|
|
|
|
#include "levels/drlg_l1.h"
|
|
|
|
|
|
|
|
|
|
#include "engine/load_file.hpp"
|
|
|
|
|
#include "engine/point.hpp"
|
|
|
|
|
#include "engine/random.hpp"
|
|
|
|
|
#include "engine/rectangle.hpp"
|
|
|
|
|
#include "levels/crypt.h"
|
|
|
|
|
#include "levels/gendung.h"
|
|
|
|
|
#include "player.h"
|
|
|
|
|
#include "quests.h"
|
|
|
|
|
#include "utils/bitset2d.hpp"
|
|
|
|
|
|
|
|
|
|
namespace devilution {
|
|
|
|
|
|
|
|
|
|
namespace {
|
|
|
|
|
|
|
|
|
|
/** Marks where walls may not be added to the level */
|
|
|
|
|
Bitset2d<DMAXX, DMAXY> Chamber;
|
|
|
|
|
/** Specifies whether to generate a horizontal or vertical layout. */
|
|
|
|
|
bool VerticalLayout;
|
|
|
|
|
/** Specifies whether to generate a room at position 1 in the Cathedral. */
|
|
|
|
|
bool HasChamber1;
|
|
|
|
|
/** Specifies whether to generate a room at position 2 in the Cathedral. */
|
|
|
|
|
bool HasChamber2;
|
|
|
|
|
/** Specifies whether to generate a room at position 3 in the Cathedral. */
|
|
|
|
|
bool HasChamber3;
|
|
|
|
|
|
|
|
|
|
/** Contains shadows for 2x2 blocks of base tile IDs in the Cathedral. */
|
|
|
|
|
const ShadowStruct SPATS[37] = {
|
|
|
|
|
// clang-format off
|
|
|
|
|
// strig, s1, s2, s3, nv1, nv2, nv3
|
|
|
|
|
{ 7, 13, 0, 13, 144, 0, 142 },
|
|
|
|
|
{ 16, 13, 0, 13, 144, 0, 142 },
|
|
|
|
|
{ 15, 13, 0, 13, 145, 0, 142 },
|
|
|
|
|
{ 5, 13, 13, 13, 152, 140, 139 },
|
|
|
|
|
{ 5, 13, 1, 13, 143, 146, 139 },
|
|
|
|
|
{ 5, 13, 13, 2, 143, 140, 148 },
|
|
|
|
|
{ 5, 0, 1, 2, 0, 146, 148 },
|
|
|
|
|
{ 5, 13, 11, 13, 143, 147, 139 },
|
|
|
|
|
{ 5, 13, 13, 12, 143, 140, 149 },
|
|
|
|
|
{ 5, 13, 11, 12, 150, 147, 149 },
|
|
|
|
|
{ 5, 13, 1, 12, 143, 146, 149 },
|
|
|
|
|
{ 5, 13, 11, 2, 143, 147, 148 },
|
|
|
|
|
{ 9, 13, 13, 13, 144, 140, 142 },
|
|
|
|
|
{ 9, 13, 1, 13, 144, 146, 142 },
|
|
|
|
|
{ 9, 13, 11, 13, 151, 147, 142 },
|
|
|
|
|
{ 8, 13, 0, 13, 144, 0, 139 },
|
|
|
|
|
{ 8, 13, 0, 12, 143, 0, 149 },
|
|
|
|
|
{ 8, 0, 0, 2, 0, 0, 148 },
|
|
|
|
|
{ 11, 0, 0, 13, 0, 0, 139 },
|
|
|
|
|
{ 11, 13, 0, 13, 139, 0, 139 },
|
|
|
|
|
{ 11, 2, 0, 13, 148, 0, 139 },
|
|
|
|
|
{ 11, 12, 0, 13, 149, 0, 139 },
|
|
|
|
|
{ 11, 13, 11, 12, 139, 0, 149 },
|
|
|
|
|
{ 14, 0, 0, 13, 0, 0, 139 },
|
|
|
|
|
{ 14, 13, 0, 13, 139, 0, 139 },
|
|
|
|
|
{ 14, 2, 0, 13, 148, 0, 139 },
|
|
|
|
|
{ 14, 12, 0, 13, 149, 0, 139 },
|
|
|
|
|
{ 14, 13, 11, 12, 139, 0, 149 },
|
|
|
|
|
{ 10, 0, 13, 0, 0, 140, 0 },
|
|
|
|
|
{ 10, 13, 13, 0, 140, 140, 0 },
|
|
|
|
|
{ 10, 0, 1, 0, 0, 146, 0 },
|
|
|
|
|
{ 10, 13, 11, 0, 140, 147, 0 },
|
|
|
|
|
{ 12, 0, 13, 0, 0, 140, 0 },
|
|
|
|
|
{ 12, 13, 13, 0, 140, 140, 0 },
|
|
|
|
|
{ 12, 0, 1, 0, 0, 146, 0 },
|
|
|
|
|
{ 12, 13, 11, 0, 140, 147, 0 },
|
|
|
|
|
{ 3, 13, 11, 12, 150, 0, 0 }
|
|
|
|
|
// clang-format on
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// BUGFIX: This array should contain an additional 0 (207 elements).
|
|
|
|
|
/** Maps tile IDs to their corresponding base tile ID. */
|
|
|
|
|
const BYTE BSTYPES[] = {
|
|
|
|
|
0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
|
|
|
|
|
10, 11, 12, 13, 14, 15, 16, 17, 0, 0,
|
|
|
|
|
0, 0, 0, 0, 0, 1, 2, 10, 4, 5,
|
|
|
|
|
6, 7, 8, 9, 10, 11, 12, 14, 5, 14,
|
|
|
|
|
10, 4, 14, 4, 5, 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,
|
|
|
|
|
0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
|
|
|
|
|
2, 3, 4, 1, 6, 7, 16, 17, 2, 1,
|
|
|
|
|
1, 2, 2, 1, 1, 2, 2, 2, 2, 2,
|
|
|
|
|
1, 1, 11, 1, 13, 13, 13, 1, 2, 1,
|
|
|
|
|
2, 1, 2, 1, 2, 2, 2, 2, 12, 0,
|
|
|
|
|
0, 11, 1, 11, 1, 13, 0, 0, 0, 0,
|
|
|
|
|
0, 0, 0, 13, 13, 13, 13, 13, 13, 13,
|
|
|
|
|
13, 13, 13, 13, 13, 13, 1, 11, 2, 12,
|
|
|
|
|
13, 13, 13, 12, 2, 1, 2, 2, 4, 14,
|
|
|
|
|
4, 10, 13, 13, 4, 4, 1, 1, 4, 2,
|
|
|
|
|
2, 13, 13, 13, 13, 25, 26, 28, 30, 31,
|
|
|
|
|
41, 43, 40, 41, 42, 43, 25, 41, 43, 28,
|
|
|
|
|
28, 1, 2, 25, 26, 22, 22, 25, 26, 0,
|
|
|
|
|
0, 0, 0, 0, 0, 0, 0
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// BUGFIX: This array should contain an additional 0 (207 elements) (fixed).
