You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

788 lines
22 KiB

#include "levels/gendung.h"
#include <cstdint>
#include <stack>
#include <vector>
#include "engine/load_file.hpp"
#include "engine/random.hpp"
#include "init.h"
#include "levels/drlg_l1.h"
#include "levels/drlg_l2.h"
#include "levels/drlg_l3.h"
#include "levels/drlg_l4.h"
#include "levels/town.h"
#include "lighting.h"
#include "options.h"
namespace devilution {
Bitset2d<DMAXX, DMAXY> DungeonMask;
uint8_t dungeon[DMAXX][DMAXY];
uint8_t pdungeon[DMAXX][DMAXY];
Bitset2d<DMAXX, DMAXY> Protected;
WorldTileRectangle SetPieceRoom;
WorldTileRectangle SetPiece;
std::unique_ptr<uint16_t[]> pSetPiece;
OptionalOwnedClxSpriteList pSpecialCels;
std::unique_ptr<MegaTile[]> pMegaTiles;
std::unique_ptr<std::byte[]> pDungeonCels;
TileProperties SOLData[MAXTILES];
WorldTilePosition dminPosition;
WorldTilePosition dmaxPosition;
dungeon_type leveltype;
uint8_t currlevel;
bool setlevel;
_setlevels setlvlnum;
dungeon_type setlvltype;
Point ViewPosition;
uint_fast8_t MicroTileLen;
int8_t TransVal;
std::array<bool, 256> TransList;
uint16_t dPiece[MAXDUNX][MAXDUNY];
MICROS DPieceMicros[MAXTILES];
int8_t dTransVal[MAXDUNX][MAXDUNY];
uint8_t dLight[MAXDUNX][MAXDUNY];
uint8_t dPreLight[MAXDUNX][MAXDUNY];
DungeonFlag dFlags[MAXDUNX][MAXDUNY];
int8_t dPlayer[MAXDUNX][MAXDUNY];
int16_t dMonster[MAXDUNX][MAXDUNY];
int8_t dCorpse[MAXDUNX][MAXDUNY];
int8_t dObject[MAXDUNX][MAXDUNY];
int8_t dSpecial[MAXDUNX][MAXDUNY];
int themeCount;
THEME_LOC themeLoc[MAXTHEMES];
namespace {
std::unique_ptr<uint16_t[]> LoadMinData(size_t &tileCount)
{
switch (leveltype) {
case DTYPE_TOWN:
if (gbIsHellfire)
return LoadFileInMem<uint16_t>("nlevels\\towndata\\town.min", &tileCount);
return LoadFileInMem<uint16_t>("levels\\towndata\\town.min", &tileCount);
case DTYPE_CATHEDRAL:
return LoadFileInMem<uint16_t>("levels\\l1data\\l1.min", &tileCount);
case DTYPE_CATACOMBS:
return LoadFileInMem<uint16_t>("levels\\l2data\\l2.min", &tileCount);
case DTYPE_CAVES:
return LoadFileInMem<uint16_t>("levels\\l3data\\l3.min", &tileCount);
case DTYPE_HELL:
return LoadFileInMem<uint16_t>("levels\\l4data\\l4.min", &tileCount);
case DTYPE_NEST:
return LoadFileInMem<uint16_t>("nlevels\\l6data\\l6.min", &tileCount);
case DTYPE_CRYPT:
return LoadFileInMem<uint16_t>("nlevels\\l5data\\l5.min", &tileCount);
default:
app_fatal("LoadMinData");
}
}
/**
* @brief Starting from the origin point determine how much floor space is available with the given bounds
*
* Essentially looks for the widest/tallest rectangular area of at least the minimum size, but due to a weird/buggy
* bounds check can return an area smaller than the available width/height.
