/** * @file levels/drlg_l2.cpp * * Implementation of the catacombs level generation algorithms. */ #include "levels/drlg_l2.h" #include #include "diablo.h" #include "engine/load_file.hpp" #include "engine/random.hpp" #include "engine/size.hpp" #include "levels/gendung.h" #include "levels/setmaps.h" #include "player.h" #include "quests.h" #include "utils/stdcompat/algorithm.hpp" #include "utils/stdcompat/optional.hpp" namespace devilution { namespace { enum class HallDirection : int8_t { None, Up, Right, Down, Left, }; struct HallNode { WorldTilePosition beginning; WorldTilePosition end; HallDirection direction; }; struct RoomNode { WorldTilePosition topLeft; WorldTilePosition bottomRight; }; int nRoomCnt; RoomNode RoomList[81]; std::list HallList; // An ASCII representation of the level char predungeon[DMAXX][DMAXY]; const Displacement DirAdd[5] = { { 0, 0 }, { 0, -1 }, { 1, 0 }, { 0, 1 }, { -1, 0 } }; const ShadowStruct SPATSL2[2] = { { 6, 3, 0, 3, 48, 0, 50 }, { 9, 3, 0, 3, 48, 0, 50 } }; // short word_48489A = 0; const uint8_t BTYPESL2[161] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, 0, 0, 0, 0, 0, 0, 17, 18, 1, 1, 2, 2, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 0, 0, 0, 0, 8, 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, 1, 1, 0, 0, 2, 2, 2, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 3, 0, 3, 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 }; const uint8_t BSTYPESL2[161] = { 0, 1, 2, 3, 0, 0, 6, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 6, 6, 6, 9, 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, 1, 1, 0, 0, 2, 2, 2, 0, 0, 0, 1, 1, 1, 1, 6, 2, 2, 2, 0, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 1, 1, 2, 2, 3, 3, 3, 3, 1, 1, 2, 2, 3, 3, 3, 3, 1, 1, 3, 3, 2, 2, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; /** Miniset: Arch vertical. */ const Miniset VARCH1 { { 2, 4 }, { { 3, 0 }, { 3, 1 }, { 3, 4 }, { 0, 7 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical. */ const Miniset VARCH2 { { 2, 4 }, { { 3, 0 }, { 3, 1 }, { 3, 4 }, { 0, 8 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical. */ const Miniset VARCH3 { { 2, 4 }, { { 3, 0 }, { 3, 1 }, { 3, 4 }, { 0, 6 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical. */ const Miniset VARCH4 { { 2, 4 }, { { 3, 0 }, { 3, 1 }, { 3, 4 }, { 0, 9 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical. */ const Miniset VARCH5 { { 2, 4 }, { { 3, 0 }, { 3, 1 }, { 3, 4 }, { 0, 14 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical. */ const Miniset VARCH6 { { 2, 4 }, { { 3, 0 }, { 3, 1 }, { 3, 4 }, { 0, 13 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical. */ const Miniset VARCH7 { { 2, 4 }, { { 3, 0 }, { 3, 1 }, { 3, 4 }, { 0, 16 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical. */ const Miniset VARCH8 { { 2, 4 }, { { 3, 0 }, { 3, 1 }, { 3, 4 }, { 0, 15 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - corner. */ const Miniset VARCH9 { { 2, 4 }, { { 3, 0 }, { 3, 8 }, { 3, 4 }, { 0, 7 }, }, { { 48, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - corner. */ const Miniset VARCH10 { { 2, 4 }, { { 3, 0 }, { 3, 8 }, { 3, 4 }, { 0, 8 }, }, { { 48, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - corner. */ const Miniset VARCH11 { { 2, 4 }, { { 3, 0 }, { 3, 8 }, { 3, 4 }, { 0, 6 }, }, { { 48, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - corner. */ const Miniset VARCH12 { { 2, 4 }, { { 3, 0 }, { 3, 8 }, { 3, 4 }, { 0, 9 }, }, { { 48, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - corner. */ const Miniset VARCH13 { { 2, 4 }, { { 3, 0 }, { 3, 8 }, { 3, 4 }, { 0, 14 }, }, { { 48, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - corner. */ const Miniset VARCH14 { { 2, 4 }, { { 3, 0 }, { 3, 8 }, { 3, 4 }, { 0, 13 }, }, { { 48, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - corner. */ const Miniset VARCH15 { { 2, 4 }, { { 3, 0 }, { 3, 8 }, { 3, 4 }, { 0, 16 }, }, { { 48, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - corner. */ const Miniset VARCH16 { { 2, 4 }, { { 3, 0 }, { 3, 8 }, { 3, 4 }, { 0, 15 }, }, { { 48, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - open wall. */ const Miniset VARCH17 { { 2, 3 }, { { 2, 7 }, { 3, 4 }, { 0, 7 }, }, { { 141, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - open wall. */ const Miniset VARCH18 { { 2, 3 }, { { 