/** * @file levels/drlg_l4.cpp * * Implementation of the hell level generation algorithms. */ #include "levels/drlg_l4.h" #include #include "engine/load_file.hpp" #include "engine/random.hpp" #include "levels/gendung.h" #include "monster.h" #include "multi.h" #include "objdat.h" #include "player.h" #include "utils/is_of.hpp" namespace devilution { WorldTilePosition DiabloQuad1; WorldTilePosition DiabloQuad2; WorldTilePosition DiabloQuad3; WorldTilePosition DiabloQuad4; namespace { bool hallok[20]; WorldTilePosition L4Hold; /** * A lookup table for the 16 possible patterns of a 2x2 area, * where each cell either contains a SW wall or it doesn't. */ const uint8_t L4ConvTbl[16] = { 30, 6, 1, 6, 2, 6, 6, 6, 9, 6, 1, 6, 2, 6, 3, 6 }; /** Miniset: Stairs up. */ const Miniset L4USTAIRS { { 4, 5 }, { { 6, 6, 6, 6 }, { 6, 6, 6, 6 }, { 6, 6, 6, 6 }, { 6, 6, 6, 6 }, { 6, 6, 6, 6 }, }, { { 0, 0, 0, 0 }, { 36, 38, 35, 0 }, { 37, 34, 33, 32 }, { 0, 0, 31, 0 }, { 0, 0, 0, 0 }, } }; /** Miniset: Stairs up to town. */ const Miniset L4TWARP { { 4, 5 }, { { 6, 6, 6, 6 }, { 6, 6, 6, 6 }, { 6, 6, 6, 6 }, { 6, 6, 6, 6 }, { 6, 6, 6, 6 }, }, { { 0, 0, 0, 0 }, { 134, 136, 133, 0 }, { 135, 132, 131, 130 }, { 0, 0, 129, 0 }, { 0, 0, 0, 0 }, } }; /** Miniset: Stairs down. */ const Miniset L4DSTAIRS { { 5, 5 }, { { 6, 6, 6, 6, 6 }, { 6, 6, 6, 6, 6 }, { 6, 6, 6, 6, 6 }, { 6, 6, 6, 6, 6 }, { 6, 6, 6, 6, 6 }, }, { { 0, 0, 0, 0, 0 }, { 0, 0, 45, 41, 0 }, { 0, 44, 43, 40, 0 }, { 0, 46, 42, 39, 0 }, { 0, 0, 0, 0, 0 }, } }; /** Miniset: Pentagram. */ const Miniset L4PENTA { { 5, 5 }, { { 6, 6, 6, 6, 6 }, { 6, 6, 6, 6, 6 }, { 6, 6, 6, 6, 6 }, { 6, 6, 6, 6, 6 }, { 6, 6, 6, 6, 6 }, }, { { 0, 0, 0, 0, 0 }, { 0, 98, 100, 103, 0 }, { 0, 99, 102, 105, 0 }, { 0, 101, 104, 106, 0 }, { 0, 0, 0, 0, 0 }, } }; /** Miniset: Pentagram portal. */ const Miniset L4PENTA2 { { 5, 5 }, { { 6, 6, 6, 6, 6 }, { 6, 6, 6, 6, 6 }, { 6, 6, 6, 6, 6 }, { 6, 6, 6, 6, 6 }, { 6, 6, 6, 6, 6 }, }, { { 0, 0, 0, 0, 0 }, { 0, 107, 109, 112, 0 }, { 0, 108, 111, 114, 0 }, { 0, 110, 113, 115, 0 }, { 0, 0, 0, 0, 0 }, } }; /** Maps tile IDs to their corresponding undecorated tile ID. */ const uint8_t L4BTYPES[140] = { 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 2, 1, 2, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 15, 16, 9, 12, 4, 5, 7, 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 }; void ApplyShadowsPatterns() { for (int y = 1; y < DMAXY; y++) { for (int x = 1; x < DMAXY; x++) { if (IsNoneOf(dungeon[x][y], 3, 4, 8, 15)) { continue; } if (dungeon[x - 1][y] == 6) { dungeon[x - 1][y] = 47; } if (dungeon[x - 1][y - 1] == 6) { dungeon[x - 1][y - 1] = 48; } } } } void InitSetPiece() { std::unique_ptr setPieceData; if (Quests[Q_WARLORD].IsAvailable()) { setPieceData = LoadFileInMem("levels\\l4data\\warlord.dun"); } else if (currlevel == 15 && UseMultiplayerQuests()) { setPieceData = LoadFileInMem("levels\\l4data\\vile1.dun"); } else { return; // no setpiece needed for this level } const WorldTilePosition setPiecePosition = SetPieceRoom.position; PlaceDunTiles(setPieceData.get(), setPiecePosition, 6); SetPiece = { setPiecePosition, GetDunSize(setPieceData.get()) }; } void InitDungeonFlags() { DungeonMask.reset(); Protected.reset(); memset(dungeon, 30, sizeof(dungeon)); } void MapRoom(WorldTileRectangle room) { for (WorldTileCoord y = 0; y < room.size.height && y + room.position.y < DMAXY / 2; y++) { for (WorldTileCoord x = 0; x < room.size.width && x + room.position.x < DMAXX / 2; x++) { DungeonMask.set(room.position.x + x, room.position.y + y); } } } bool CheckRoom(WorldTileRectangle room) { if (room.position.x <= 0 || room.position.y <= 0) { return false; } for (int y = 0; y < room.size.height; y++) { for (int x = 0; x < room.size.width; x++) { if (x + room.position.x < 0 || x + room.position.x >= DMAXX / 2 || y + room.position.y < 0 || y + room.position.y >= DMAXY / 2) { return false; } if (DungeonMask.test(room.position.x + x, room.position.y + y)) { return false; } } } return true; } void GenerateRoom(WorldTileRectangle area, bool verticalLayout) { const bool rotate = !FlipCoin(4); verticalLayout = (!verticalLayout && rotate) || (verticalLayout && !rotate); bool placeRoom1; WorldTileRectangle room1; for (int num = 0; num < 20; num++) { const int32_t randomWidth = (GenerateRnd(5) + 2) & ~1; const int32_t randomHeight = (GenerateRnd(5) + 2) & ~1; room1.size = WorldTileSize(randomWidth, randomHeight); room1.position = area.position; if (verticalLayout) { room1.position += WorldTileDisplacement(-room1.size.width, area.size.height / 2 - room1.size.height / 2); placeRoom1 = CheckRoom({ room1.position + WorldTileDisplacement { -1, -1 }, WorldTileSize(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 += WorldTileDisplacement(area.size.width / 2 - room1.size.width / 2, -room1.size.height); placeRoom1 = CheckRoom({ room1.position + WorldTileDisplacement { -1, -1 }, WorldTileSize(room1.size.width + 2, room1.size.height + 1) }); } if (placeRoom1) break; } if (placeRoom1) MapRoom({ room1.position, WorldTileSize(std::min(DMAXX - room1.position.x, room1.size.width), std::min(DMAXX - room1.position.y, room1.size.height)) }); bool placeRoom2; WorldTileRectangle room2 = room1; if (verticalLayout) { room2.position.x = area.position.x + area.size.width; placeRoom2 = CheckRoom({ room2.position + WorldTileDisplacement { 0, -1 }, WorldTileSize(room2.size.width + 1, room2.size.height + 2) }); } else { room2.position.y = area.position.y + area.size.height; placeRoom2 = CheckRoom({ room2.position + WorldTileDisplacement { -1, 0 }, WorldTileSize(room2.size.width + 2, room2.size.height + 1) }); } if (placeRoom2) MapRoom(room2); if (placeRoom1) GenerateRoom(room1, verticalLayout); if (placeRoom2) GenerateRoom(room2, verticalLayout); } void FirstRoom() { WorldTileRectangle room { { 0, 0 }, { 14, 14 } }; if (currlevel != 16) { if (currlevel == Quests[Q_WARLORD]._qlevel && Quests[Q_WARLORD]._qactive != QUEST_NOTAVAIL) { room.size = { 11, 11 }; } else if (currlevel == Quests[Q_BETRAYER]._qlevel && UseMultiplayerQuests()) { room.size = { 11, 11 }; } else { const int32_t randomWidth = GenerateRnd(5) + 2; const int32_t randomHeight = GenerateRnd(5) + 2; room.size = WorldTileSize(randomWidth, randomHeight); } } const int xmin = (DMAXX / 2 - room.size.width) / 2; const int xmax = DMAXX / 2 - 1 - room.size.width; const int ymin = (DMAXY / 2 - room.size.height) / 2; const int ymax = DMAXY / 2 - 1 - room.size.height; const int32_t randomX = GenerateRnd(xmax - xmin + 1) + xmin; const int32_t randomY = GenerateRnd(ymax - ymin + 1) + ymin; room.position = WorldTilePosition(randomX, randomY); if (currlevel == 16) { L4Hold = room.position; } if (Quests[Q_WARLORD].IsAvailable() || (currlevel == Quests[Q_BETRAYER]._qlevel && UseMultiplayerQuests())) { SetPieceRoom = { room.position + WorldTileDisplacement { 1, 1 }, WorldTileSize(room.size.width + 1, room.size.height + 1) }; } else { SetPieceRoom = {}; } MapRoom(room); GenerateRoom(room, !FlipCoin()); } /** * @brief Mirrors the first quadrant to the rest of the map */ void MirrorDungeonLayout() { for (int y = 0; y < DMAXY / 2; y++) { for (int x = 0; x < DMAXX / 2; x++) { if (DungeonMask.test(x, y)) { DungeonMask.set(x, DMAXY - 1 - y); DungeonMask.set(DMAXX - 1 - x, y); DungeonMask.set(DMAXX - 1 - x, DMAXY - 1 - y); } } } } void MakeDmt() { for (int y = 0; y < DMAXY - 1; y++) { for (int x = 0; x < DMAXX - 1; x++) { const int val = (DungeonMask.test(x + 1, y + 1) << 3) | (DungeonMask.test(x, y + 1) << 2) | (DungeonMask.test(x + 1, y) << 1) | (DungeonMask.test(x, y) << 0); dungeon[x][y] = L4ConvTbl[val]; } } } int HorizontalWallOk(int i, int j) { int x; for (x = 1; dungeon[i + x][j] == 6; x++) { if (Protected.test(i + x, j)) { break; } if (dungeon[i + x][j - 1] != 6) { break; } if (dungeon[i + x][j + 1] != 6) { break; } } if (IsAnyOf(dungeon[i + x][j], 10, 12, 13, 15, 16, 21, 22) && x > 3) return x; return -1; } int VerticalWallOk(int i, int j) { int y; for (y = 1; dungeon[i][j + y] == 6; y++) { if (Protected.test(i, j + y)) { break; } if (dungeon[i - 1][j + y] != 6) { break; } if (dungeon[i + 1][j + y] != 6) { break; } } if (IsAnyOf(dungeon[i][j + y], 8, 9, 11, 14, 15, 16, 21, 23) && y > 3) return