*
* @param floor what value defines floor tiles within a dungeon
* @param origin starting point for the search
* @param minSize minimum allowable value for both dimensions
* @param maxSize maximum allowable value for both dimensions
* @return how much width/height is available for a theme room or an empty optional if there's not enough space
*/
std::optional<WorldTileSize> GetSizeForThemeRoom(uint8_t floor, WorldTilePosition origin, WorldTileCoord minSize, WorldTileCoord maxSize)
{
if (origin.x + maxSize > DMAXX && origin.y + maxSize > DMAXY) {
return {}; // Original broken bounds check, avoids lower right corner
}
if (IsNearThemeRoom(origin)) {
return {};
}
const WorldTileCoord maxWidth = std::min<WorldTileCoord>(maxSize, DMAXX - origin.x);
const WorldTileCoord maxHeight = std::min<WorldTileCoord>(maxSize, DMAXY - origin.y);
WorldTileSize room { maxWidth, maxHeight };
for (WorldTileCoord i = 0; i < maxSize; i++) {
WorldTileCoord width = i < room.height ? i : 0;
if (i < maxHeight) {
while (width < room.width) {
if (dungeon[origin.x + width][origin.y + i] != floor)
break;
width++;
}
}
WorldTileCoord height = i < room.width ? i : 0;
if (i < maxWidth) {
while (height < room.height) {
if (dungeon[origin.x + i][origin.y + height] != floor)
break;
height++;
}
}
if (width < minSize || height < minSize) {
if (i < minSize)
return {};
break;
}
room = { std::min(room.width, width), std::min(room.height, height) };
}
return room - 2;
}
void CreateThemeRoom(int themeIndex)
{
const int lx = themeLoc[themeIndex].room.position.x;
const int ly = themeLoc[themeIndex].room.position.y;
const int hx = lx + themeLoc[themeIndex].room.size.width;
const int hy = ly + themeLoc[themeIndex].room.size.height;
for (int yy = ly; yy < hy; yy++) {
for (int xx = lx; xx < hx; xx++) {
if (leveltype == DTYPE_CATACOMBS) {
if (yy == ly || yy == hy - 1) {
dungeon[xx][yy] = 2;
} else if (xx == lx || xx == hx - 1) {
dungeon[xx][yy] = 1;
} else {
dungeon[xx][yy] = 3;
}
}
if (IsAnyOf(leveltype, DTYPE_CAVES, DTYPE_NEST)) {
if (yy == ly || yy == hy - 1) {
dungeon[xx][yy] = 134;
} else if (xx == lx || xx == hx - 1) {
dungeon[xx][yy] = 137;
} else {
dungeon[xx][yy] = 7;
}
}
if (leveltype == DTYPE_HELL) {
if (yy == ly || yy == hy - 1) {
dungeon[xx][yy] = 2;
} else if (xx == lx || xx == hx - 1) {
dungeon[xx][yy] = 1;
} else {
dungeon[xx][yy] = 6;
}
}
}
}
if (leveltype == DTYPE_CATACOMBS) {
dungeon[lx][ly] = 8;
dungeon[hx - 1][ly] = 7;
dungeon[lx][hy - 1] = 9;
dungeon[hx - 1][hy - 1] = 6;
}
if (IsAnyOf(leveltype, DTYPE_CAVES, DTYPE_NEST)) {
dungeon[lx][ly] = 150;
dungeon[hx - 1][ly] = 151;
dungeon[lx][hy - 1] = 152;
dungeon[hx - 1][hy - 1] = 138;
}
if (leveltype == DTYPE_HELL) {
dungeon[lx][ly] = 9;
dungeon[hx - 1][ly] = 16;
dungeon[lx][hy - 1] = 15;
dungeon[hx - 1][hy - 1] = 12;
}
if (leveltype == DTYPE_CATACOMBS) {
if (FlipCoin())
dungeon[hx - 1][(ly + hy) / 2] = 4;
else
dungeon[(lx + hx) / 2][hy - 1] = 5;
}
if (IsAnyOf(leveltype, DTYPE_CAVES, DTYPE_NEST)) {
if (FlipCoin())
dungeon[hx - 1][(ly + hy) / 2] = 147;
else
dungeon[(lx + hx) / 2][hy - 1] = 146;
}
if (leveltype == DTYPE_HELL) {
if (FlipCoin()) {
int yy = (ly + hy) / 2;
dungeon[hx - 1][yy - 1] = 53;
dungeon[hx - 1][yy] = 6;
dungeon[hx - 1][yy + 1] = 52;
dungeon[hx - 2][yy - 1] = 54;
} else {
int xx = (lx + hx) / 2;
dungeon[xx - 1][hy - 1] = 57;
dungeon[xx][hy - 1] = 6;
dungeon[xx + 1][hy - 1] = 56;
dungeon[xx][hy - 2] = 59;
dungeon[xx - 1][hy - 2] = 58;
}
}
}
bool IsFloor(Point p, uint8_t floorID)
