
|
// The dungeon generation logic ensures that chamber 2 is available if
|
|
|
|
|
// either (or both of) 1 or 3 aren't, so if we ever end up with a single
|
|
|
|
|
// chamber layout it's always chamber 2.
|
|
|
|
|
chamber = 2;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch (chamber) {
|
|
|
|
|
case 1:
|
|
|
|
|
return VerticalLayout ? WorldTilePosition { 16, 2 } : WorldTilePosition { 2, 16 };
|
|
|
|
|
case 3:
|
|
|
|
|
return VerticalLayout ? WorldTilePosition { 16, 30 } : WorldTilePosition { 30, 16 };
|
|
|
|
|
default:
|
|
|
|
|
return { 16, 16 };
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CreateL5Dungeon(uint32_t rseed, lvl_entry entry)
|
|
|
|
|
{
|
|
|
|
|
SetRndSeed(rseed);
|
|
|
|
|
|
|
|
|
|
UberRow = 0;
|
|
|
|
|
UberCol = 0;
|
|
|
|
|
|
|
|
|
|
GenerateLevel(entry);
|
|
|
|
|
|
|
|
|
|
Pass3();
|
|
|
|
|
|
|
|
|
|
if (leveltype == DTYPE_CRYPT) {
|
|
|
|
|
PlaceCryptLights();
|
|
|
|
|
SetCryptSetPieceRoom();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void LoadPreL1Dungeon(const char *path)
|
|
|
|
|
{
|
|
|
|
|
InitDungeonFlags();
|
|
|
|
|
|
|
|
|
|
auto dunData = LoadFileInMem<uint16_t>(path);
|
|
|
|
|
PlaceDunTiles(dunData.get(), { 0, 0 }, Floor);
|
|
|
|
|
|
|
|
|
|
if (setlvltype == DTYPE_CATHEDRAL)
|
|
|
|
|
FillFloor();
|
|
|
|
|
|
|
|
|
|
memcpy(pdungeon, dungeon, sizeof(pdungeon));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void LoadL1Dungeon(const char *path, Point spawn)
|
|
|
|
|
{
|
|
|
|
|
LoadDungeonBase(path, spawn, Floor, Dirt);
|
|
|
|
|
|
|
|
|
|
if (setlvltype == DTYPE_CATHEDRAL)
|
|
|
|
|
FillFloor();
|
|
|
|
|
|
|
|
|
|
Pass3();
|
|
|
|
|
|
|
|
|
|
if (setlvltype == DTYPE_CRYPT) {
|
|
|
|
|
AddCryptObjects(0, 0, MAXDUNX, MAXDUNY);
|
|
|
|
|
PlaceCryptLights();
|
|
|
|
|
} else {
|
|
|
|
|
AddL1Objs(0, 0, MAXDUNX, MAXDUNY);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|