y; return -1; } void HorizontalWall(int i, int j, int dx) { if (dungeon[i][j] == 13) { dungeon[i][j] = 17; } if (dungeon[i][j] == 16) { dungeon[i][j] = 11; } if (dungeon[i][j] == 12) { dungeon[i][j] = 14; } for (int xx = 1; xx < dx; xx++) { dungeon[i + xx][j] = 2; } if (dungeon[i + dx][j] == 15) { dungeon[i + dx][j] = 14; } if (dungeon[i + dx][j] == 10) { dungeon[i + dx][j] = 17; } if (dungeon[i + dx][j] == 21) { dungeon[i + dx][j] = 23; } if (dungeon[i + dx][j] == 22) { dungeon[i + dx][j] = 29; } const int xx = GenerateRnd(dx - 3) + 1; dungeon[i + xx][j] = 57; dungeon[i + xx + 2][j] = 56; dungeon[i + xx + 1][j] = 60; if (dungeon[i + xx][j - 1] == 6) { dungeon[i + xx][j - 1] = 58; } if (dungeon[i + xx + 1][j - 1] == 6) { dungeon[i + xx + 1][j - 1] = 59; } } void VerticalWall(int i, int j, int dy) { if (dungeon[i][j] == 14) { dungeon[i][j] = 17; } if (dungeon[i][j] == 8) { dungeon[i][j] = 9; } if (dungeon[i][j] == 15) { dungeon[i][j] = 10; } for (int yy = 1; yy < dy; yy++) { dungeon[i][j + yy] = 1; } if (dungeon[i][j + dy] == 11) { dungeon[i][j + dy] = 17; } if (dungeon[i][j + dy] == 9) { dungeon[i][j + dy] = 10; } if (dungeon[i][j + dy] == 16) { dungeon[i][j + dy] = 13; } if (dungeon[i][j + dy] == 21) { dungeon[i][j + dy] = 22; } if (dungeon[i][j + dy] == 23) { dungeon[i][j + dy] = 29; } const int yy = GenerateRnd(dy - 3) + 1; dungeon[i][j + yy] = 53; dungeon[i][j + yy + 2] = 52; dungeon[i][j + yy + 1] = 6; if (dungeon[i - 1][j + yy] == 6) { dungeon[i - 1][j + yy] = 54; } if (dungeon[i - 1][j + yy - 1] == 6) { dungeon[i - 1][j + yy - 1] = 55; } } void AddWall() { for (int j = 0; j < DMAXY; j++) { for (int i = 0; i < DMAXX; i++) { if (Protected.test(i, j)) { continue; } for (auto d : { 10, 12, 13, 15, 16, 21, 22 }) { if (d == dungeon[i][j]) { DiscardRandomValues(1); const int x = HorizontalWallOk(i, j); if (x != -1) { HorizontalWall(i, j, x); } } } for (auto d : { 8, 9, 11, 14, 15, 16, 21, 23 }) { if (d == dungeon[i][j]) { DiscardRandomValues(1); const int y = VerticalWallOk(i, j); if (y != -1) { VerticalWall(i, j, y); } } } } } } void FixTilesPatterns() { for (int j = 0; j < DMAXY; j++) { for (int i = 0; i < DMAXX; i++) { if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 6) dungeon[i + 1][j] = 5; if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 1) dungeon[i + 1][j] = 13; if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 2) dungeon[i][j + 1] = 14; } } for (int j = 0; j < DMAXY; j++) { for (int i = 0; i < DMAXX; i++) { if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 6) dungeon[i + 1][j] = 2; if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 9) dungeon[i + 1][j] = 11; if (dungeon[i][j] == 9 && dungeon[i + 1][j] == 6) dungeon[i + 1][j] = 12; if (dungeon[i][j] == 14 && dungeon[i + 1][j] == 1) dungeon[i + 1][j] = 13; if (dungeon[i][j] == 6 && dungeon[i + 1][j] == 14) dungeon[i + 1][j] = 15; if (dungeon[i][j] == 6 && dungeon[i][j + 1] == 13) dungeon[i][j + 1] = 16; if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 9) dungeon[i][j + 1] = 10; if (dungeon[i][j] == 6 && dungeon[i][j - 1] == 1) dungeon[i][j - 1] = 1; } } for (int j = 0; j < DMAXY; j++) { for (int i = 0; i < DMAXX; i++) { if (dungeon[i][j] == 13 && dungeon[i][j + 1] == 30) dungeon[i][j + 1] = 27; if (dungeon[i][j] == 27 && dungeon[i + 1][j] == 30) dungeon[i + 1][j] = 19; if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 30) dungeon[i][j + 1] = 27; if (dungeon[i][j] == 27 && dungeon[i + 1][j] == 1) dungeon[i + 1][j] = 16; if (dungeon[i][j] == 19 && dungeon[i + 1][j] == 27) dungeon[i + 1][j] = 26; if (dungeon[i][j] == 27 && dungeon[i + 1][j] == 30) dungeon[i + 1][j] = 19; if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 15) dungeon[i + 1][j] = 14; if (dungeon[i][j] == 14 && dungeon[i + 1][j] == 15) dungeon[i + 1][j] = 14; if (dungeon[i][j] == 22 && dungeon[i + 1][j] == 1) dungeon[i + 1][j] = 16; if (dungeon[i][j] == 27 && dungeon[i + 1][j] == 1) dungeon[i + 1][j] = 16; if (dungeon[i][j] == 6 && dungeon[i + 1][j] == 27 && dungeon[i + 1][j + 1] != 0) /* check */ dungeon[i + 1][j] = 22; if (dungeon[i][j] == 22 && dungeon[i + 1][j] == 