{
int i = (p.x - 16) / 2;
int j = (p.y - 16) / 2;
if (i < 0 || i >= DMAXX)
return false;
if (j < 0 || j >= DMAXY)
return false;
return dungeon[i][j] == floorID;
}
void FillTransparencyValues(Point floor, uint8_t floorID)
{
Direction allDirections[] = {
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::NorthEast,
Direction::NorthWest,
Direction::SouthEast,
Direction::SouthWest,
};
// We only fill in the surrounding tiles if they are not floor tiles
// because they would otherwise not be visited by the span filling algorithm
for (Direction dir : allDirections) {
Point adjacent = floor + dir;
if (!IsFloor(adjacent, floorID))
dTransVal[adjacent.x][adjacent.y] = TransVal;
}
dTransVal[floor.x][floor.y] = TransVal;
}
void FindTransparencyValues(Point floor, uint8_t floorID)
{
// Algorithm adapted from https://en.wikipedia.org/wiki/Flood_fill#Span_Filling
// Modified to include diagonally adjacent tiles that would otherwise not be visited
// Also, Wikipedia's selection for the initial seed is incorrect
struct Seed {
int scanStart;
int scanEnd;
int y;
int dy;
};
std::stack<Seed, std::vector<Seed>> seedStack;
seedStack.push({ floor.x, floor.x + 1, floor.y, 1 });
const auto isInside = [floorID](int x, int y) {
if (dTransVal[x][y] != 0)
return false;
return IsFloor({ x, y }, floorID);
};
const auto set = [floorID](int x, int y) {
FillTransparencyValues({ x, y }, floorID);
};
const Displacement left = { -1, 0 };
const Displacement right = { 1, 0 };
const auto checkDiagonals = [&](Point p, Displacement direction) {
Point up = p + Displacement { 0, -1 };
Point upOver = up + direction;
if (!isInside(up.x, up.y) && isInside(upOver.x, upOver.y))
seedStack.push({ upOver.x, upOver.x + 1, upOver.y, -1 });
Point down = p + Displacement { 0, 1 };
Point downOver = down + direction;
if (!isInside(down.x, down.y) && isInside(downOver.x, downOver.y))
seedStack.push(Seed { downOver.x, downOver.x + 1, downOver.y, 1 });
};
while (!seedStack.empty()) {
const auto [scanStart, scanEnd, y, dy] = seedStack.top();
seedStack.pop();
int scanLeft = scanStart;
if (isInside(scanLeft, y)) {
while (isInside(scanLeft - 1, y)) {
set(scanLeft - 1, y);
scanLeft--;
}
checkDiagonals({ scanLeft, y }, left);
}
if (scanLeft < scanStart)
seedStack.push(Seed { scanLeft, scanStart - 1, y - dy, -dy });
int scanRight = scanStart;
while (scanRight < scanEnd) {
while (isInside(scanRight, y)) {
set(scanRight, y);
scanRight++;
}
seedStack.push(Seed { scanLeft, scanRight - 1, y + dy, dy });
if (scanRight - 1 > scanEnd)
seedStack.push(Seed { scanEnd + 1, scanRight - 1, y - dy, -dy });
if (scanLeft < scanRight)
checkDiagonals({ scanRight - 1, y }, right);
while (scanRight < scanEnd && !isInside(scanRight, y))
scanRight++;
scanLeft = scanRight;
if (scanLeft < scanEnd)
checkDiagonals({ scanLeft, y }, left);
}
}
}
void InitGlobals()
{
memset(dFlags, 0, sizeof(dFlags));
memset(dPlayer, 0, sizeof(dPlayer));
memset(dMonster, 0, sizeof(dMonster));
memset(dCorpse, 0, sizeof(dCorpse));
memset(dItem, 0, sizeof(dItem));
memset(dObject, 0, sizeof(dObject));
memset(dSpecial, 0, sizeof(dSpecial));
uint8_t defaultLight = leveltype == DTYPE_TOWN ? 0 : 15;
#ifdef _DEBUG
if (DisableLighting)
defaultLight = 0;
#endif
memset(dLight, defaultLight, sizeof(dLight));
DRLG_InitTrans();
dminPosition = WorldTilePosition(0, 0).megaToWorld();
dmaxPosition = WorldTilePosition(40, 40).megaToWorld();
SetPieceRoom = { { 0, 0 }, { 0, 0 } };
SetPiece = { { 0, 0 }, { 0, 0 } };
}
} // namespace
