/** * @file levels/drlg_l1.cpp * * Implementation of the cathedral level generation algorithms. */ #include "levels/drlg_l1.h" #include "engine/load_file.hpp" #include "engine/point.hpp" #include "engine/random.hpp" #include "levels/gendung.h" #include "player.h" #include "quests.h" #include "utils/bitset2d.hpp" namespace devilution { int UberRow; int UberCol; bool IsUberRoomOpened; bool IsUberLeverActivated; int UberDiabloMonsterIndex; namespace { /** Represents a tile ID map of twice the size, repeating each tile of the original map in blocks of 4. */ BYTE L5dungeon[80][80]; /** Marks where walls may not be added to the level */ Bitset2d 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 }, } }; const Miniset L5STAIRSUPHF { { 4, 5 }, { { 22, 22, 22, 22 }, { 22, 22, 22, 22 }, { 2, 2, 2, 2 }, { 13, 13, 13, 13 }, { 13, 13, 13, 13 }, }, { { 0, 54, 23, 0 }, { 0, 53, 18, 0 }, { 55, 56, 57, 0 }, { 58, 59, 60, 0 }, { 0, 0, 0, 0 }, } }; /** Miniset: stairs up. */ const Miniset L5STAIRSUP { { 4, 4 }, { { 22, 22, 22, 22 }, { 2, 2, 2, 2 }, { 13, 13, 13, 13 }, { 13, 13, 13, 13 }, }, { { 0, 66, 23, 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 }, } }; const Miniset L5STAIRSDOWN { { 4, 5 }, { { 13, 13, 13, 13 }, { 13, 13, 13, 13 }, { 13, 13, 13, 13 }, { 13, 13, 13, 13 }, { 13, 13, 13, 13 }, }, { { 0, 0, 52, 0 }, { 0, 48, 51, 0 }, { 0, 47, 50, 0 }, { 45, 46, 49, 0 }, { 0, 0, 0, 0 }, } }; const Miniset L5STAIRSTOWN { { 4, 5 }, { { 22, 22, 22, 22 }, { 22, 22, 22, 22 }, { 2, 2, 2, 2 }, { 13, 13, 13, 13 }, { 13, 13, 13, 13 }, }, { { 0, 62, 23, 0 }, { 0, 61, 18, 0 }, { 63, 64, 65, 0 }, { 66, 67, 68, 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 }, } }; const Miniset VWallSection { { 1, 3 }, { { 1 }, { 1 }, { 1 }, }, { { 91 }, { 90 }, { 89 }, } }; const Miniset HWallSection { { 3, 1 }, { { 2, 2, 2 } }, { { 94, 93, 92 } } }; const Miniset CryptFloorLave { { 3, 3 }, { { 13, 13, 13 }, { 13, 13, 13 }, { 13, 13, 13 }, }, { { 0, 0, 0 }, { 0, 101, 0 }, { 0, 0, 0 }, } }; const Miniset CryptPillar1 { { 3, 3 }, { { 13, 13, 13 }, { 13, 13, 13 }, { 13, 13, 13 }, }, { { 0, 0, 0 }, { 0, 167, 0 }, { 0, 0, 0 }, } }; const Miniset CryptPillar2 { { 3, 3 }, { { 13, 13, 13 }, { 13, 13, 13 }, { 13, 13, 13 }, }, { { 0, 0, 0 }, { 0, 168, 0 }, { 0, 0, 0 }, } }; const Miniset CryptPillar3 { { 3, 3 }, { { 13, 13, 13 }, { 13, 13, 13 }, { 13, 13, 13 }, }, { { 0, 0, 0 }, { 0, 169, 0 }, { 0, 0, 0 }, } }; const Miniset CryptPillar4 { { 3, 3 }, { { 13, 13, 13 }, { 13, 13, 13 }, { 13, 13, 13 }, }, { { 0, 0, 0 }, { 0, 170, 0 }, { 0, 0, 0 }, } }; const Miniset CryptPillar5 { { 3, 3 }, { { 13, 13, 13 }, { 13, 13, 13 }, { 13, 13, 13 }, }, { { 0, 0, 0 }, { 0, 171, 0 }, { 0, 0, 0 }, } }; const Miniset CryptStar { { 3, 3 }, { { 13, 13, 13 }, { 13, 13, 13 }, { 13, 13, 13 }, }, { { 0, 0, 0 }, { 0, 172, 0 }, { 0, 0, 0 }, } }; const Miniset UberRoomPattern { { 4, 6 }, {}, { { 115, 130, 6, 13 }, { 129, 108, 1, 13 }, { 1, 107, 103, 13 }, { 146, 106, 102, 13 }, { 129, 168, 1, 13 }, { 7, 2, 3, 13 }, } }; const Miniset CornerstoneRoomPattern { { 5, 5 }, {}, { { 4, 2, 2, 2, 6 }, { 1, 111, 172, 13, 1 }, { 1, 172, 13, 13, 25 }, { 1, 13, 13, 13, 1 }, { 7, 2, 2, 2, 3 }, } }; /** * 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, // clang-format on }; enum CathedralTile : uint8_t { // clang-format off HWallShadow = 148, HArchShadow = 149, HArchShadow2 = 153, HWallShadow2 = 