|
|
|
|
|
/** Maps tile IDs to their corresponding undecorated tile ID. */
|
|
|
|
|
const BYTE L5BTYPES[] = {
|
|
|
|
|
0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
|
|
|
|
|
10, 11, 12, 13, 14, 15, 16, 17, 0, 0,
|
|
|
|
|
0, 0, 0, 0, 0, 25, 26, 0, 28, 0,
|
|
|
|
|
30, 31, 0, 0, 0, 0, 0, 0, 0, 0,
|
|
|
|
|
40, 41, 42, 43, 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, 0,
|
|
|
|
|
0, 0, 0, 0, 0, 0, 0, 0, 0, 79,
|
|
|
|
|
80, 0, 82, 0, 0, 0, 0, 0, 0, 79,
|
|
|
|
|
0, 80, 0, 0, 79, 80, 0, 2, 2, 2,
|
|
|
|
|
1, 1, 11, 25, 13, 13, 13, 1, 2, 1,
|
|
|
|
|
2, 1, 2, 1, 2, 2, 2, 2, 12, 0,
|
|
|
|
|
0, 11, 1, 11, 1, 13, 0, 0, 0, 0,
|
|
|
|
|
0, 0, 0, 13, 13, 13, 13, 13, 13, 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, 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, 0,
|
|
|
|
|
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
|
|
|
|
0, 0, 0, 0, 0, 0, 0
|
|
|
|
|
};
|
|
|
|
|
/** Miniset: stairs up on a corner wall. */
|
|
|
|
|
const Miniset STAIRSUP {
|
|
|
|
|
{ 4, 4 },
|
|
|
|
|
{
|
|
|
|
|
{ 13, 13, 13, 13 },
|
|
|
|
|
{ 2, 2, 2, 2 },
|
|
|
|
|
{ 13, 13, 13, 13 },
|
|
|
|
|
{ 13, 13, 13, 13 },
|
|
|
|
|
},
|
|
|
|
|
{
|
|
|
|
|
{ 0, 66, 6, 0 },
|
|
|
|
|
{ 63, 64, 65, 0 },
|
|
|
|
|
{ 0, 67, 68, 0 },
|
|
|
|
|
{ 0, 0, 0, 0 },
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
/** Miniset: stairs down. */
|
|
|
|
|
const Miniset STAIRSDOWN {
|
|
|
|
|
{ 4, 3 },
|
|
|
|
|
{
|
|
|
|
|
{ 13, 13, 13, 13 },
|
|
|
|
|
{ 13, 13, 13, 13 },
|
|
|
|
|
{ 13, 13, 13, 13 },
|
|
|
|
|
},
|
|
|
|
|
{
|
|
|
|
|
{ 62, 57, 58, 0 },
|
|
|
|
|
{ 61, 59, 60, 0 },
|
|
|
|
|
{ 0, 0, 0, 0 },
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
/** Miniset: candlestick. */
|
|
|
|
|
const Miniset LAMPS {
|
|
|
|
|
{ 2, 2 },
|
|
|
|
|
{
|
|
|
|
|
{ 13, 0 },
|
|
|
|
|
{ 13, 13 },
|
|
|
|
|
},
|
|
|
|
|
{
|
|
|
|
|
{ 129, 0 },
|
|
|
|
|
{ 130, 128 },
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
/** Miniset: Poisoned Water Supply entrance. */
|
|
|
|
|
const Miniset PWATERIN {
|
|
|
|
|
{ 6, 6 },
|
|
|
|
|
{
|
|
|
|
|
{ 13, 13, 13, 13, 13, 13 },
|
|
|
|
|
{ 13, 13, 13, 13, 13, 13 },
|
|
|
|
|
{ 13, 13, 13, 13, 13, 13 },
|
|
|
|
|
{ 13, 13, 13, 13, 13, 13 },
|
|
|
|
|
{ 13, 13, 13, 13, 13, 13 },
|
|
|
|
|
{ 13, 13, 13, 13, 13, 13 },
|
|
|
|
|
},
|
|
|
|
|
{
|
|
|
|
|
{ 0, 0, 0, 0, 0, 0 },
|
|
|
|
|
{ 0, 202, 200, 200, 84, 0 },
|
|
|
|
|
{ 0, 199, 203, 203, 83, 0 },
|
|
|
|
|
{ 0, 85, 206, 80, 81, 0 },
|
|
|
|
|
{ 0, 0, 134, 135, 0, 0 },
|
|
|
|
|
{ 0, 0, 0, 0, 0, 0 },
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
/**
|
|
|
|
|
* A lookup table for the 16 possible patterns of a 2x2 area,
|
|
|
|
|
* where each cell either contains a SW wall or it doesn't.