30) dungeon[i + 1][j] = 19; if (dungeon[i][j] == 21 && dungeon[i + 1][j] == 1 && dungeon[i + 1][j - 1] == 1) dungeon[i + 1][j] = 13; if (dungeon[i][j] == 14 && dungeon[i + 1][j] == 30 && dungeon[i][j + 1] == 6) dungeon[i + 1][j] = 28; if (dungeon[i][j] == 16 && dungeon[i + 1][j] == 6 && dungeon[i][j + 1] == 30) dungeon[i][j + 1] = 27; if (dungeon[i][j] == 16 && dungeon[i][j + 1] == 30 && dungeon[i + 1][j + 1] == 30) dungeon[i][j + 1] = 27; if (dungeon[i][j] == 6 && dungeon[i + 1][j] == 30 && dungeon[i + 1][j - 1] == 6) dungeon[i + 1][j] = 21; if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 27 && dungeon[i + 1][j + 1] == 9) dungeon[i + 1][j] = 29; if (dungeon[i][j] == 9 && dungeon[i + 1][j] == 15) dungeon[i + 1][j] = 14; if (dungeon[i][j] == 15 && dungeon[i + 1][j] == 27 && dungeon[i + 1][j + 1] == 2) dungeon[i + 1][j] = 29; if (dungeon[i][j] == 19 && dungeon[i + 1][j] == 18) dungeon[i + 1][j] = 24; if (dungeon[i][j] == 9 && dungeon[i + 1][j] == 15) dungeon[i + 1][j] = 14; if (dungeon[i][j] == 19 && dungeon[i + 1][j] == 19 && dungeon[i + 1][j - 1] == 30) dungeon[i + 1][j] = 24; if (dungeon[i][j] == 24 && dungeon[i][j - 1] == 30 && dungeon[i][j - 2] == 6) dungeon[i][j - 1] = 21; if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 30) dungeon[i + 1][j] = 28; if (dungeon[i][j] == 15 && dungeon[i + 1][j] == 30) dungeon[i + 1][j] = 28; if (dungeon[i][j] == 28 && dungeon[i][j + 1] == 30) dungeon[i][j + 1] = 18; if (dungeon[i][j] == 28 && dungeon[i][j + 1] == 2) dungeon[i][j + 1] = 15; if (dungeon[i][j] == 19 && dungeon[i + 2][j] == 2 && dungeon[i + 1][j - 1] == 18 && dungeon[i + 1][j + 1] == 1) dungeon[i + 1][j] = 17; if (dungeon[i][j] == 19 && dungeon[i + 2][j] == 2 && dungeon[i + 1][j - 1] == 22 && dungeon[i + 1][j + 1] == 1) dungeon[i + 1][j] = 17; if (dungeon[i][j] == 19 && dungeon[i + 2][j] == 2 && dungeon[i + 1][j - 1] == 18 && dungeon[i + 1][j + 1] == 13) dungeon[i + 1][j] = 17; if (dungeon[i][j] == 21 && dungeon[i + 2][j] == 2 && dungeon[i + 1][j - 1] == 18 && dungeon[i + 1][j + 1] == 1) dungeon[i + 1][j] = 17; if (dungeon[i][j] == 21 && dungeon[i + 1][j + 1] == 1 && dungeon[i + 1][j - 1] == 22 && dungeon[i + 2][j] == 3) dungeon[i + 1][j] = 17; if (dungeon[i][j] == 15 && dungeon[i + 1][j] == 28 && dungeon[i + 2][j] == 30 && dungeon[i + 1][j - 1] == 6) dungeon[i + 1][j] = 23; if (dungeon[i][j] == 14 && dungeon[i + 1][j] == 28 && dungeon[i + 2][j] == 1) dungeon[i + 1][j] = 23; if (dungeon[i][j] == 15 && dungeon[i + 1][j] == 27 && dungeon[i + 1][j + 1] == 30) dungeon[i + 1][j] = 29; if (dungeon[i][j] == 28 && dungeon[i][j + 1] == 9) dungeon[i][j + 1] = 15; if (dungeon[i][j] == 21 && dungeon[i + 1][j - 1] == 21) dungeon[i + 1][j] = 24; if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 27 && dungeon[i + 1][j + 1] == 30) dungeon[i + 1][j] = 29; if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 18) dungeon[i + 1][j] = 25; if (dungeon[i][j] == 21 && dungeon[i + 1][j] == 9 && dungeon[i + 2][j] == 2) dungeon[i + 1][j] = 11; if (dungeon[i][j] == 19 && dungeon[i + 1][j] == 10) dungeon[i + 1][j] = 17; if (dungeon[i][j] == 15 && dungeon[i][j + 1] == 3) dungeon[i][j + 1] = 4; if (dungeon[i][j] == 22 && dungeon[i][j + 1] == 9) dungeon[i][j + 1] = 15; if (dungeon[i][j] == 18 && dungeon[i][j + 1] == 30) dungeon[i][j + 1] = 18; if (dungeon[i][j] == 24 && dungeon[i - 1][j] == 30) dungeon[i - 1][j] = 19; if (dungeon[i][j] == 21 && dungeon[i][j + 1] == 2) dungeon[i][j + 1] = 15; if (dungeon[i][j] == 21 && dungeon[i][j + 1] == 9) dungeon[i][j + 1] = 10; if (dungeon[i][j] == 22 && dungeon[i][j + 1] == 30) dungeon[i][j + 1] = 18; if (dungeon[i][j] == 21 && dungeon[i][j + 1] == 30) dungeon[i][j + 1] = 18; if (dungeon[i][j] == 16 && dungeon[i][j + 1] == 2) dungeon[i][j + 1] = 15; if (dungeon[i][j] == 13 && dungeon[i][j + 1] == 2) dungeon[i][j + 1] = 15; if (dungeon[i][j] == 22 && dungeon[i][j + 1] == 2) dungeon[i][j + 1] = 15; if (dungeon[i][j] == 21 && dungeon[i + 1][j] == 18 && dungeon[i + 2][j] == 30) dungeon[i + 1][j] = 24; if (dungeon[i][j] == 21 && dungeon[i + 1][j] == 9 && dungeon[i + 1][j + 1] == 1) dungeon[i + 1][j] = 