#ifdef BUILD_TESTING
std::optional<WorldTileSize> GetSizeForThemeRoom()
{
return GetSizeForThemeRoom(0, { 0, 0 }, 5, 10);
}
#endif
dungeon_type GetLevelType(int level)
{
if (level == 0)
return DTYPE_TOWN;
if (level <= 4)
return DTYPE_CATHEDRAL;
if (level <= 8)
return DTYPE_CATACOMBS;
if (level <= 12)
return DTYPE_CAVES;
if (level <= 16)
return DTYPE_HELL;
if (level <= 20)
return DTYPE_NEST;
if (level <= 24)
return DTYPE_CRYPT;
return DTYPE_NONE;
}
void CreateDungeon(uint32_t rseed, lvl_entry entry)
{
InitGlobals();
switch (leveltype) {
case DTYPE_TOWN:
CreateTown(entry);
break;
case DTYPE_CATHEDRAL:
case DTYPE_CRYPT:
CreateL5Dungeon(rseed, entry);
break;
case DTYPE_CATACOMBS:
CreateL2Dungeon(rseed, entry);
break;
case DTYPE_CAVES:
case DTYPE_NEST:
CreateL3Dungeon(rseed, entry);
break;
case DTYPE_HELL:
CreateL4Dungeon(rseed, entry);
break;
default:
app_fatal("Invalid level type");
}
Make_SetPC(SetPiece);
}
void LoadLevelSOLData()
{
switch (leveltype) {
case DTYPE_TOWN:
if (gbIsHellfire)
LoadFileInMem("nlevels\\towndata\\town.sol", SOLData);
else
LoadFileInMem("levels\\towndata\\town.sol", SOLData);
break;
case DTYPE_CATHEDRAL:
LoadFileInMem("levels\\l1data\\l1.sol", SOLData);
// Fix incorrectly marked arched tiles
SOLData[9] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[15] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[16] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[20] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[21] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[27] |= TileProperties::BlockMissile;
SOLData[28] |= TileProperties::BlockMissile;
SOLData[51] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[56] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[58] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[61] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[63] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[65] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[72] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[208] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[247] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[253] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[257] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[323] |= TileProperties::BlockLight | TileProperties::BlockMissile;
SOLData[403] |= TileProperties::BlockLight;
// Fix incorrectly marked pillar tile
SOLData[24] |= TileProperties::BlockLight;
// Fix incorrectly marked wall tile
SOLData[450] |= TileProperties::BlockLight | TileProperties::BlockMissile;
break;
case DTYPE_CATACOMBS:
LoadFileInMem("levels\\l2data\\l2.sol", SOLData);
break;
case DTYPE_CAVES:
LoadFileInMem("levels\\l3data\\l3.sol", SOLData);
break;
case DTYPE_HELL:
LoadFileInMem("levels\\l4data\\l4.sol", SOLData);
SOLData[210] = TileProperties::None; // Tile is incorrectly marked as being solid
break;
case DTYPE_NEST:
LoadFileInMem("nlevels\\l6data\\l6.sol", SOLData);
break;
case DTYPE_CRYPT:
LoadFileInMem("nlevels\\l5data\\l5.sol", SOLData);
break;
default:
app_fatal("LoadLevelSOLData");
}
}
void SetDungeonMicros()
{
MicroTileLen = 10;
size_t blocks = 10;
if (leveltype == DTYPE_TOWN) {
MicroTileLen = 16;
blocks = 16;
} else if (leveltype == DTYPE_HELL) {
MicroTileLen = 12;
blocks = 16;
}
size_t tileCount;
std::unique_ptr<uint16_t[]> levelPieces = LoadMinData(tileCount);
for (size_t i = 0; i < tileCount / blocks; i++) {
uint16_t *pieces = &levelPieces[blocks * i];
for (size_t block = 0; block < blocks; block++) {
