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