16; if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 27 && dungeon[i + 1][j + 1] == 2) dungeon[i + 1][j] = 29; if (dungeon[i][j] == 23 && dungeon[i][j + 1] == 2) dungeon[i][j + 1] = 15; if (dungeon[i][j] == 23 && dungeon[i][j + 1] == 9) dungeon[i][j + 1] = 15; if (dungeon[i][j] == 25 && dungeon[i][j + 1] == 2) dungeon[i][j + 1] = 15; if (dungeon[i][j] == 22 && dungeon[i + 1][j] == 9) dungeon[i + 1][j] = 11; if (dungeon[i][j] == 23 && dungeon[i + 1][j] == 9) dungeon[i + 1][j] = 11; if (dungeon[i][j] == 15 && dungeon[i + 1][j] == 1) dungeon[i + 1][j] = 16; if (dungeon[i][j] == 11 && dungeon[i + 1][j] == 15) dungeon[i + 1][j] = 14; if (dungeon[i][j] == 23 && dungeon[i + 1][j] == 1) dungeon[i + 1][j] = 16; if (dungeon[i][j] == 21 && dungeon[i + 1][j] == 27) dungeon[i + 1][j] = 26; if (dungeon[i][j] == 21 && dungeon[i + 1][j] == 18) dungeon[i + 1][j] = 24; if (dungeon[i][j] == 26 && dungeon[i + 1][j] == 1) dungeon[i + 1][j] = 16; if (dungeon[i][j] == 29 && dungeon[i + 1][j] == 1) dungeon[i + 1][j] = 16; if (dungeon[i][j] == 29 && dungeon[i][j + 1] == 2) dungeon[i][j + 1] = 15; if (dungeon[i][j] == 1 && dungeon[i][j - 1] == 15) dungeon[i][j - 1] = 10; if (dungeon[i][j] == 18 && dungeon[i][j + 1] == 2) dungeon[i][j + 1] = 15; if (dungeon[i][j] == 23 && dungeon[i][j + 1] == 30) dungeon[i][j + 1] = 18; if (dungeon[i][j] == 18 && dungeon[i][j + 1] == 9) dungeon[i][j + 1] = 10; if (dungeon[i][j] == 14 && dungeon[i + 1][j] == 30 && dungeon[i + 1][j + 1] == 30) dungeon[i + 1][j] = 23; if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 28 && dungeon[i + 1][j - 1] == 6) dungeon[i + 1][j] = 23; if (dungeon[i][j] == 23 && dungeon[i + 1][j] == 18 && dungeon[i][j - 1] == 6) dungeon[i + 1][j] = 24; if (dungeon[i][j] == 14 && dungeon[i + 1][j] == 23 && dungeon[i + 2][j] == 30) dungeon[i + 1][j] = 28; if (dungeon[i][j] == 14 && dungeon[i + 1][j] == 28 && dungeon[i + 2][j] == 30 && dungeon[i + 1][j - 1] == 6) dungeon[i + 1][j] = 23; if (dungeon[i][j] == 23 && dungeon[i + 1][j] == 30) dungeon[i + 1][j] = 19; if (dungeon[i][j] == 29 && dungeon[i + 1][j] == 30) dungeon[i + 1][j] = 19; if (dungeon[i][j] == 29 && dungeon[i][j + 1] == 30) dungeon[i][j + 1] = 18; if (dungeon[i][j] == 19 && dungeon[i + 1][j] == 30) dungeon[i + 1][j] = 19; if (dungeon[i][j] == 21 && dungeon[i + 1][j] == 30) dungeon[i + 1][j] = 19; if (dungeon[i][j] == 26 && dungeon[i + 1][j] == 30) dungeon[i + 1][j] = 19; if (dungeon[i][j] == 16 && dungeon[i][j + 1] == 30) dungeon[i][j + 1] = 18; if (dungeon[i][j] == 13 && dungeon[i][j + 1] == 9) dungeon[i][j + 1] = 10; if (dungeon[i][j] == 25 && dungeon[i][j + 1] == 30) dungeon[i][j + 1] = 18; if (dungeon[i][j] == 18 && dungeon[i][j + 1] == 2) dungeon[i][j + 1] = 15; if (dungeon[i][j] == 11 && dungeon[i + 1][j] == 3) dungeon[i + 1][j] = 5; if (dungeon[i][j] == 19 && dungeon[i + 1][j] == 9) dungeon[i + 1][j] = 11; if (dungeon[i][j] == 19 && dungeon[i + 1][j] == 1) dungeon[i + 1][j] = 13; if (dungeon[i][j] == 19 && dungeon[i + 1][j] == 13 && dungeon[i + 1][j - 1] == 6) dungeon[i + 1][j] = 16; } } for (int j = 0; j < DMAXY; j++) { for (int i = 0; i < DMAXX; i++) { if (dungeon[i][j] == 21 && dungeon[i][j + 1] == 24 && dungeon[i][j + 2] == 1) dungeon[i][j + 1] = 17; if (dungeon[i][j] == 15 && dungeon[i + 1][j + 1] == 9 && dungeon[i + 1][j - 1] == 1 && dungeon[i + 2][j] == 16) dungeon[i + 1][j] = 29; if (dungeon[i][j] == 2 && dungeon[i - 1][j] == 6) dungeon[i - 1][j] = 8; if (dungeon[i][j] == 1 && dungeon[i][j - 1] == 6) dungeon[i][j - 1] = 7; if (dungeon[i][j] == 6 && dungeon[i + 1][j] == 15 && dungeon[i + 1][j + 1] == 4) dungeon[i + 1][j] = 10; if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 3) dungeon[i][j + 1] = 4; if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 6) dungeon[i][j + 1] = 4; if (dungeon[i][j] == 9 && dungeon[i][j + 1] == 3) dungeon[i][j + 1] = 4; if (dungeon[i][j] == 10 && dungeon[i][j + 1] == 3) dungeon[i][j + 1] = 4; if (dungeon[i][j] == 13 && dungeon[i][j + 1] == 3) dungeon[i][j + 1] = 4; if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 5) dungeon[i][j + 1] = 12; if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 