154, // clang-format on }; enum CryptTile : uint8_t { // clang-format off VWall5 = 89, VWall6 = 90, VWall7 = 91, HWall5 = 92, HWall6 = 93, HWall7 = 94, VArch5 = 95, HArch5 = 96, Floor6 = 97, Floor7 = 98, Floor8 = 99, Floor9 = 100, Floor10 = 101, VWall2 = 112, HWall2 = 113, Corner2 = 114, DWall2 = 115, DArch2 = 116, VWallEnd2 = 117, HWallEnd2 = 118, HArchEnd2 = 119, VArchEnd2 = 120, HArchVWall2 = 121, VArch2 = 122, HArch2 = 123, Floor2 = 124, HWallVArch2 = 125, Pillar3 = 126, Pillar4 = 127, Pillar5 = 128, VWall3 = 129, HWall3 = 130, Corner3 = 131, DWall3 = 132, DArch3 = 133, VWallEnd3 = 134, HWallEnd3 = 135, HArchEnd3 = 136, VArchEnd3 = 137, HArchVWall3 = 138, VArch3 = 139, HArch3 = 140, Floor3 = 141, HWallVArch3 = 142, Pillar6 = 143, Pillar7 = 144, Pillar8 = 145, VWall4 = 146, HWall4 = 147, Corner4 = 148, DWall4 = 149, DArch4 = 150, VWallEnd4 = 151, HWallEnd4 = 152, HArchEnd4 = 153, VArchEnd4 = 154, HArchVWall4 = 155, VArch4 = 156, HArch4 = 157, Floor4 = 158, HWallVArch4 = 159, Pillar9 = 160, Pillar10 = 161, Pillar11 = 162, Floor11 = 163, Floor12 = 164, Floor13 = 165, Floor14 = 166, PillarHalf = 167, VWall8 = 173, VWall9 = 174, VWall10 = 175, VWall11 = 176, VWall12 = 177, VWall13 = 178, HWall8 = 179, HWall9 = 180, HWall10 = 181, HWall11 = 182, HWall12 = 183, HWall13 = 184, VArch6 = 185, VArch7 = 186, HArch6 = 187, HArch7 = 188, Floor15 = 189, Floor16 = 190, Floor17 = 191, Pillar12 = 192, Floor18 = 193, Floor19 = 194, Floor20 = 195, Floor21 = 196, Floor22 = 197, Floor23 = 198, VDemon = 199, HDemon = 200, VSuccubus = 201, HSuccubus = 202, Shadow1 = 203, Shadow2 = 204, Shadow3 = 205, Shadow4 = 206, Shadow5 = 207, Shadow6 = 208, Shadow7 = 209, Shadow8 = 210, Shadow9 = 211, Shadow10 = 212, Shadow11 = 213, Shadow12 = 214, Shadow13 = 215, Shadow14 = 216, Shadow15 = 217, // clang-format on }; void InitCryptPieces() { for (int j = 0; j < MAXDUNY; j++) { for (int i = 0; i < MAXDUNX; i++) { if (dPiece[i][j] == 76) { dSpecial[i][j] = 1; } else if (dPiece[i][j] == 79) { dSpecial[i][j] = 2; } } } } void ApplyCryptShadowsPatterns() { for (int j = 1; j < DMAXY; j++) { for (int i = 1; i < DMAXX; i++) { switch (dungeon[i][j]) { case DArch: case DArch2: case DArch3: if (dungeon[i - 1][j] == Floor) dungeon[i - 1][j] = Shadow1; if (dungeon[i - 1][j - 1] == Floor) dungeon[i - 1][j - 1] = Shadow2; if (dungeon[i][j - 1] == Floor) dungeon[i][j - 1] = Shadow3; break; case HWallEnd: case HWallEnd2: case HWallEnd3: case HWallEnd4: case Pillar: case Pillar2: case Pillar3: case Pillar5: case Pillar9: if (dungeon[i - 1][j] == Floor) dungeon[i - 1][j] = Shadow4; if (dungeon[i - 1][j - 1] == Floor) dungeon[i - 1][j - 1] = Shadow5; break; case HArchEnd: case HArchEnd2: case HArchEnd3: case HArchEnd4: case HWallVArch: case HWallVArch2: case HWallVArch3: case HWallVArch4: case VArch: case VArch4: case VArch5: case VArch6: case VArch7: if (dungeon[i - 1][j] == Floor) dungeon[i - 1][j] = Shadow1; if (dungeon[i - 1][j - 1] == Floor) dungeon[i - 1][j - 1] = Shadow2; break; case VArchEnd: case VArchEnd2: case VArchEnd4: if (dungeon[i - 1][j] == Floor) dungeon[i - 1][j] = Shadow4; if (dungeon[i - 1][j - 1] == Floor) dungeon[i - 1][j - 1] = Shadow5; if (dungeon[i][j - 1] == Floor) dungeon[i][j - 1] = Shadow3; break; case HArch: case HArch2: case HArchVWall: case HArchVWall2: case HArchVWall3: case HArchVWall4: if (dungeon[i][j - 1] == Floor) dungeon[i][j - 1] = Shadow3; break; case