|
|
|
|
|
*/
|
|
|
|
|
BYTE L5ConvTbl[16] = { 22, 13, 1, 13, 2, 13, 13, 13, 4, 13, 1, 13, 2, 13, 16, 13 };
|
|
|
|
|
|
|
|
|
|
enum Tile : uint8_t {
|
|
|
|
|
// clang-format off
|
|
|
|
|
VWall = 1,
|
|
|
|
|
HWall = 2,
|
|
|
|
|
Corner = 3,
|
|
|
|
|
DWall = 4,
|
|
|
|
|
DArch = 5,
|
|
|
|
|
VWallEnd = 6,
|
|
|
|
|
HWallEnd = 7,
|
|
|
|
|
HArchEnd = 8,
|
|
|
|
|
VArchEnd = 9,
|
|
|
|
|
HArchVWall = 10,
|
|
|
|
|
VArch = 11,
|
|
|
|
|
HArch = 12,
|
|
|
|
|
Floor = 13,
|
|
|
|
|
HWallVArch = 14,
|
|
|
|
|
Pillar = 15,
|
|
|
|
|
Pillar1 = 16,
|
|
|
|
|
Pillar2 = 17,
|
|
|
|
|
DirtCorner = 21,
|
|
|
|
|
VDoor = 25,
|
|
|
|
|
HDoor = 26,
|
|
|
|
|
HFenceVWall = 27,
|
|
|
|
|
HDoorVDoor = 28,
|
|
|
|
|
DFence = 29,
|
|
|
|
|
VDoorEnd = 30,
|
|
|
|
|
HDoorEnd = 31,
|
|
|
|
|
VFenceEnd = 32,
|
|
|
|
|
VFence = 35,
|
|
|
|
|
HFence = 36,
|
|
|
|
|
HWallVFence = 37,
|
|
|
|
|
HArchVFence = 38,
|
|
|
|
|
HArchVDoor = 39,
|
|
|
|
|
EntranceStairs = 64,
|
|
|
|
|
HWallShadow = 148,
|
|
|
|
|
HArchShadow = 149,
|
|
|
|
|
HArchShadow2 = 153,
|
|
|
|
|
HWallShadow2 = 154,
|
|
|
|
|
// clang-format on
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
void ApplyShadowsPatterns()
|
|
|
|
|
{
|
|
|
|
|
uint8_t sd[2][2];
|
|
|
|
|
|
|
|
|
|
for (int y = 1; y < DMAXY; y++) {
|
|
|
|
|
for (int x = 1; x < DMAXX; x++) {
|
|
|
|
|
sd[0][0] = BSTYPES[dungeon[x][y]];
|
|
|
|
|
sd[1][0] = BSTYPES[dungeon[x - 1][y]];
|
|
|
|
|
sd[0][1] = BSTYPES[dungeon[x][y - 1]];
|
|
|
|
|
sd[1][1] = BSTYPES[dungeon[x - 1][y - 1]];
|
|
|
|
|
|
|
|
|
|
for (const auto &shadow : SPATS) {
|
|
|
|
|
if (shadow.strig != sd[0][0])
|
|
|
|
|
continue;
|
|
|
|
|
if (shadow.s1 != 0 && shadow.s1 != sd[1][1])
|
|
|
|
|
continue;
|
|
|
|
|
if (shadow.s2 != 0 && shadow.s2 != sd[0][1])
|
|
|
|
|
continue;
|
|
|
|
|
if (shadow.s3 != 0 && shadow.s3 != sd[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] == 139) {
|
|
|
|
|
uint8_t tnv3 = 139;
|
|
|
|
|
if (IsAnyOf(dungeon[x][y], DFence, VFenceEnd, VFence, HWallVFence, HArchVFence, HArchVDoor)) {
|
|
|
|
|
tnv3 = 141;
|
|
|
|
|
}
|
|
|
|
|
dungeon[x - 1][y] = tnv3;
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[x - 1][y] == HArchShadow) {
|
|
|
|
|
uint8_t 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) {
|
|
|
|
|
uint8_t 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 < 84 || replace > 100) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// BUGFIX: p2 is a workaround for a bug, only p1 should have been used (fixing this breaks compatability)
|
|
|
|
|
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] >= 84 && dungeon[p2.x][p2.y] <= 100);
|
|
|
|
|
};
|
|
|
|
|
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 (!Protected.test(i, j) && dungeon[i][j] == Tile::Floor) {
|
|
|
|
|
int rv = GenerateRnd(3);
|
|
|
|
|
|
|
|
|
|
if (rv == 1)
|
|
|
|
|
dungeon[i][j] = 162;
|
|
|
|
|
if (rv == 2)
|
|
|
|
|
dungeon[i][j] = 163;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void LoadQuestSetPieces()
|
|
|
|
|
{
|
|
|
|
|
if (Quests[Q_BUTCHER].IsAvailable()) {
|
|
|
|
|
pSetPiece = LoadFileInMem<uint16_t>("Levels\\L1Data\\rnd6.DUN");
|
|
|
|
|
} else if (Quests[Q_SKELKING].IsAvailable() && !gbIsMultiplayer) {
|
|
|
|
|
pSetPiece = LoadFileInMem<uint16_t>("Levels\\L1Data\\SKngDO.DUN");
|
|
|
|
|
} else if (Quests[Q_LTBANNER].IsAvailable()) {
|
|
|
|
|
pSetPiece = LoadFileInMem<uint16_t>("Levels\\L1Data\\Banner2.DUN");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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, 22, 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)
|
|
|
|
|
{
|
|
|
|
|
bool rotate = GenerateRnd(4) == 0;
|
|
|
|
|
verticalLayout = (!verticalLayout && rotate) || (verticalLayout && !rotate);
|
|
|
|
|
|
|
|
|
|
bool placeRoom1;
|
|
|
|
|
Rectangle room1;
|
|
|
|
|
|
|
|
|
|
for (int num = 0; num < 20; num++) {
|
|
|
|
|
room1.size = { (GenerateRnd(5) + 2) & ~1, (GenerateRnd(5) + 2) & ~1 };
|
|
|
|
|
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 { { 15, 15 }, { 10, 10 } };
|
|
|
|
|
Rectangle chamber2 { { 15, 15 }, { 10, 10 } };
|
|
|
|
|
Rectangle chamber3 { { 15, 15 }, { 10, 10 } };
|
|
|
|
|
Rectangle hallway { { 1, 1 }, { DMAXX - 2, DMAXY - 2 } };
|
|
|
|
|
|
|
|
|
|
if (VerticalLayout) {
|
|
|
|
|
chamber1.position.y = 1;
|
|
|
|
|
chamber3.position.y = 29;
|
|
|
|
|
hallway.position.x = 17;
|
|
|
|
|
hallway.size.width = 6;
|
|
|
|
|
|
|
|
|
|
if (!HasChamber1) {
|
|
|
|
|
hallway.position.y += 17;
|
|
|
|
|
hallway.size.height -= 17;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!HasChamber3)
|
|
|
|
|
hallway.size.height -= 16;
|
|
|
|
|
} else {
|