16) dungeon[i][j + 1] = 13; if (dungeon[i][j] == 6 && dungeon[i][j + 1] == 13) dungeon[i][j + 1] = 16; if (dungeon[i][j] == 25 && dungeon[i][j + 1] == 9) dungeon[i][j + 1] = 10; if (dungeon[i][j] == 13 && dungeon[i][j + 1] == 5) dungeon[i][j + 1] = 12; if (dungeon[i][j] == 28 && dungeon[i][j - 1] == 6 && dungeon[i + 1][j] == 1) dungeon[i + 1][j] = 23; if (dungeon[i][j] == 19 && dungeon[i + 1][j] == 10) dungeon[i + 1][j] = 17; if (dungeon[i][j] == 21 && dungeon[i + 1][j] == 9) dungeon[i + 1][j] = 11; if (dungeon[i][j] == 11 && dungeon[i + 1][j] == 3) dungeon[i + 1][j] = 5; if (dungeon[i][j] == 10 && dungeon[i + 1][j] == 4) dungeon[i + 1][j] = 12; if (dungeon[i][j] == 14 && dungeon[i + 1][j] == 4) dungeon[i + 1][j] = 12; if (dungeon[i][j] == 27 && dungeon[i + 1][j] == 9) dungeon[i + 1][j] = 11; if (dungeon[i][j] == 15 && dungeon[i + 1][j] == 4) dungeon[i + 1][j] = 12; if (dungeon[i][j] == 21 && dungeon[i + 1][j] == 1) dungeon[i + 1][j] = 16; if (dungeon[i][j] == 11 && dungeon[i + 1][j] == 4) dungeon[i + 1][j] = 12; if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 3) dungeon[i + 1][j] = 5; if (dungeon[i][j] == 9 && dungeon[i + 1][j] == 3) dungeon[i + 1][j] = 5; if (dungeon[i][j] == 14 && dungeon[i + 1][j] == 3) dungeon[i + 1][j] = 5; if (dungeon[i][j] == 15 && dungeon[i + 1][j] == 3) dungeon[i + 1][j] = 5; if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 5 && dungeon[i + 1][j - 1] == 16) dungeon[i + 1][j] = 12; if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 4) dungeon[i + 1][j] = 12; if (dungeon[i][j] == 9 && dungeon[i + 1][j] == 4) dungeon[i + 1][j] = 12; if (dungeon[i][j] == 1 && dungeon[i][j - 1] == 8) dungeon[i][j - 1] = 9; if (dungeon[i][j] == 28 && dungeon[i + 1][j] == 23 && dungeon[i + 1][j + 1] == 3) dungeon[i + 1][j] = 16; } } for (int j = 0; j < DMAXY; j++) { for (int i = 0; i < DMAXX; i++) { if (dungeon[i][j] == 21 && dungeon[i + 1][j] == 10) dungeon[i + 1][j] = 17; if (dungeon[i][j] == 17 && dungeon[i + 1][j] == 4) dungeon[i + 1][j] = 12; if (dungeon[i][j] == 10 && dungeon[i + 1][j] == 4) dungeon[i + 1][j] = 12; if (dungeon[i][j] == 17 && dungeon[i][j + 1] == 5) dungeon[i][j + 1] = 12; if (dungeon[i][j] == 29 && dungeon[i][j + 1] == 9) dungeon[i][j + 1] = 10; if (dungeon[i][j] == 13 && dungeon[i][j + 1] == 5) dungeon[i][j + 1] = 12; if (dungeon[i][j] == 9 && dungeon[i][j + 1] == 16) dungeon[i][j + 1] = 13; if (dungeon[i][j] == 10 && dungeon[i][j + 1] == 16) dungeon[i][j + 1] = 13; if (dungeon[i][j] == 16 && dungeon[i][j + 1] == 3) dungeon[i][j + 1] = 4; if (dungeon[i][j] == 11 && dungeon[i][j + 1] == 5) dungeon[i][j + 1] = 12; if (dungeon[i][j] == 10 && dungeon[i + 1][j] == 3 && dungeon[i + 1][j - 1] == 16) dungeon[i + 1][j] = 12; if (dungeon[i][j] == 16 && dungeon[i][j + 1] == 5) dungeon[i][j + 1] = 12; if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 6) dungeon[i][j + 1] = 4; if (dungeon[i][j] == 21 && dungeon[i + 1][j] == 13 && dungeon[i][j + 1] == 10) dungeon[i + 1][j + 1] = 12; if (dungeon[i][j] == 15 && dungeon[i + 1][j] == 10) dungeon[i + 1][j] = 17; if (dungeon[i][j] == 22 && dungeon[i][j + 1] == 11) dungeon[i][j + 1] = 17; if (dungeon[i][j] == 15 && dungeon[i + 1][j] == 28 && dungeon[i + 2][j] == 16) dungeon[i + 1][j] = 23; if (dungeon[i][j] == 28 && dungeon[i + 1][j] == 23 && dungeon[i + 1][j + 1] == 1 && dungeon[i + 2][j] == 6) dungeon[i + 1][j] = 16; } } for (int j = 0; j < DMAXY; j++) { for (int i = 0; i < DMAXX; i++) { if (dungeon[i][j] == 15 && dungeon[i + 1][j] == 28 && dungeon[i + 2][j] == 16) dungeon[i + 1][j] = 23; if (dungeon[i][j] == 21 && dungeon[i + 1][j - 1] == 21 && dungeon[i + 1][j + 1] == 13 && dungeon[i + 2][j] == 2) dungeon[i + 1][j] = 17; if (dungeon[i][j] == 19 && dungeon[i + 1][j] == 15 && dungeon[i + 1][j + 1] == 12) dungeon[i + 1][j] = 17; } } } void Substitution() { for (int y = 0; y < DMAXY; y++) { for (int x = 0; x < DMAXX; x++) { if (FlipCoin(3)) { const uint8_t c = L4BTYPES[dungeon[x][y]]; if (c != 0 && !Protected.test(x, y)) { int rv = GenerateRnd(16); int i = -1; while (rv >= 0) { i++; if (i == sizeof(L4BTYPES)) { i = 0; } if (c == L4BTYPES[i]) { rv--; } } dungeon[x][y] = i; } } } } for (int y = 0; y < DMAXY; y++) { for (int x = 0; x < DMAXX; x++) { if (FlipCoin(10)) { const uint8_t c = dungeon[x][y]; if (L4BTYPES[c] == 6 && !Protected.test(x, y)) { dungeon[x][y] = PickRandomlyAmong({ 95, 96, 97 }); } } } } } /** * @brief Sets up the inside borders of the first quadrant so there are valid paths after mirroring the layout */ void PrepareInnerBorders() { for (int y = DMAXY / 2 - 1; y >= 0; y--) { for (int x = DMAXX / 2 - 1; x >= 0; x--) { if (!DungeonMask.test(x, y)) { hallok[y] = false; } else { const bool hasSouthWestRoom = y + 1 < DMAXY / 2 && DungeonMask.test(x, y + 1); const bool hasSouthRoom = x + 1 < DMAXX / 2 && y + 1 < DMAXY / 2 && DungeonMask.test(x + 1, y + 1); hallok[y] = hasSouthWestRoom && !hasSouthRoom; x = 0; } } } int ry = GenerateRnd(DMAXY / 2 - 1) + 1; do { if (hallok[ry]) { for (int x = DMAXX / 2 - 1; x >= 0; x--) { if (DungeonMask.test(x, ry)) { x = -1; ry = 0; } else { DungeonMask.set(x, ry); DungeonMask.set(x, ry + 1); } } } else { ry++; if (ry == DMAXY / 2) { ry = 1; } } } while (ry != 0); for (int x = DMAXX / 2 - 1; x >= 0; x--) { for (int y = DMAXY / 2 - 1; y >= 0; y--) { if (!DungeonMask.test(x, y)) { hallok[x] = false; } else { const bool hasSouthEastRoom = x + 1 < DMAXX / 2 && DungeonMask.test(x + 1, y); const bool hasSouthRoom = x + 1 < DMAXX / 2 && y + 1 < DMAXY / 2 && DungeonMask.test(x + 1, y + 1); hallok[x] = hasSouthEastRoom && !hasSouthRoom; y = 0; } } } int rx = GenerateRnd(DMAXX / 2 - 1) + 1; do { if (hallok[rx]) { for (int y = DMAXY / 2 - 1; y >= 0; y--) { if (DungeonMask.test(rx, y)) { y = -1; rx = 0; } else { DungeonMask.set(rx, y); DungeonMask.set(rx + 1, y); } } } else { rx++; if (rx == DMAXX / 2) { rx = 1; } } } while (rx != 0); } /** * @brief Find the number of mega tiles used by layout */ inline size_t FindArea() { // Hell layouts are mirrored based on a single quadrant, this function is called after the quadrant has been // generated but before mirroring the layout. We need to multiply by 4 to get the expected number of tiles return DungeonMask.count() * 4; } void ProtectQuads() { for (int y = 0; y < 14; y++) { for (int x = 0; x < 14; x++) { Protected.set(L4Hold.x + x, L4Hold.y + y); Protected.set(DMAXX - 1 - x - L4Hold.x, L4Hold.y + y); Protected.set(L4Hold.x + x, DMAXY - 1 - y - L4Hold.y); Protected.set(DMAXX - 1 - x - L4Hold.x, DMAXY - 1 - y - L4Hold.y); } } } void LoadDiabQuads(bool preflag) { { auto dunData = LoadFileInMem("levels\\l4data\\diab1.dun"); DiabloQuad1 = L4Hold + WorldTileDisplacement { 4, 4 }; PlaceDunTiles(dunData.get(), DiabloQuad1, 6); } { auto dunData = LoadFileInMem(preflag ? "levels\\l4data\\diab2b.dun" : "levels\\l4data\\diab2a.dun"); DiabloQuad2 = WorldTilePosition(27 - L4Hold.x, 1 + L4Hold.y); PlaceDunTiles(dunData.get(), DiabloQuad2, 6); } { auto dunData = LoadFileInMem(preflag ? "levels\\l4data\\diab3b.dun" : "levels\\l4data\\diab3a.dun"); DiabloQuad3 = WorldTilePosition(1 + L4Hold.x, 27 - L4Hold.y); PlaceDunTiles(dunData.get(), DiabloQuad3, 6); } { auto dunData = LoadFileInMem(preflag ? "levels\\l4data\\diab4b.dun" : "levels\\l4data\\diab4a.dun"); DiabloQuad4 = WorldTilePosition(28 - L4Hold.x, 28 - L4Hold.y); PlaceDunTiles(dunData.get(), DiabloQuad4, 6); } } bool IsDURightWall(char d) { if (d == 25) { return true; } if (d == 28) { return true; } if (d == 23) { return true; } return false; } bool IsDLLeftWall(char dd) { if (dd == 27) { return true; } if (dd == 26) { return true; } if (dd == 22) { return true; } return false; } 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. if (IsDURightWall(dungeon[i][j]) && 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. if (IsDLLeftWall(dungeon[i][j]) && 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] == 24) { dTransVal[xx + 1][yy] = dTransVal[xx][yy]; dTransVal[xx][yy + 1] = dTransVal[xx][yy]; dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy]; } if (dungeon[i][j] == 57) { dTransVal[xx - 1][yy] = dTransVal[xx][yy + 1]; dTransVal[xx][yy] = dTransVal[xx][yy + 1]; } if (dungeon[i][j] == 53) { dTransVal[xx][yy - 