HArch5: case HArch6: if (dungeon[i][j - 1] == Floor) dungeon[i][j - 1] = Shadow6; break; case VArch2: if (dungeon[i - 1][j] == Floor) dungeon[i - 1][j] = Shadow9; if (dungeon[i - 1][j - 1] == Floor) dungeon[i - 1][j - 1] = Shadow10; break; case VArchEnd3: if (dungeon[i - 1][j] == Floor) dungeon[i - 1][j] = CryptTile::Shadow11; if (dungeon[i - 1][j - 1] == Floor) dungeon[i - 1][j - 1] = CryptTile::Shadow12; if (dungeon[i][j - 1] == Floor) dungeon[i][j - 1] = Shadow3; break; case VArch3: if (dungeon[i - 1][j] == Floor) dungeon[i - 1][j] = Shadow13; if (dungeon[i - 1][j - 1] == Floor) dungeon[i - 1][j - 1] = Shadow14; break; case HArch3: case HArch4: if (dungeon[i][j - 1] == Floor) dungeon[i][j - 1] = Shadow15; break; case Pillar6: case Pillar8: if (dungeon[i - 1][j] == Floor) dungeon[i - 1][j] = CryptTile::Shadow11; if (dungeon[i - 1][j - 1] == Floor) dungeon[i - 1][j - 1] = CryptTile::Shadow12; break; case DArch4: if (dungeon[i - 1][j] == Floor) dungeon[i - 1][j] = Shadow1; if (dungeon[i - 1][j - 1] == Floor) dungeon[i - 1][j - 1] = Shadow2; if (dungeon[i][j - 1] == Floor) dungeon[i][j - 1] = Shadow15; break; case Pillar11: case Pillar12: case PillarHalf: if (dungeon[i - 1][j] == Floor) dungeon[i - 1][j] = Shadow7; if (dungeon[i - 1][j - 1] == Floor) dungeon[i - 1][j - 1] = Shadow8; break; } } } } 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 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 }); } } } void PlaceMiniSetRandom1x1(uint8_t search, uint8_t replace, int rndper) { PlaceMiniSetRandom({ { 1, 1 }, { search }, { replace } }, rndper); } 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("Levels\\L1Data\\rnd6.DUN"); } else if (Quests[Q_SKELKING].IsAvailable() && !gbIsMultiplayer) { pSetPiece = LoadFileInMem("Levels\\L1Data\\SKngDO.DUN"); } else if (Quests[Q_LTBANNER].IsAvailable()) { pSetPiece = LoadFileInMem("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, 0, sizeof(dungeon)); Protected.reset(); Chamber.reset(); } void MapRoom(int x, int y, int width, int height) { for (int j = 0; j < height; j++) { for (int i = 0; i < width; i++) { dungeon[x + i][y + j] = Tile::VWall; } } } bool CheckRoom(int x, int y, int width, int height) { for (int j = 0; j < height; j++) { for (int i = 0; i < width; i++) { if (i + x < 0 || i + x >= DMAXX || j + y < 0 || j + y >= DMAXY) { return false; } if (dungeon[i + x][j + y] != 0) { return false; } } } return true; } void GenerateRoom(int x, int y, int w, int h, int dir) { int dirProb = GenerateRnd(4); int num = 0; bool ran; if ((dir == 1 && dirProb == 0) || (dir != 1 && dirProb != 0)) { int cw; int ch; int cx1; int cy1; do { cw = (GenerateRnd(5) + 2) & ~1; ch = (GenerateRnd(5) + 2) & ~1; cx1 = x - cw; cy1 = h / 2 + y - ch / 2; ran = CheckRoom(cx1 - 1, cy1 - 1, ch + 2, cw + 1); /// BUGFIX: swap args 3 and 4 ("ch+2" and "cw+1") (workaround applied below) num++; } while (!ran && num < 20); if (ran) MapRoom(cx1, cy1, std::min(DMAXX - cx1, cw), std::min(DMAXX - cy1, ch)); int cx2 = x + w; bool ran2 = CheckRoom(cx2, cy1 - 1, cw + 1, ch + 2); if (ran2) MapRoom(cx2, cy1, cw, ch); if (ran) GenerateRoom(cx1, cy1, cw, ch, 1); if (ran2) GenerateRoom(cx2, cy1, cw, ch, 1); return; } int width; int height; int rx; int ry; do { width = (GenerateRnd(5) + 2) & ~1; height = (GenerateRnd(5) + 2) & ~1; rx = w / 2 + x - width / 2; ry = y - height; ran = CheckRoom(rx - 1, ry - 1, width + 2, height + 