DPieceMicros[i].mt[block] = SDL_SwapLE16(pieces[blocks - 2 + (block & 1) - (block & 0xE)]);
}
}
}
void DRLG_InitTrans()
{
memset(dTransVal, 0, sizeof(dTransVal));
TransList = {}; // TODO duplicate reset in InitLighting()
TransVal = 1;
}
void DRLG_RectTrans(WorldTileRectangle area)
{
WorldTilePosition position = area.position;
WorldTileSize size = area.size;
for (int j = position.y; j <= position.y + size.height; j++) {
for (int i = position.x; i <= position.x + size.width; i++) {
dTransVal[i][j] = TransVal;
}
}
TransVal++;
}
void DRLG_MRectTrans(WorldTileRectangle area)
{
DRLG_RectTrans({ area.position.megaToWorld() + WorldTileDisplacement { 1, 1 }, area.size * 2 - 1 });
}
void DRLG_MRectTrans(WorldTilePosition origin, WorldTilePosition extent)
{
DRLG_MRectTrans({ origin, WorldTileSize(extent.x - origin.x, extent.y - origin.y) });
}
void DRLG_CopyTrans(int sx, int sy, int dx, int dy)
{
dTransVal[dx][dy] = dTransVal[sx][sy];
}
void LoadTransparency(const uint16_t *dunData)
{
int width = SDL_SwapLE16(dunData[0]);
int height = SDL_SwapLE16(dunData[1]);
int layer2Offset = 2 + width * height;
// The rest of the layers are at dPiece scale
width *= 2;
height *= 2;
const uint16_t *transparentLayer = &dunData[layer2Offset + width * height * 3];
for (int j = 0; j < height; j++) {
for (int i = 0; i < width; i++) {
dTransVal[16 + i][16 + j] = SDL_SwapLE16(*transparentLayer);
transparentLayer++;
}
}
}
void LoadDungeonBase(const char *path, Point spawn, int floorId, int dirtId)
{
ViewPosition = spawn;
InitGlobals();
memset(dungeon, dirtId, sizeof(dungeon));
auto dunData = LoadFileInMem<uint16_t>(path);
PlaceDunTiles(dunData.get(), { 0, 0 }, floorId);
LoadTransparency(dunData.get());
SetMapMonsters(dunData.get(), Point(0, 0).megaToWorld());
SetMapObjects(dunData.get(), 0, 0);
}
void Make_SetPC(WorldTileRectangle area)
{
WorldTilePosition position = area.position.megaToWorld();
WorldTileSize size = area.size * 2;
for (unsigned j = 0; j < size.height; j++) {
for (unsigned i = 0; i < size.width; i++) {
dFlags[position.x + i][position.y + j] |= DungeonFlag::Populated;
}
}
}
std::optional<Point> PlaceMiniSet(const Miniset &miniset, int tries, bool drlg1Quirk)
{
int sw = miniset.size.width;
int sh = miniset.size.height;
Point position { GenerateRnd(DMAXX - sw), GenerateRnd(DMAXY - sh) };
for (int i = 0; i < tries; i++, position.x++) {
if (position.x == DMAXX - sw) {
position.x = 0;
position.y++;
if (position.y == DMAXY - sh) {
position.y = 0;
}
}
// Limit the position of SetPieces for compatibility with Diablo bug
if (drlg1Quirk) {
bool valid = true;
if (position.x <= 12) {
position.x++;
valid = false;
}
if (position.y <= 12) {
position.y++;
valid = false;
}
if (!valid) {
continue;
}
}
if (SetPieceRoom.contains(position))
continue;
if (!miniset.matches(position))
continue;
miniset.place(position);
return position;
}
return {};
}
void PlaceDunTiles(const uint16_t *dunData, Point position, int floorId)
{
int width = SDL_SwapLE16(dunData[0]);
int height = SDL_SwapLE16(dunData[1]);
const uint16_t *tileLayer = &dunData[2];
for (int j = 0; j < height; j++) {
for (int i = 0; i < width; i++) {
auto tileId = static_cast<uint8_t>(SDL_SwapLE16(tileLayer[j * width + i]));
if (tileId != 0) {
dungeon[position.x + i][position.y + j] = tileId;
Protected.set(position.x + i, position.y + j);
} else if (floorId != 0) {
dungeon[position.x + i][position.y + j] = floorId;
}
}
}
}
void DRLG_PlaceThemeRooms(int minSize, int maxSize, int floor, int freq, bool rndSize)