|
|
|
|
chamber1.position.x = 1;
|
|
|
|
|
chamber3.position.x = 29;
|
|
|
|
|
hallway.position.y = 17;
|
|
|
|
|
hallway.size.height = 6;
|
|
|
|
|
|
|
|
|
|
if (!HasChamber1) {
|
|
|
|
|
hallway.position.x += 17;
|
|
|
|
|
hallway.size.width -= 17;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!HasChamber3)
|
|
|
|
|
hallway.size.width -= 16;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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
|
|
|
|
|
*/
|
|
|
|
|
int FindArea()
|
|
|
|
|
{
|
|
|
|
|
int rv = 0;
|
|
|
|
|
|
|
|
|
|
for (int j = 0; j < DMAXY; j++) {
|
|
|
|
|
for (int i = 0; i < DMAXX; i++) { // NOLINT(modernize-loop-convert)
|
|
|
|
|
if (DungeonMask.test(i, j))
|
|
|
|
|
rv++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return rv;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MakeDmt()
|
|
|
|
|
{
|
|
|
|
|
for (int j = 0; j < DMAXY - 1; j++) {
|
|
|
|
|
for (int i = 0; i < DMAXX - 1; i++) {
|
|
|
|
|
int val = (DungeonMask.test(i + 1, j + 1) << 3) | (DungeonMask.test(i, j + 1) << 2) | (DungeonMask.test(i + 1, j) << 1) | DungeonMask.test(i, j);
|
|
|
|
|
dungeon[i][j] = L5ConvTbl[val];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int HorizontalWallOk(Point position)
|
|
|
|
|
{
|
|
|
|
|
int length;
|
|
|
|
|
for (length = 1; dungeon[position.x + length][position.y] == 13; length++) {
|
|
|
|
|
if (dungeon[position.x + length][position.y - 1] != 13 || dungeon[position.x + length][position.y + 1] != 13 || 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, 3, 4, 5, 6, 7, 16, 17, 18, 19, 20, 21, 23, 24))
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
return length;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int VerticalWallOk(Point position)
|
|
|
|
|
{
|
|
|
|
|
int length;
|
|
|
|
|
for (length = 1; dungeon[position.x][position.y + length] == 13; length++) {
|
|
|
|
|
if (dungeon[position.x - 1][position.y + length] != 13 || dungeon[position.x + 1][position.y + length] != 13 || 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, 3, 4, 5, 6, 7, 16, 17, 18, 19, 20, 21, 23, 24))
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
return length;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void HorizontalWall(Point position, Tile start, int maxX)
|
|
|
|
|
{
|
|
|
|
|
Tile wallTile = Tile::HWall;
|
|
|
|
|
Tile doorTile = Tile::HDoor;
|
|
|
|
|
|
|
|
|
|
switch (GenerateRnd(4)) {
|
|
|
|
|
case 2: // Add arch
|
|
|
|
|
wallTile = Tile::HArch;
|
|
|
|
|
doorTile = Tile::HArch;
|
|
|
|
|
if (start == Tile::HWall)
|
|
|
|
|
start = Tile::HArch;
|
|
|
|
|
else if (start == Tile::DWall)
|
|
|
|
|
start = Tile::HArchVWall;
|
|
|
|
|
break;
|
|
|
|
|
case 3: // Add Fence
|
|
|
|
|
wallTile = Tile::HFence;
|
|
|
|
|
if (start == Tile::HWall)
|
|
|
|
|
start = Tile::HFence;
|
|
|
|
|
else if (start == Tile::DWall)
|
|
|
|
|
start = Tile::HFenceVWall;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (GenerateRnd(6) == 5)
|
|
|
|
|
doorTile = Tile::HArch;
|
|
|
|
|
|
|
|
|
|
dungeon[position.x][position.y] = start;
|
|
|
|
|
|
|
|
|
|
for (int x = 1; x < maxX; x++) {
|
|
|
|
|
dungeon[position.x + x][position.y] = wallTile;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int x = GenerateRnd(maxX - 1) + 1;
|
|
|
|
|
|
|
|
|
|
dungeon[position.x + x][position.y] = doorTile;
|
|
|
|
|
if (doorTile == Tile::HDoor) {
|
|
|
|
|
Protected.set(position.x + x, position.y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void VerticalWall(Point position, Tile start, int maxY)
|
|
|
|
|
{
|
|
|
|
|
Tile wallTile = Tile::VWall;
|
|
|
|
|
Tile doorTile = Tile::VDoor;
|
|
|
|
|
|
|
|
|
|
switch (GenerateRnd(4)) {
|
|
|
|
|
case 2: // Add arch
|
|
|
|
|
wallTile = Tile::VArch;
|
|
|
|
|
doorTile = Tile::VArch;
|
|
|
|
|
if (start == Tile::VWall)
|
|
|
|
|
start = Tile::VArch;
|
|
|
|
|
else if (start == Tile::DWall)
|
|
|
|
|
start = Tile::HWallVArch;
|
|
|
|
|
break;
|
|
|
|
|
case 3: // Add Fence
|
|
|
|
|
wallTile = Tile::VFence;
|
|
|
|
|
if (start == Tile::VWall)
|
|
|
|
|
start = Tile::VFence;
|
|
|
|
|
else if (start == Tile::DWall)
|
|
|
|
|
start = Tile::HWallVFence;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (GenerateRnd(6) == 5)
|
|
|
|
|
doorTile = Tile::VArch;
|
|
|
|
|
|
|
|
|
|
dungeon[position.x][position.y] = start;
|
|
|
|
|
|
|
|
|
|
for (int y = 1; y < maxY; y++) {
|
|
|
|
|
dungeon[position.x][position.y + y] = wallTile;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int y = GenerateRnd(maxY - 1) + 1;
|
|
|
|
|
|
|
|
|
|
dungeon[position.x][position.y + y] = doorTile;
|
|
|
|
|
if (doorTile == Tile::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)) {