1); num++; } while (!ran && num < 20); if (ran) MapRoom(rx, ry, width, height); int ry2 = y + h; bool ran2 = CheckRoom(rx - 1, ry2, width + 2, height + 1); if (ran2) MapRoom(rx, ry2, width, height); if (ran) GenerateRoom(rx, ry, width, height, 0); if (ran2) GenerateRoom(rx, ry2, width, height, 0); } void FirstRoom() { VerticalLayout = GenerateRnd(2) == 0; HasChamber1 = (GenerateRnd(2) != 0); HasChamber2 = (GenerateRnd(2) != 0); HasChamber3 = (GenerateRnd(2) != 0); if (!HasChamber1 || !HasChamber3) HasChamber2 = true; if (VerticalLayout) { int ys = 1; int ye = DMAXY - 1; if (HasChamber1) MapRoom(15, 1, 10, 10); else ys = 18; if (HasChamber2) MapRoom(15, 15, 10, 10); if (HasChamber3) MapRoom(15, 29, 10, 10); else ye = 22; for (int y = ys; y < ye; y++) { dungeon[17][y] = Tile::VWall; dungeon[18][y] = Tile::VWall; dungeon[19][y] = Tile::VWall; dungeon[20][y] = Tile::VWall; dungeon[21][y] = Tile::VWall; dungeon[22][y] = Tile::VWall; } if (HasChamber1) GenerateRoom(15, 1, 10, 10, 0); if (HasChamber2) GenerateRoom(15, 15, 10, 10, 0); if (HasChamber3) GenerateRoom(15, 29, 10, 10, 0); } else { int xs = 1; int xe = DMAXX - 1; if (HasChamber1) MapRoom(1, 15, 10, 10); else xs = 18; if (HasChamber2) MapRoom(15, 15, 10, 10); if (HasChamber3) MapRoom(29, 15, 10, 10); else xe = 22; for (int x = xs; x < xe; x++) { dungeon[x][17] = Tile::VWall; dungeon[x][18] = Tile::VWall; dungeon[x][19] = Tile::VWall; dungeon[x][20] = Tile::VWall; dungeon[x][21] = Tile::VWall; dungeon[x][22] = Tile::VWall; } if (HasChamber1) GenerateRoom(1, 15, 10, 10, 1); if (HasChamber2) GenerateRoom(15, 15, 10, 10, 1); if (HasChamber3) GenerateRoom(29, 15, 10, 10, 1); } } int FindArea() { int rv = 0; for (int j = 0; j < DMAXY; j++) { for (int i = 0; i < DMAXX; i++) { // NOLINT(modernize-loop-convert) if (dungeon[i][j] == Tile::VWall) rv++; } } return rv; } void MakeDungeon() { for (int j = 0; j < DMAXY; j++) { for (int i = 0; i < DMAXX; i++) { int i2 = i * 2; int j2 = j * 2; L5dungeon[i2][j2] = dungeon[i][j]; L5dungeon[i2][j2 + 1] = dungeon[i][j]; L5dungeon[i2 + 1][j2] = dungeon[i][j]; L5dungeon[i2 + 1][j2 + 1] = dungeon[i][j]; } } } void MakeDmt() { for (int j = 0; j < DMAXY; j++) { for (int i = 0; i < DMAXX; i++) { // NOLINT(modernize-loop-convert) dungeon[i][j] = 22; } } int dmty = 1; for (int j = 0; dmty <= 77; j++, dmty += 2) { int dmtx = 1; for (int i = 0; dmtx <= 77; i++, dmtx += 2) { int val = 8 * L5dungeon[dmtx + 1][dmty + 1] + 4 * L5dungeon[dmtx][dmty + 1] + 2 * L5dungeon[dmtx + 1][dmty] + L5dungeon[dmtx][dmty]; dungeon[i][j] = L5ConvTbl[val]; } } } int HorizontalWallOk(int i, int j) { int x; for (x = 1; dungeon[i + x][j] == 13; x++) { if (dungeon[i + x][j - 1] != 13 || dungeon[i + x][j + 1] != 13 || Protected.test(i + x, j) || Chamber.test(i + x, j)) break; } bool wallok = false; if (dungeon[i + x][j] >= 3 && dungeon[i + x][j] <= 7) wallok = true; if (dungeon[i + x][j] >= 16 && dungeon[i + x][j] <= 24) wallok = true; if (dungeon[i + x][j] == 22) wallok = false; if (x == 1) wallok = false; if (wallok) return x; return -1; } int VerticalWallOk(int i, int j) { int y; for (y = 1; dungeon[i][j + y] == 13; y++) { if (dungeon[i - 1][j + y] != 13 || dungeon[i + 1][j + y] != 13 || Protected.test(i, j + y) || Chamber.test(i, j + y)) break; } bool wallok = false; if (dungeon[i][j + y] >= 3 && dungeon[i][j + y] <= 7) wallok = true; if (dungeon[i][j + y] >= 16 && dungeon[i][j + y] <= 