{
themeCount = 0;
memset(themeLoc, 0, sizeof(*themeLoc));
for (WorldTileCoord j = 0; j < DMAXY; j++) {
for (WorldTileCoord i = 0; i < DMAXX; i++) {
if (dungeon[i][j] == floor && FlipCoin(freq)) {
std::optional<WorldTileSize> themeSize = GetSizeForThemeRoom(floor, { i, j }, minSize, maxSize);
if (!themeSize)
continue;
if (rndSize) {
int min = minSize - 2;
int max = maxSize - 2;
themeSize->width = min + GenerateRnd(GenerateRnd(themeSize->width - min + 1));
if (themeSize->width < min || themeSize->width > max)
themeSize->width = min;
themeSize->height = min + GenerateRnd(GenerateRnd(themeSize->height - min + 1));
if (themeSize->height < min || themeSize->height > max)
themeSize->height = min;
}
THEME_LOC &theme = themeLoc[themeCount];
theme.room = { WorldTilePosition { i, j } + Direction::South, *themeSize };
if (IsAnyOf(leveltype, DTYPE_CAVES, DTYPE_NEST)) {
DRLG_RectTrans({ (theme.room.position + Direction::South).megaToWorld(), theme.room.size * 2 - 5 });
} else {
DRLG_MRectTrans({ theme.room.position, theme.room.size - 1 });
}
theme.ttval = TransVal - 1;
CreateThemeRoom(themeCount);
themeCount++;
}
}
}
} // namespace
void DRLG_HoldThemeRooms()
{
for (int i = 0; i < themeCount; i++) {
for (int y = themeLoc[i].room.position.y; y < themeLoc[i].room.position.y + themeLoc[i].room.size.height - 1; y++) {
for (int x = themeLoc[i].room.position.x; x < themeLoc[i].room.position.x + themeLoc[i].room.size.width - 1; x++) {
int xx = 2 * x + 16;
int yy = 2 * y + 16;
dFlags[xx][yy] |= DungeonFlag::Populated;
dFlags[xx + 1][yy] |= DungeonFlag::Populated;
dFlags[xx][yy + 1] |= DungeonFlag::Populated;
dFlags[xx + 1][yy + 1] |= DungeonFlag::Populated;
}
}
}
}
void SetSetPieceRoom(WorldTilePosition position, int floorId)
{
if (pSetPiece == nullptr)
return;
PlaceDunTiles(pSetPiece.get(), position, floorId);
SetPiece = { position, WorldTileSize(SDL_SwapLE16(pSetPiece[0]), SDL_SwapLE16(pSetPiece[1])) };
}
void FreeQuestSetPieces()
{
pSetPiece = nullptr;
}
void DRLG_LPass3(int lv)
{
{
MegaTile mega = pMegaTiles[lv];
int v1 = SDL_SwapLE16(mega.micro1);
int v2 = SDL_SwapLE16(mega.micro2);
int v3 = SDL_SwapLE16(mega.micro3);
int v4 = SDL_SwapLE16(mega.micro4);
for (int j = 0; j < MAXDUNY; j += 2) {
for (int i = 0; i < MAXDUNX; i += 2) {
dPiece[i + 0][j + 0] = v1;
dPiece[i + 1][j + 0] = v2;
dPiece[i + 0][j + 1] = v3;
dPiece[i + 1][j + 1] = v4;
}
}
}
int yy = 16;
for (int j = 0; j < DMAXY; j++) {
int xx = 16;
for (int i = 0; i < DMAXX; i++) { // NOLINT(modernize-loop-convert)
int tileId = dungeon[i][j] - 1;
MegaTile mega = pMegaTiles[tileId];
dPiece[xx + 0][yy + 0] = SDL_SwapLE16(mega.micro1);
dPiece[xx + 1][yy + 0] = SDL_SwapLE16(mega.micro2);
dPiece[xx + 0][yy + 1] = SDL_SwapLE16(mega.micro3);
dPiece[xx + 1][yy + 1] = SDL_SwapLE16(mega.micro4);
xx += 2;
}
yy += 2;
}
}
bool IsNearThemeRoom(WorldTilePosition testPosition)
{
for (int i = 0; i < themeCount; i++) {
if (WorldTileRectangle(themeLoc[i].room.position - WorldTileDisplacement { 2 }, themeLoc[i].room.size + 5).contains(testPosition))
return true;
}
return false;
}
void InitLevels()
{
currlevel = 0;
leveltype = DTYPE_TOWN;
setlevel = false;
}
void FloodTransparencyValues(uint8_t floorID)
{
int yy = 16;
for (int j = 0; j < DMAXY; j++) {
int xx = 16;
for (int i = 0; i < DMAXX; i++) {
if (dungeon[i][j] == floorID && dTransVal[xx][yy] == 0) {
FindTransparencyValues({ xx, yy }, floorID);
TransVal++;
}
xx += 2;
}
yy += 2;
}
}
} // namespace devilution