|
|
|
|
|
if (dungeon[i][j] == Tile::Corner) {
|
|
|
|
|
AdvanceRndSeed();
|
|
|
|
|
int maxX = HorizontalWallOk({ i, j });
|
|
|
|
|
if (maxX != -1) {
|
|
|
|
|
HorizontalWall({ i, j }, Tile::HWall, maxX);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == Tile::Corner) {
|
|
|
|
|
AdvanceRndSeed();
|
|
|
|
|
int maxY = VerticalWallOk({ i, j });
|
|
|
|
|
if (maxY != -1) {
|
|
|
|
|
VerticalWall({ i, j }, Tile::VWall, maxY);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == Tile::VWallEnd) {
|
|
|
|
|
AdvanceRndSeed();
|
|
|
|
|
int maxX = HorizontalWallOk({ i, j });
|
|
|
|
|
if (maxX != -1) {
|
|
|
|
|
HorizontalWall({ i, j }, Tile::DWall, maxX);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == Tile::HWallEnd) {
|
|
|
|
|
AdvanceRndSeed();
|
|
|
|
|
int maxY = VerticalWallOk({ i, j });
|
|
|
|
|
if (maxY != -1) {
|
|
|
|
|
VerticalWall({ i, j }, Tile::DWall, maxY);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == Tile::HWall) {
|
|
|
|
|
AdvanceRndSeed();
|
|
|
|
|
int maxX = HorizontalWallOk({ i, j });
|
|
|
|
|
if (maxX != -1) {
|
|
|
|
|
HorizontalWall({ i, j }, Tile::HWall, maxX);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == Tile::VWall) {
|
|
|
|
|
AdvanceRndSeed();
|
|
|
|
|
int maxY = VerticalWallOk({ i, j });
|
|
|
|
|
if (maxY != -1) {
|
|
|
|
|
VerticalWall({ i, j }, Tile::VWall, maxY);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GenerateChamber(Point position, bool topflag, bool bottomflag, bool leftflag, bool rightflag)
|
|
|
|
|
{
|
|
|
|
|
if (topflag) {
|
|
|
|
|
dungeon[position.x + 2][position.y] = Tile::HArch;
|
|
|
|
|
dungeon[position.x + 3][position.y] = Tile::HArch;
|
|
|
|
|
dungeon[position.x + 4][position.y] = Tile::Corner;
|
|
|
|
|
dungeon[position.x + 7][position.y] = Tile::VArchEnd;
|
|
|
|
|
dungeon[position.x + 8][position.y] = Tile::HArch;
|
|
|
|
|
dungeon[position.x + 9][position.y] = Tile::HWall;
|
|
|
|
|
}
|
|
|
|
|
if (bottomflag) {
|
|
|
|
|
position.y += 11;
|
|
|
|
|
dungeon[position.x + 2][position.y] = Tile::HArchVWall;
|
|
|
|
|
dungeon[position.x + 3][position.y] = Tile::HArch;
|
|
|
|
|
dungeon[position.x + 4][position.y] = Tile::HArchEnd;
|
|
|
|
|
dungeon[position.x + 7][position.y] = Tile::DArch;
|
|
|
|
|
dungeon[position.x + 8][position.y] = Tile::HArch;
|
|
|
|
|
if (dungeon[position.x + 9][position.y] != Tile::DWall) {
|
|
|
|
|
dungeon[position.x + 9][position.y] = Tile::DirtCorner;
|
|
|
|
|
}
|
|
|
|
|
position.y -= 11;
|
|
|
|
|
}
|
|
|
|
|
if (leftflag) {
|
|
|
|
|
dungeon[position.x][position.y + 2] = Tile::VArch;
|
|
|
|
|
dungeon[position.x][position.y + 3] = Tile::VArch;
|
|
|
|
|
dungeon[position.x][position.y + 4] = Tile::Corner;
|
|
|
|
|
dungeon[position.x][position.y + 7] = Tile::HArchEnd;
|
|
|
|
|
dungeon[position.x][position.y + 8] = Tile::VArch;
|
|
|
|
|
dungeon[position.x][position.y + 9] = Tile::VWall;
|
|
|
|
|
}
|
|
|
|
|
if (rightflag) {
|
|
|
|
|
position.x += 11;
|
|
|
|
|
dungeon[position.x][position.y + 2] = Tile::HWallVArch;
|
|
|
|
|
dungeon[position.x][position.y + 3] = Tile::VArch;
|
|
|
|
|
dungeon[position.x][position.y + 4] = Tile::VArchEnd;
|
|
|
|
|
dungeon[position.x][position.y + 7] = Tile::DArch;
|
|
|
|
|
dungeon[position.x][position.y + 8] = Tile::VArch;
|
|
|
|
|
if (dungeon[position.x][position.y + 9] != Tile::DWall) {
|
|
|
|
|
dungeon[position.x][position.y + 9] = Tile::DirtCorner;
|
|
|
|
|
}
|
|
|
|
|
position.x -= 11;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int y = 1; y < 11; y++) {
|
|
|
|
|
for (int x = 1; x < 11; x++) {
|
|
|
|
|
dungeon[position.x + x][position.y + y] = Tile::Floor;
|
|
|
|
|
Chamber.set(position.x + x, position.y + y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
dungeon[position.x + 4][position.y + 4] = Tile::Pillar;
|
|
|
|
|
dungeon[position.x + 7][position.y + 4] = Tile::Pillar;
|
|
|
|
|
dungeon[position.x + 4][position.y + 7] = Tile::Pillar;
|
|
|
|
|
dungeon[position.x + 7][position.y + 7] = Tile::Pillar;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GenerateHall(int x1, int y1, int x2, int y2)
|
|
|
|
|
{
|
|
|
|
|
if (y1 == y2) {
|
|
|
|
|
for (int i = x1; i < x2; i++) {
|
|
|
|
|
dungeon[i][y1] = Tile::HArch;
|
|
|
|
|
dungeon[i][y1 + 3] = Tile::HArch;
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = y1; i < y2; i++) {
|
|
|
|
|
dungeon[x1][i] = Tile::VArch;
|
|
|
|
|
dungeon[x1 + 3][i] = Tile::VArch;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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] == 2 && dungeon[i + 1][j] == 22)
|
|
|
|
|
dungeon[i + 1][j] = 23;
|
|
|
|
|