24) wallok = true; if (dungeon[i][j + y] == 22) wallok = false; if (y == 1) wallok = false; if (wallok) return y; return -1; } void HorizontalWall(int i, int j, Tile p, int dx) { Tile dt = Tile::HWall; Tile wt = Tile::HDoor; switch (GenerateRnd(4)) { case 2: // Add arch dt = Tile::HArch; wt = Tile::HArch; if (p == Tile::HWall) p = Tile::HArch; else if (p == Tile::DWall) p = Tile::HArchVWall; break; case 3: // Add Fence dt = Tile::HFence; if (p == Tile::HWall) p = Tile::HFence; else if (p == Tile::DWall) p = Tile::HFenceVWall; break; default: break; } if (GenerateRnd(6) == 5) wt = Tile::HArch; dungeon[i][j] = p; for (int xx = 1; xx < dx; xx++) { dungeon[i + xx][j] = dt; } int xx = GenerateRnd(dx - 1) + 1; dungeon[i + xx][j] = wt; if (wt == Tile::HDoor) { Protected.set(i + xx, j); } } void VerticalWall(int i, int j, Tile p, int dy) { Tile dt = Tile::VWall; Tile wt = Tile::VDoor; switch (GenerateRnd(4)) { case 2: // Add arch dt = Tile::VArch; wt = Tile::VArch; if (p == Tile::VWall) p = Tile::VArch; else if (p == Tile::DWall) p = Tile::HWallVArch; break; case 3: // Add Fence dt = Tile::VFence; if (p == Tile::VWall) p = Tile::VFence; else if (p == Tile::DWall) p = Tile::HWallVFence; break; default: break; } if (GenerateRnd(6) == 5) wt = Tile::VArch; dungeon[i][j] = p; for (int yy = 1; yy < dy; yy++) { dungeon[i][j + yy] = dt; } int yy = GenerateRnd(dy - 1) + 1; dungeon[i][j + yy] = wt; if (wt == Tile::VDoor) { Protected.set(i, j + yy); } } 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 x = HorizontalWallOk(i, j); if (x != -1) { HorizontalWall(i, j, Tile::HWall, x); } } if (dungeon[i][j] == Tile::Corner) { AdvanceRndSeed(); int y = VerticalWallOk(i, j); if (y != -1) { VerticalWall(i, j, Tile::VWall, y); } } if (dungeon[i][j] == Tile::VWallEnd) { AdvanceRndSeed(); int x = HorizontalWallOk(i, j); if (x != -1) { HorizontalWall(i, j, Tile::DWall, x); } } if (dungeon[i][j] == Tile::HWallEnd) { AdvanceRndSeed(); int y = VerticalWallOk(i, j); if (y != -1) { VerticalWall(i, j, Tile::DWall, y); } } if (dungeon[i][j] == Tile::HWall) { AdvanceRndSeed(); int x = HorizontalWallOk(i, j); if (x != -1) { HorizontalWall(i, j, Tile::HWall, x); } } if (dungeon[i][j] == Tile::VWall) { AdvanceRndSeed(); int y = VerticalWallOk(i, j); if (y != -1) { VerticalWall(i, j, Tile::VWall, y); } } } } } } void GenerateChamber(int sx, int sy, bool topflag, bool bottomflag, bool leftflag, bool rightflag) { if (topflag) { dungeon[sx + 2][sy] = Tile::HArch; dungeon[sx + 3][sy] = Tile::HArch; dungeon[sx + 4][sy] = Tile::Corner; dungeon[sx + 7][sy] = Tile::VArchEnd; dungeon[sx + 8][sy] = Tile::HArch; dungeon[sx + 9][sy] = Tile::HWall; } if (bottomflag) { sy += 11; dungeon[sx + 2][sy] = Tile::HArchVWall; dungeon[sx + 3][sy] = Tile::HArch; dungeon[sx + 4][sy] = Tile::HArchEnd; dungeon[sx + 7][sy] = Tile::DArch; dungeon[sx + 8][sy] = Tile::HArch; if (dungeon[sx + 9][sy] != Tile::DWall) { dungeon[sx + 9][sy] = Tile::DirtCorner; } sy -= 11; } if (leftflag) { dungeon[sx][sy + 2] = Tile::VArch; dungeon[sx][sy + 3] = Tile::VArch; dungeon[sx][sy + 4] = Tile::Corner; dungeon[sx][sy + 7] = Tile::HArchEnd; dungeon[sx][sy + 8] = Tile::VArch; dungeon[sx][sy + 9] = Tile::VWall; } if (rightflag) { sx += 11; dungeon[sx][sy + 2] = Tile::HWallVArch; dungeon[sx][sy + 3] = Tile::VArch; dungeon[sx][sy + 4] = Tile::VArchEnd; dungeon[sx][sy + 7] = Tile::DArch; dungeon[sx][sy + 8] = Tile::VArch; if (dungeon[sx][sy + 9] != Tile::DWall) { dungeon[sx][sy + 9] = Tile::DirtCorner; } sx -= 11; } for (int j = 1; j < 11; j++) { for (int i = 1; i < 11; i++) { dungeon[i + sx][j + sy] = Tile::Floor; Chamber.set(i + sx, j + sy); } } dungeon[sx + 4][sy + 4] = Tile::Pillar; dungeon[sx + 7][sy + 4] = Tile::Pillar; dungeon[sx + 4][sy + 7] = Tile::Pillar; dungeon[sx + 7][sy + 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; } } } } } Point SelectChamber() { int chamber; if (!HasChamber1) chamber = GenerateRnd(2) != 0 ? 3 : 2; else if (!HasChamber2) chamber = GenerateRnd(2) != 0 ? 1 : 3; else if (!HasChamber3) chamber = GenerateRnd(2) != 0 ? 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 SetCryptRoom() { Point position = SelectChamber(); UberRow = 2 * position.x + 6; UberCol = 2 * position.y + 8; IsUberRoomOpened = false; IsUberLeverActivated = false; SetPiece = { position, UberRoomPattern.size }; UberRoomPattern.place(position, true); } void SetCornerRoom() { Point position = SelectChamber(); SetPiece = { position, CornerstoneRoomPattern.size }; CornerstoneRoomPattern.place(position, true); } 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 FixCryptDirtTiles() { for (int j = 0; j < DMAXY - 1; j++) { for (int i = 0; i < DMAXX - 1; i++) { if (dungeon[i][j] == 19) dungeon[i][j] = 83; if (dungeon[i][j] == 21) dungeon[i][j] = 85; if (dungeon[i][j] == 23) dungeon[i][j] = 87; if (dungeon[i][j] == 24) dungeon[i][j] = 88; if (dungeon[i][j] == 18) dungeon[i][j] = 82; } } } 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; } } } } void CryptStatues(int rndper) { PlaceMiniSetRandom1x1(Tile::VWall, CryptTile::VDemon, rndper); PlaceMiniSetRandom1x1(Tile::VWall, CryptTile::VSuccubus, rndper); PlaceMiniSetRandom1x1(Tile::HWall, CryptTile::HDemon, rndper); PlaceMiniSetRandom1x1(Tile::HWall, CryptTile::HSuccubus, rndper); } void CryptCracked(int rndper) { // clang-format off PlaceMiniSetRandom1x1(Tile::VWall, CryptTile::VWall2, rndper); PlaceMiniSetRandom1x1(Tile::HWall, CryptTile::HWall2, rndper); PlaceMiniSetRandom1x1(Tile::Corner, CryptTile::Corner2, rndper); PlaceMiniSetRandom1x1(Tile::DWall, CryptTile::DWall2, rndper); PlaceMiniSetRandom1x1(Tile::DArch, CryptTile::DArch2, rndper); PlaceMiniSetRandom1x1(Tile::VWallEnd, CryptTile::VWallEnd2, rndper); PlaceMiniSetRandom1x1(Tile::HWallEnd, CryptTile::HWallEnd2, rndper); PlaceMiniSetRandom1x1(Tile::HArchEnd, CryptTile::HArchEnd2, rndper); PlaceMiniSetRandom1x1(Tile::VArchEnd, CryptTile::VArchEnd2, rndper); PlaceMiniSetRandom1x1(Tile::HArchVWall, CryptTile::HArchVWall2, rndper); PlaceMiniSetRandom1x1(Tile::VArch, CryptTile::VArch2, rndper); PlaceMiniSetRandom1x1(Tile::HArch, CryptTile::HArch2, rndper); PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor2, rndper); PlaceMiniSetRandom1x1(Tile::HWallVArch, CryptTile::HWallVArch2, rndper); PlaceMiniSetRandom1x1(Tile::Pillar, CryptTile::Pillar3, rndper); PlaceMiniSetRandom1x1(Tile::Pillar1, CryptTile::Pillar4, rndper); PlaceMiniSetRandom1x1(Tile::Pillar2, CryptTile::Pillar5, rndper); // clang-format on } void CryptBroken(int rndper) { // clang-format off