1] = dTransVal[xx + 1][yy]; dTransVal[xx][yy] = dTransVal[xx + 1][yy]; } xx += 2; } yy += 2; } } void FixCornerTiles() { for (int j = 1; j < DMAXY - 1; j++) { for (int i = 1; i < DMAXX - 1; i++) { if (dungeon[i][j] >= 18 && dungeon[i][j] <= 30) { if (dungeon[i + 1][j] < 18 || dungeon[i][j + 1] < 18) { dungeon[i][j] += 98; } } } } } /** * @brief Marks the edge of the map as solid/not part of the dungeon layout */ void CloseOuterBorders() { for (int x = 0; x < DMAXX / 2; x++) { // NOLINT(modernize-loop-convert) DungeonMask.reset(x, 0); } for (int y = 0; y < DMAXY / 2; y++) { DungeonMask.reset(0, y); } } void GeneralFix() { for (int j = 0; j < DMAXY - 1; j++) { for (int i = 0; i < DMAXX - 1; i++) { if ((dungeon[i][j] == 24 || dungeon[i][j] == 122) && dungeon[i + 1][j] == 2 && dungeon[i][j + 1] == 5) { dungeon[i][j] = 17; } } } } bool PlaceStairs(lvl_entry entry) { std::optional position; // Place stairs up position = PlaceMiniSet(L4USTAIRS); if (!position) return false; if (entry == ENTRY_MAIN) ViewPosition = position->megaToWorld() + Displacement { 6, 6 }; if (currlevel != 15) { // Place stairs down if (currlevel != 16) { if (Quests[Q_WARLORD].IsAvailable()) { if (entry == ENTRY_PREV) ViewPosition = SetPiece.position.megaToWorld() + Displacement { 7, 7 }; } else { position = PlaceMiniSet(L4DSTAIRS); if (!position) return false; if (entry == ENTRY_PREV) ViewPosition = position->megaToWorld() + Displacement { 7, 5 }; } } // Place town warp stairs if (currlevel == 13) { position = PlaceMiniSet(L4TWARP); if (!position) return false; if (entry == ENTRY_TWARPDN) ViewPosition = position->megaToWorld() + Displacement { 6, 6 }; } } else { // Place hell gate position = PlaceMiniSet(L4PENTA2); if (!position) return false; Quests[Q_DIABLO].position = *position; if (entry == ENTRY_PREV) ViewPosition = position->megaToWorld() + Displacement { 6, 5 }; } return true; } void GenerateLevel(lvl_entry entry) { if (LevelSeeds[currlevel]) SetRndSeed(*LevelSeeds[currlevel]); while (true) { DRLG_InitTrans(); constexpr size_t Minarea = 692; do { LevelSeeds[currlevel] = GetLCGEngineState(); InitDungeonFlags(); FirstRoom(); CloseOuterBorders(); } while (FindArea() < Minarea); PrepareInnerBorders(); MirrorDungeonLayout(); MakeDmt(); FixTilesPatterns(); if (currlevel == 16) { ProtectQuads(); } if (Quests[Q_WARLORD].IsAvailable() || (currlevel == Quests[Q_BETRAYER]._qlevel && UseMultiplayerQuests())) { for (int spi = SetPieceRoom.position.x; spi < SetPieceRoom.position.x + SetPieceRoom.size.width - 1; spi++) { for (int spj = SetPieceRoom.position.y; spj < SetPieceRoom.position.y + SetPieceRoom.size.height - 1; spj++) { Protected.set(spi, spj); } } } AddWall(); FloodTransparencyValues(6); FixTransparency(); InitSetPiece(); if (currlevel == 16) { LoadDiabQuads(true); } if (PlaceStairs(entry)) break; } GeneralFix(); if (currlevel != 16) { DRLG_PlaceThemeRooms(7, 10, 6, 8, true); } ApplyShadowsPatterns(); FixCornerTiles(); Substitution(); memcpy(pdungeon, dungeon, sizeof(pdungeon)); DRLG_CheckQuests(SetPieceRoom.position); if (currlevel == 15) { const bool isGateOpen = UseMultiplayerQuests() || IsAnyOf(Quests[Q_DIABLO]._qactive, QUEST_ACTIVE, QUEST_DONE); if (!isGateOpen) L4PENTA.place(Quests[Q_DIABLO].position); for (WorldTileCoord j = 1; j < DMAXY; j++) { for (WorldTileCoord i = 1; i < DMAXX; i++) { if (IsAnyOf(dungeon[i][j], 98, 107)) { Make_SetPC({ WorldTilePosition(i - 1, j - 1), { 5, 5 } }); // Set the portal position to the location of the northmost pentagram tile. Quests[Q_BETRAYER].position = Point(i, j).megaToWorld(); } } } } if (currlevel == 16) { LoadDiabQuads(false); } } void Pass3() { DRLG_LPass3(30 - 1); } } // namespace void CreateL4Dungeon(uint32_t rseed, lvl_entry entry) { SetRndSeed(rseed); GenerateLevel(entry); Pass3(); } void LoadPreL4Dungeon(const char *path) { memset(dungeon, 30, sizeof(dungeon)); auto dunData = LoadFileInMem(path); PlaceDunTiles(dunData.get(), { 0, 0 }, 6); memcpy(pdungeon, dungeon, sizeof(pdungeon)); } void LoadL4Dungeon(const char *path, Point spawn) { LoadDungeonBase(path, spawn, 6, 30); Pass3(); } } // namespace devilution