if (dungeon[i][j] == 13 && dungeon[i + 1][j] == 22)
|
|
|
|
|
dungeon[i + 1][j] = 18;
|
|
|
|
|
if (dungeon[i][j] == 13 && dungeon[i + 1][j] == 2)
|
|
|
|
|
dungeon[i + 1][j] = 7;
|
|
|
|
|
if (dungeon[i][j] == 6 && dungeon[i + 1][j] == 22)
|
|
|
|
|
dungeon[i + 1][j] = 24;
|
|
|
|
|
}
|
|
|
|
|
if (j + 1 < DMAXY) {
|
|
|
|
|
if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 22)
|
|
|
|
|
dungeon[i][j + 1] = 24;
|
|
|
|
|
if (dungeon[i][j] == 13 && dungeon[i][j + 1] == 1)
|
|
|
|
|
dungeon[i][j + 1] = 6;
|
|
|
|
|
if (dungeon[i][j] == 13 && dungeon[i][j + 1] == 22)
|
|
|
|
|
dungeon[i][j + 1] = 19;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int j = 0; j < DMAXY; j++) {
|
|
|
|
|
for (int i = 0; i < DMAXX; i++) {
|
|
|
|
|
if (i + 1 < DMAXX) {
|
|
|
|
|
if (dungeon[i][j] == 13 && dungeon[i + 1][j] == 19)
|
|
|
|
|
dungeon[i + 1][j] = 21;
|
|
|
|
|
if (dungeon[i][j] == 13 && dungeon[i + 1][j] == 22)
|
|
|
|
|
dungeon[i + 1][j] = 20;
|
|
|
|
|
if (dungeon[i][j] == 7 && dungeon[i + 1][j] == 22)
|
|
|
|
|
dungeon[i + 1][j] = 23;
|
|
|
|
|
if (dungeon[i][j] == 13 && dungeon[i + 1][j] == 24)
|
|
|
|
|
dungeon[i + 1][j] = 21;
|
|
|
|
|
if (dungeon[i][j] == 19 && dungeon[i + 1][j] == 22)
|
|
|
|
|
dungeon[i + 1][j] = 20;
|
|
|
|
|
if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 19)
|
|
|
|
|
dungeon[i + 1][j] = 21;
|
|
|
|
|
if (dungeon[i][j] == 19 && dungeon[i + 1][j] == 1)
|
|
|
|
|
dungeon[i + 1][j] = 6;
|
|
|
|
|
if (dungeon[i][j] == 7 && dungeon[i + 1][j] == 19)
|
|
|
|
|
dungeon[i + 1][j] = 21;
|
|
|
|
|
if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 1)
|
|
|
|
|
dungeon[i + 1][j] = 6;
|
|
|
|
|
if (dungeon[i][j] == 3 && dungeon[i + 1][j] == 22)
|
|
|
|
|
dungeon[i + 1][j] = 24;
|
|
|
|
|
if (dungeon[i][j] == 21 && dungeon[i + 1][j] == 1)
|
|
|
|
|
dungeon[i + 1][j] = 6;
|
|
|
|
|
if (dungeon[i][j] == 7 && dungeon[i + 1][j] == 1)
|
|
|
|
|
dungeon[i + 1][j] = 6;
|
|
|
|
|
if (dungeon[i][j] == 7 && dungeon[i + 1][j] == 24)
|
|
|
|
|
dungeon[i + 1][j] = 21;
|
|
|
|
|
if (dungeon[i][j] == 4 && dungeon[i + 1][j] == 16)
|
|
|
|
|
dungeon[i + 1][j] = 17;
|
|
|
|
|
if (dungeon[i][j] == 7 && dungeon[i + 1][j] == 13)
|
|
|
|
|
dungeon[i + 1][j] = 17;
|
|
|
|
|
if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 24)
|
|
|
|
|
dungeon[i + 1][j] = 21;
|
|
|
|
|
if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 13)
|
|
|
|
|
dungeon[i + 1][j] = 17;
|
|
|
|
|
}
|
|
|
|
|
if (i > 0) {
|
|
|
|
|
if (dungeon[i][j] == 23 && dungeon[i - 1][j] == 22)
|
|
|
|
|
dungeon[i - 1][j] = 19;
|
|
|
|
|
if (dungeon[i][j] == 19 && dungeon[i - 1][j] == 23)
|
|
|
|
|
dungeon[i - 1][j] = 21;
|
|
|
|
|
if (dungeon[i][j] == 6 && dungeon[i - 1][j] == 22)
|
|
|
|
|
dungeon[i - 1][j] = 24;
|
|
|
|
|
if (dungeon[i][j] == 6 && dungeon[i - 1][j] == 23)
|
|
|
|
|
dungeon[i - 1][j] = 21;
|
|
|
|
|
}
|
|
|
|
|
if (j + 1 < DMAXY) {
|
|
|
|
|
if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 2)
|
|
|
|
|
dungeon[i][j + 1] = 7;
|
|
|
|
|
if (dungeon[i][j] == 6 && dungeon[i][j + 1] == 18)
|
|
|
|
|
dungeon[i][j + 1] = 21;
|
|
|
|
|
if (dungeon[i][j] == 18 && dungeon[i][j + 1] == 2)
|
|
|
|
|
dungeon[i][j + 1] = 7;
|
|
|
|
|
if (dungeon[i][j] == 6 && dungeon[i][j + 1] == 2)
|
|
|
|
|
dungeon[i][j + 1] = 7;
|
|
|
|
|
if (dungeon[i][j] == 21 && dungeon[i][j + 1] == 2)
|
|
|
|
|
dungeon[i][j + 1] = 7;
|
|
|
|
|
if (dungeon[i][j] == 6 && dungeon[i][j + 1] == 22)
|
|
|
|
|
dungeon[i][j + 1] = 24;
|
|
|
|
|
if (dungeon[i][j] == 6 && dungeon[i][j + 1] == 13)
|
|
|
|
|
dungeon[i][j + 1] = 16;
|
|
|
|
|
if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 13)
|
|
|
|
|
dungeon[i][j + 1] = 16;
|
|
|
|
|
if (dungeon[i][j] == 13 && dungeon[i][j + 1] == 16)
|
|
|
|
|
dungeon[i][j + 1] = 17;
|
|
|
|
|
}
|
|
|
|
|
if (j > 0) {
|
|
|
|
|
if (dungeon[i][j] == 6 && dungeon[i][j - 1] == 22)
|
|
|
|
|
dungeon[i][j - 1] = 7;
|
|
|
|
|
if (dungeon[i][j] == 6 && dungeon[i][j - 1] == 22)
|
|
|
|
|
dungeon[i][j - 1] = 24;
|
|
|
|
|
if (dungeon[i][j] == 7 && dungeon[i][j - 1] == 24)
|
|
|
|
|
dungeon[i][j - 1] = 21;
|
|
|
|
|
if (dungeon[i][j] == 18 && dungeon[i][j - 1] == 24)
|
|
|
|
|
dungeon[i][j - 1] = 21;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int j = 0; j < DMAXY; j++) {
|
|
|
|
|
for (int i = 0; i < DMAXX; i++) {
|
|
|
|
|
if (j + 1 < DMAXY && dungeon[i][j] == 4 && dungeon[i][j + 1] == 2)
|
|
|
|
|
dungeon[i][j + 1] = 7;
|
|
|
|
|
if (i + 1 < DMAXX && dungeon[i][j] == 2 && dungeon[i + 1][j] == 19)
|
|
|
|
|
dungeon[i + 1][j] = 21;
|
|
|
|
|
if (j + 1 < DMAXY && dungeon[i][j] == 18 && dungeon[i][j + 1] == 22)
|
|
|
|
|