PlaceMiniSetRandom1x1(Tile::VWall, CryptTile::VWall3, rndper); PlaceMiniSetRandom1x1(Tile::HWall, CryptTile::HWall3, rndper); PlaceMiniSetRandom1x1(Tile::Corner, CryptTile::Corner3, rndper); PlaceMiniSetRandom1x1(Tile::DWall, CryptTile::DWall3, rndper); PlaceMiniSetRandom1x1(Tile::DArch, CryptTile::DArch3, rndper); PlaceMiniSetRandom1x1(Tile::VWallEnd, CryptTile::VWallEnd3, rndper); PlaceMiniSetRandom1x1(Tile::HWallEnd, CryptTile::HWallEnd3, rndper); PlaceMiniSetRandom1x1(Tile::HArchEnd, CryptTile::HArchEnd3, rndper); PlaceMiniSetRandom1x1(Tile::VArchEnd, CryptTile::VArchEnd3, rndper); PlaceMiniSetRandom1x1(Tile::HArchVWall, CryptTile::HArchVWall3, rndper); PlaceMiniSetRandom1x1(Tile::VArch, CryptTile::VArch3, rndper); PlaceMiniSetRandom1x1(Tile::HArch, CryptTile::HArch3, rndper); PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor3, rndper); PlaceMiniSetRandom1x1(Tile::HWallVArch, CryptTile::HWallVArch3, rndper); PlaceMiniSetRandom1x1(Tile::Pillar, CryptTile::Pillar6, rndper); PlaceMiniSetRandom1x1(Tile::Pillar1, CryptTile::Pillar7, rndper); PlaceMiniSetRandom1x1(Tile::Pillar2, CryptTile::Pillar8, rndper); // clang-format on } void CryptLeaking(int rndper) { // clang-format off PlaceMiniSetRandom1x1(Tile::VWall, CryptTile::VWall4, rndper); PlaceMiniSetRandom1x1(Tile::HWall, CryptTile::HWall4, rndper); PlaceMiniSetRandom1x1(Tile::Corner, CryptTile::Corner4, rndper); PlaceMiniSetRandom1x1(Tile::DWall, CryptTile::DWall4, rndper); PlaceMiniSetRandom1x1(Tile::DArch, CryptTile::DArch4, rndper); PlaceMiniSetRandom1x1(Tile::VWallEnd, CryptTile::VWallEnd4, rndper); PlaceMiniSetRandom1x1(Tile::HWallEnd, CryptTile::HWallEnd4, rndper); PlaceMiniSetRandom1x1(Tile::HArchEnd, CryptTile::HArchEnd4, rndper); PlaceMiniSetRandom1x1(Tile::VArchEnd, CryptTile::VArchEnd4, rndper); PlaceMiniSetRandom1x1(Tile::HArchVWall, CryptTile::HArchVWall4, rndper); PlaceMiniSetRandom1x1(Tile::VArch, CryptTile::VArch4, rndper); PlaceMiniSetRandom1x1(Tile::HArch, CryptTile::HArch4, rndper); PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor4, rndper); PlaceMiniSetRandom1x1(Tile::HWallVArch, CryptTile::HWallVArch4, rndper); PlaceMiniSetRandom1x1(Tile::Pillar, CryptTile::Pillar9, rndper); PlaceMiniSetRandom1x1(Tile::Pillar1, CryptTile::Pillar10, rndper); PlaceMiniSetRandom1x1(Tile::Pillar2, CryptTile::Pillar11, rndper); // clang-format on } void CryptSubstitions1(int rndper) { PlaceMiniSetRandom1x1(Tile::VArch, CryptTile::VArch6, rndper); PlaceMiniSetRandom1x1(Tile::HArch, CryptTile::HArch6, rndper); PlaceMiniSetRandom1x1(Tile::VArch, CryptTile::VArch7, rndper); PlaceMiniSetRandom1x1(Tile::HArch, CryptTile::HArch7, rndper); PlaceMiniSetRandom1x1(CryptTile::VWall5, CryptTile::VWall8, rndper); PlaceMiniSetRandom1x1(CryptTile::VWall5, CryptTile::VWall9, rndper); PlaceMiniSetRandom1x1(CryptTile::VWall6, CryptTile::VWall10, rndper); PlaceMiniSetRandom1x1(CryptTile::VWall6, CryptTile::VWall11, rndper); PlaceMiniSetRandom1x1(CryptTile::VWall7, CryptTile::VWall12, rndper); PlaceMiniSetRandom1x1(CryptTile::VWall7, CryptTile::VWall13, rndper); PlaceMiniSetRandom1x1(CryptTile::HWall5, CryptTile::HWall8, rndper); PlaceMiniSetRandom1x1(CryptTile::HWall5, CryptTile::HWall9, rndper); PlaceMiniSetRandom1x1(CryptTile::HWall5, CryptTile::HWall10, rndper); PlaceMiniSetRandom1x1(CryptTile::HWall5, CryptTile::HWall11, rndper); PlaceMiniSetRandom1x1(CryptTile::HWall5, CryptTile::HWall12, rndper); PlaceMiniSetRandom1x1(CryptTile::HWall5, CryptTile::HWall13, rndper); PlaceMiniSetRandom1x1(CryptTile::Floor7, CryptTile::Floor15, rndper); PlaceMiniSetRandom1x1(CryptTile::Floor7, CryptTile::Floor16, rndper); PlaceMiniSetRandom1x1(CryptTile::Floor6, CryptTile::Floor17, rndper); PlaceMiniSetRandom1x1(Tile::Pillar, CryptTile::Pillar12, rndper); PlaceMiniSetRandom1x1(CryptTile::Floor8, CryptTile::Floor18, rndper); PlaceMiniSetRandom1x1(CryptTile::Floor8, CryptTile::Floor19, rndper); PlaceMiniSetRandom1x1(CryptTile::Floor9, CryptTile::Floor20, rndper); PlaceMiniSetRandom1x1(CryptTile::Floor10, CryptTile::Floor21, rndper); PlaceMiniSetRandom1x1(CryptTile::Floor10, CryptTile::Floor22, rndper); PlaceMiniSetRandom1x1(CryptTile::Floor10, CryptTile::Floor23, rndper); } void CryptSubstitions2(int rndper) { PlaceMiniSetRandom(CryptPillar1, rndper); PlaceMiniSetRandom(CryptPillar2, rndper); PlaceMiniSetRandom(CryptPillar3, rndper); PlaceMiniSetRandom(CryptPillar4, rndper); PlaceMiniSetRandom(CryptPillar5, rndper); PlaceMiniSetRandom(CryptStar, rndper); PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor11, rndper); PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor12, rndper); PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor13, rndper); PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor14, rndper); } void CryptFloor(int rndper) { PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor6, rndper); PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor7, rndper); PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor8, rndper); PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor9, rndper); } bool PlaceCathedralStairs(lvl_entry entry) { bool success = true; std::optional 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 PlaceCryptStairs(lvl_entry entry) { bool success = true; std::optional position; // Place stairs up position = PlaceMiniSet(currlevel != 21 ? L5STAIRSUPHF : L5STAIRSTOWN, DMAXX * DMAXY, true); if (!position) { success = false; } else if (entry == ENTRY_MAIN || entry == ENTRY_TWARPDN) { ViewPosition = position->megaToWorld() + Displacement { 3, 5 }; } // Place stairs down if (currlevel != 24) { position = PlaceMiniSet(L5STAIRSDOWN, DMAXX * DMAXY, true); if (!position) success = false; else if (entry == ENTRY_PREV) ViewPosition = position->megaToWorld() + Displacement { 3, 7 }; } 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 { InitDungeonFlags(); FirstRoom(); } while (FindArea() < minarea); MakeDungeon(); 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) { CryptStatues(10); PlaceMiniSetRandom1x1(Tile::VArch, CryptTile::VArch5, 95); PlaceMiniSetRandom1x1(Tile::HArch, CryptTile::HArch5, 95); PlaceMiniSetRandom(VWallSection, 100); PlaceMiniSetRandom(HWallSection, 100); PlaceMiniSetRandom(CryptFloorLave, 60); ApplyCryptShadowsPatterns(); switch (currlevel) { case 21: CryptCracked(30); CryptBroken(15); CryptLeaking(5); ApplyCryptShadowsPatterns(); CryptFloor(10); CryptSubstitions1(5); CryptSubstitions2(20); break; case 22: CryptFloor(10); CryptSubstitions1(10); CryptSubstitions2(20); CryptCracked(30); CryptBroken(20); CryptLeaking(10); ApplyCryptShadowsPatterns(); break; case 23: CryptFloor(10); CryptSubstitions1(15); CryptSubstitions2(30); CryptCracked(30); CryptBroken(20); CryptLeaking(15); ApplyCryptShadowsPatterns(); break; default: CryptFloor(10); CryptSubstitions1(20); CryptSubstitions2(30); CryptCracked(30); CryptBroken(20); CryptLeaking(20); ApplyCryptShadowsPatterns(); break; } } 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 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(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