dungeon[i][j + 1] = 20;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Substitution()
|
|
|
|
|
{
|
|
|
|
|
for (int y = 0; y < DMAXY; y++) {
|
|
|
|
|
for (int x = 0; x < DMAXX; x++) {
|
|
|
|
|
if (GenerateRnd(4) == 0) {
|
|
|
|
|
uint8_t c = L5BTYPES[dungeon[x][y]];
|
|
|
|
|
if (c != 0 && !Protected.test(x, y)) {
|
|
|
|
|
int rv = GenerateRnd(16);
|
|
|
|
|
int i = -1;
|
|
|
|
|
while (rv >= 0) {
|
|
|
|
|
i++;
|
|
|
|
|
if (i == sizeof(L5BTYPES)) {
|
|
|
|
|
i = 0;
|
|
|
|
|
}
|
|
|
|
|
if (c == L5BTYPES[i]) {
|
|
|
|
|
rv--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// BUGFIX: Add `&& y > 0` to the if statement. (fixed)
|
|
|
|
|
if (i == 89 && y > 0) {
|
|
|
|
|
if (L5BTYPES[dungeon[x][y - 1]] != 79 || Protected.test(x, y - 1))
|
|
|
|
|
i = 79;
|
|
|
|
|
else
|
|
|
|
|
dungeon[x][y - 1] = 90;
|
|
|
|
|
}
|
|
|
|
|
// BUGFIX: Add `&& x + 1 < DMAXX` to the if statement. (fixed)
|
|
|
|
|
if (i == 91 && x + 1 < DMAXX) {
|
|
|
|
|
if (L5BTYPES[dungeon[x + 1][y]] != 80 || Protected.test(x + 1, y))
|
|
|
|
|
i = 80;
|
|
|
|
|
else
|
|
|
|
|
dungeon[x + 1][y] = 92;
|
|
|
|
|
}
|
|
|
|
|
dungeon[x][y] = i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FillChambers()
|
|
|
|
|
{
|
|
|
|
|
if (!VerticalLayout) {
|
|
|
|
|
if (HasChamber1)
|
|
|
|
|
GenerateChamber({ 0, 14 }, false, false, false, true);
|
|
|
|
|
|
|
|
|
|
if (!HasChamber3)
|
|
|
|
|
GenerateChamber({ 14, 14 }, false, false, true, false);
|
|
|
|
|
else if (!HasChamber1)
|
|
|
|
|
GenerateChamber({ 14, 14 }, false, false, false, true);
|
|
|
|
|
else if (HasChamber1 && HasChamber2 && HasChamber3)
|
|
|
|
|
GenerateChamber({ 14, 14 }, false, false, true, true);
|
|
|
|
|
|
|
|
|
|
if (HasChamber3)
|
|
|
|
|
GenerateChamber({ 28, 14 }, false, false, true, false);
|
|
|
|
|
if (HasChamber1 && HasChamber2)
|
|
|
|
|
GenerateHall(12, 18, 14, 18);
|
|
|
|
|
if (HasChamber2 && HasChamber3)
|
|
|
|
|
GenerateHall(26, 18, 28, 18);
|
|
|
|
|
if (!HasChamber2)
|
|
|
|
|
GenerateHall(12, 18, 28, 18);
|
|
|
|
|
} else {
|
|
|
|
|
if (HasChamber1)
|
|
|
|
|
GenerateChamber({ 14, 0 }, false, true, false, false);
|
|
|
|
|
|
|
|
|
|
if (!HasChamber3)
|
|
|
|
|
GenerateChamber({ 14, 14 }, true, false, false, false);
|
|
|
|
|
else if (!HasChamber1)
|
|
|
|
|
GenerateChamber({ 14, 14 }, false, true, false, false);
|
|
|
|
|
else if (HasChamber1 && HasChamber2 && HasChamber3)
|
|
|
|
|
GenerateChamber({ 14, 14 }, true, true, false, false);
|
|
|
|
|
|
|
|
|
|
if (HasChamber3)
|
|
|
|
|
GenerateChamber({ 14, 28 }, true, false, false, false);
|
|
|
|
|
if (HasChamber1 && HasChamber2)
|
|
|
|
|
GenerateHall(18, 12, 18, 14);
|
|
|
|
|
if (HasChamber2 && HasChamber3)
|
|
|
|
|
GenerateHall(18, 26, 18, 28);
|
|
|
|
|
if (!HasChamber2)
|
|
|
|
|
GenerateHall(18, 12, 18, 28);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (leveltype == DTYPE_CRYPT) {
|
|
|
|
|
if (currlevel == 24) {
|
|
|
|
|
SetCryptRoom();
|
|
|
|
|
} else if (currlevel == 21) {
|
|
|
|
|
SetCornerRoom();
|
|
|
|
|
}
|
|
|
|
|
} else if (pSetPiece != nullptr) {
|
|
|
|
|
SetSetPieceRoom(SelectChamber(), Tile::Floor);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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] == 23 && j > 0 && dungeon[i][j - 1] == 18) {
|
|
|
|
|
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] == 24 && i + 1 < DMAXY && dungeon[i + 1][j] == 19) {
|
|
|
|
|
dTransVal[xx][yy + 1] = dTransVal[xx][yy];
|
|
|
|
|
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == 18) {
|
|
|
|
|
dTransVal[xx + 1][yy] = dTransVal[xx][yy];
|
|
|
|
|
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == 19) {
|
|
|
|
|
dTransVal[xx][yy + 1] = dTransVal[xx][yy];
|
|
|
|
|
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == 20) {
|
|
|
|
|
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] == 21 && dungeon[i + 1][j] != 19) {
|
|
|
|
|
dungeon[i][j] = 202;
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == 19 && dungeon[i + 1][j] != 19) {
|
|
|
|
|
dungeon[i][j] = 200;
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == 24 && dungeon[i + 1][j] != 19) {
|
|
|
|
|
dungeon[i][j] = 205;
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == 18 && dungeon[i][j + 1] != 18) {
|
|
|
|
|
dungeon[i][j] = 199;
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == 21 && dungeon[i][j + 1] != 18) {
|
|
|
|
|
dungeon[i][j] = 202;
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == 23 && dungeon[i][j + 1] != 18) {
|
|
|
|
|
dungeon[i][j] = 204;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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] == 17 && dungeon[i - 1][j] == Tile::Floor && dungeon[i][j - 1] == Tile::VWall) {
|
|
|
|
|
dungeon[i][j] = 16;
|
|
|
|
|
// BUGFIX: Set tile as Protected
|
|
|
|
|
}
|
|
|
|
|
if (dungeon[i][j] == 202 && dungeon[i + 1][j] == Tile::Floor && dungeon[i][j + 1] == Tile::VWall) {
|
|
|
|
|
dungeon[i][j] = 8;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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 {
|
|
|
|
|
int8_t t = TransVal;
|
|
|
|
|
TransVal = 0;
|
|
|
|
|
Point miniPosition = *position;
|
|
|
|
|
DRLG_MRectTrans({ miniPosition + Displacement { 0, 2 }, { 5, 2 } });
|
|
|
|
|
TransVal = t;
|
|
|
|
|
Quests[Q_PWATER].position = miniPosition.megaToWorld() + Displacement { 5, 7 };
|
|
|
|
|
if (entry == ENTRY_RTNLVL)
|
|
|
|
|
ViewPosition = Quests[Q_PWATER].position;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Place stairs up
|
|
|
|
|
position = PlaceMiniSet(MyPlayer->pOriginalCathedral ? 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 { 4, 12 };
|
|
|
|
|
} 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)
|
|
|
|
|
{
|
|
|
|
|
int minarea = 761;
|
|
|
|
|
switch (currlevel) {
|
|
|
|
|
case 1:
|
|
|
|
|
minarea = 533;
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
minarea = 693;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LoadQuestSetPieces();
|
|
|
|
|
|
|
|
|
|
while (true) {
|
|
|
|
|
DRLG_InitTrans();
|
|
|
|
|
|
|
|
|
|
do {
|
|
|
|
|
FirstRoom();
|
|
|
|
|
} while (FindArea() < minarea);
|
|
|
|
|
|
|
|
|
|
InitDungeonFlags();
|
|
|
|
|
MakeDmt();
|
|
|
|
|
FillChambers();
|
|
|
|
|
FixTilesPatterns();
|
|
|
|
|
AddWall();
|
|
|
|
|
FloodTransparencyValues(13);
|
|
|
|
|
if (PlaceStairs(entry))
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FreeQuestSetPieces();
|
|
|
|
|
|
|
|
|
|
for (int j = 0; j < DMAXY; j++) {
|
|
|
|
|
for (int i = 0; i < DMAXX; i++) {
|
|
|
|
|
if (dungeon[i][j] == Tile::EntranceStairs) {
|
|
|
|
|
int xx = 2 * i + 16; /* todo: fix loop */
|
|
|
|
|
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();
|
|
|
|
|
|
|
|
|
|
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(22 - 1);
|
|
|
|
|
|
|
|
|
|
if (leveltype == DTYPE_CRYPT)
|
|
|
|
|
InitCryptPieces();
|
|
|
|
|
else
|
|
|
|
|
InitDungeonPieces();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
|
|
void PlaceMiniSetRandom(const Miniset &miniset, int rndper)
|
|
|
|
|
{
|
|
|
|
|
int sw = miniset.size.width;
|
|
|
|
|
int sh = miniset.size.height;
|
|
|
|
|
|
|
|
|
|
for (int sy = 0; sy < DMAXY - sh; sy++) {
|
|
|
|
|
for (int sx = 0; sx < DMAXX - sw; sx++) {
|
|
|
|
|
if (!miniset.matches({ sx, sy }, false))
|
|
|
|
|
continue;
|
|
|
|
|
if (!CanReplaceTile(miniset.replace[0][0], { sx, sy }))
|
|
|
|
|
continue;
|
|
|
|
|
if (GenerateRnd(100) >= rndper)
|
|
|
|
|
continue;
|
|
|
|
|
miniset.place({ sx, sy });
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Point SelectChamber()
|
|
|
|
|
{
|
|
|
|
|
int chamber;
|
|
|
|
|
if (!HasChamber1)
|
|
|
|
|
chamber = FlipCoin() ? 3 : 2;
|
|
|
|
|
else if (!HasChamber2)
|
|
|
|
|
chamber = FlipCoin() ? 1 : 3;
|
|
|
|
|
else if (!HasChamber3)
|
|
|
|
|
chamber = FlipCoin() ? 1 : 2;
|
|
|
|
|
else
|
|
|
|
|
chamber = GenerateRnd(3) + 1;
|
|
|
|
|
|
|
|
|
|
switch (chamber) {
|
|
|
|
|
case 1:
|
|
|
|
|
return VerticalLayout ? Point { 16, 2 } : Point { 2, 16 };
|
|
|
|
|
case 3:
|
|
|
|
|
return VerticalLayout ? Point { 16, 30 } : Point { 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) {
|
|
|
|
|
for (int j = dminPosition.y; j < dmaxPosition.y; j++) {
|
|
|
|
|
for (int i = dminPosition.x; i < dmaxPosition.x; i++) {
|
|
|
|
|
if (dPiece[i][j] == 289) {
|
|
|
|
|
UberRow = i;
|
|
|
|
|
UberCol = j;
|
|
|
|
|
}
|
|
|
|
|
if (dPiece[i][j] == 316) {
|
|
|
|
|
CornerStone.position = { i, j };
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void LoadPreL1Dungeon(const char *path)
|
|
|
|
|
{
|
|
|
|
|
memset(dungeon, 22, sizeof(dungeon));
|
|
|
|
|
|
|
|
|
|
auto dunData = LoadFileInMem<uint16_t>(path);
|
|
|
|
|
PlaceDunTiles(dunData.get(), { 0, 0 }, Tile::Floor);
|
|
|
|
|
|
|
|
|
|
if (leveltype == DTYPE_CATHEDRAL)
|
|
|
|
|
FillFloor();
|
|
|
|
|
|
|
|
|
|
memcpy(pdungeon, dungeon, sizeof(pdungeon));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void LoadL1Dungeon(const char *path, Point spawn)
|
|
|
|
|
{
|
|
|
|
|
LoadDungeonBase(path, spawn, Tile::Floor, 22);
|
|
|
|
|
|
|
|
|
|
if (leveltype == DTYPE_CATHEDRAL)
|
|
|
|
|
FillFloor();
|
|
|
|
|
|
|
|
|
|
Pass3();
|
|
|
|
|
|
|
|
|
|
if (leveltype == DTYPE_CRYPT)
|
|
|
|
|
AddCryptObjects(0, 0, MAXDUNX, MAXDUNY);
|
|
|
|
|
else
|
|
|
|
|
AddL1Objs(0, 0, MAXDUNX, MAXDUNY);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|