2, 7 }, { 3, 4 }, { 0, 8 }, }, { { 141, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - open wall. */ const Miniset VARCH19 { { 2, 3 }, { { 2, 7 }, { 3, 4 }, { 0, 6 }, }, { { 141, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - open wall. */ const Miniset VARCH20 { { 2, 3 }, { { 2, 7 }, { 3, 4 }, { 0, 9 }, }, { { 141, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - open wall. */ const Miniset VARCH21 { { 2, 3 }, { { 2, 7 }, { 3, 4 }, { 0, 14 }, }, { { 141, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - open wall. */ const Miniset VARCH22 { { 2, 3 }, { { 2, 7 }, { 3, 4 }, { 0, 13 }, }, { { 141, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - open wall. */ const Miniset VARCH23 { { 2, 3 }, { { 2, 7 }, { 3, 4 }, { 0, 16 }, }, { { 141, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - open wall. */ const Miniset VARCH24 { { 2, 3 }, { { 2, 7 }, { 3, 4 }, { 0, 15 }, }, { { 141, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical. */ const Miniset VARCH25 { { 2, 4 }, { { 3, 0 }, { 3, 4 }, { 3, 1 }, { 0, 7 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical. */ const Miniset VARCH26 { { 2, 4 }, { { 3, 0 }, { 3, 4 }, { 3, 1 }, { 0, 8 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical. */ const Miniset VARCH27 { { 2, 4 }, { { 3, 0 }, { 3, 4 }, { 3, 1 }, { 0, 6 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical. */ const Miniset VARCH28 { { 2, 4 }, { { 3, 0 }, { 3, 4 }, { 3, 1 }, { 0, 9 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical. */ const Miniset VARCH29 { { 2, 4 }, { { 3, 0 }, { 3, 4 }, { 3, 1 }, { 0, 14 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical. */ const Miniset VARCH30 { { 2, 4 }, { { 3, 0 }, { 3, 4 }, { 3, 1 }, { 0, 13 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical. */ const Miniset VARCH31 { { 2, 4 }, { { 3, 0 }, { 3, 4 }, { 3, 1 }, { 0, 16 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical. */ const Miniset VARCH32 { { 2, 4 }, { { 3, 0 }, { 3, 4 }, { 3, 1 }, { 0, 15 }, }, { { 48, 0 }, { 51, 39 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - room west entrance. */ const Miniset VARCH33 { { 2, 4 }, { { 2, 0 }, { 3, 8 }, { 3, 4 }, { 0, 7 }, }, { { 142, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - room west entrance. */ const Miniset VARCH34 { { 2, 4 }, { { 2, 0 }, { 3, 8 }, { 3, 4 }, { 0, 8 }, }, { { 142, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - room west entrance. */ const Miniset VARCH35 { { 2, 4 }, { { 2, 0 }, { 3, 8 }, { 3, 4 }, { 0, 6 }, }, { { 142, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - room west entrance. */ const Miniset VARCH36 { { 2, 4 }, { { 2, 0 }, { 3, 8 }, { 3, 4 }, { 0, 9 }, }, { { 142, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - room west entrance. */ const Miniset VARCH37 { { 2, 4 }, { { 2, 0 }, { 3, 8 }, { 3, 4 }, { 0, 14 }, }, { { 142, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - room west entrance. */ const Miniset VARCH38 { { 2, 4 }, { { 2, 0 }, { 3, 8 }, { 3, 4 }, { 0, 13 }, }, { { 142, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - room west entrance. */ const Miniset VARCH39 { { 2, 4 }, { { 2, 0 }, { 3, 8 }, { 3, 4 }, { 0, 16 }, }, { { 142, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch vertical - room west entrance. */ const Miniset VARCH40 { { 2, 4 }, { { 2, 0 }, { 3, 8 }, { 3, 4 }, { 0, 15 }, }, { { 142, 0 }, { 51, 42 }, { 47, 44 }, { 0, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH1 { { 3, 2 }, { { 3, 3, 0 }, { 2, 5, 9 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH2 { { 3, 2 }, { { 3, 3, 0 }, { 2, 5, 6 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH3 { { 3, 2 }, { { 3, 3, 0 }, { 2, 5, 8 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH4 { { 3, 2 }, { { 3, 3, 0 }, { 2, 5, 7 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH5 { { 3, 2 }, { { 3, 3, 0 }, { 2, 5, 15 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH6 { { 3, 2 }, { { 3, 3, 0 }, { 2, 5, 16 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH7 { { 3, 2 }, { { 3, 3, 0 }, { 2, 5, 13 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH8 { { 3, 2 }, { { 3, 3, 0 }, { 2, 5, 14 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal - north corner. */ const Miniset HARCH9 { { 3, 2 }, { { 3, 3, 0 }, { 8, 5, 9 }, }, { { 49, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal - north corner. */ const Miniset HARCH10 { { 3, 2 }, { { 3, 3, 0 }, { 8, 5, 6 }, }, { { 49, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal - north corner. */ const Miniset HARCH11 { { 3, 2 }, { { 3, 3, 0 }, { 8, 5, 8 }, }, { { 49, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal - north corner. */ const Miniset HARCH12 { { 3, 2 }, { { 3, 3, 0 }, { 8, 5, 7 }, }, { { 49, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal - north corner. */ const Miniset HARCH13 { { 3, 2 }, { { 3, 3, 0 }, { 8, 5, 15 }, }, { { 49, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal - north corner. */ const Miniset HARCH14 { { 3, 2 }, { { 3, 3, 0 }, { 8, 5, 16 }, }, { { 49, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal - north corner. */ const Miniset HARCH15 { { 3, 2 }, { { 3, 3, 0 }, { 8, 5, 13 }, }, { { 49, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal - north corner. */ const Miniset HARCH16 { { 3, 2 }, { { 3, 3, 0 }, { 8, 5, 14 }, }, { { 49, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal - wall. */ const Miniset HARCH17 { { 3, 2 }, { { 1, 3, 0 }, { 8, 5, 9 }, }, { { 140, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal - wall. */ const Miniset HARCH18 { { 3, 2 }, { { 1, 3, 0 }, { 8, 5, 6 }, }, { { 140, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal - wall. */ const Miniset HARCH19 { { 3, 2 }, { { 1, 3, 0 }, { 8, 5, 8 }, }, { { 140, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal - wall. */ const Miniset HARCH20 { { 3, 2 }, { { 1, 3, 0 }, { 8, 5, 7 }, }, { { 140, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal - wall. */ const Miniset HARCH21 { { 3, 2 }, { { 1, 3, 0 }, { 8, 5, 15 }, }, { { 140, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal - wall. */ const Miniset HARCH22 { { 3, 2 }, { { 1, 3, 0 }, { 8, 5, 16 }, }, { { 140, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal - wall. */ const Miniset HARCH23 { { 3, 2 }, { { 1, 3, 0 }, { 8, 5, 13 }, }, { { 140, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal - wall. */ const Miniset HARCH24 { { 3, 2 }, { { 1, 3, 0 }, { 8, 5, 14 }, }, { { 140, 46, 0 }, { 43, 45, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH25 { { 3, 2 }, { { 3, 3, 0 }, { 5, 2, 9 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH26 { { 3, 2 }, { { 3, 3, 0 }, { 5, 2, 6 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH27 { { 3, 2 }, { { 3, 3, 0 }, { 5, 2, 8 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH28 { { 3, 2 }, { { 3, 3, 0 }, { 5, 2, 7 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH29 { { 3, 2 }, { { 3, 3, 0 }, { 5, 2, 15 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH30 { { 3, 2 }, { { 3, 3, 0 }, { 5, 2, 16 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH31 { { 3, 2 }, { { 3, 3, 0 }, { 5, 2, 13 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal. */ const Miniset HARCH32 { { 3, 2 }, { { 3, 3, 0 }, { 5, 2, 14 }, }, { { 49, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal - west corner. */ const Miniset HARCH33 { { 3, 2 }, { { 1, 3, 0 }, { 9, 5, 9 }, }, { { 140, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal - west corner. */ const Miniset HARCH34 { { 3, 2 }, { { 1, 3, 0 }, { 9, 5, 6 }, }, { { 140, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal - west corner. */ const Miniset HARCH35 { { 3, 2 }, { { 1, 3, 0 }, { 9, 5, 8 }, }, { { 140, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal - west corner. */ const Miniset HARCH36 { { 3, 2 }, { { 1, 3, 0 }, { 9, 5, 7 }, }, { { 140, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal - west corner. */ const Miniset HARCH37 { { 3, 2 }, { { 1, 3, 0 }, { 9, 5, 15 }, }, { { 140, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal - west corner. */ const Miniset HARCH38 { { 3, 2 }, { { 1, 3, 0 }, { 9, 5, 16 }, }, { { 140, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal - west corner. */ const Miniset HARCH39 { { 3, 2 }, { { 1, 3, 0 }, { 9, 5, 13 }, }, { { 140, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Arch horizontal - west corner. */ const Miniset HARCH40 { { 3, 2 }, { { 1, 3, 0 }, { 9, 5, 14 }, }, { { 140, 46, 0 }, { 40, 45, 0 }, } }; /** Miniset: Stairs up. */ const Miniset USTAIRS { { 4, 4 }, { { 3, 3, 3, 3 }, { 3, 3, 3, 3 }, { 3, 3, 3, 3 }, { 3, 3, 3, 3 }, }, { { 0, 0, 0, 0 }, { 0, 72, 77, 0 }, { 0, 76, 0, 0 }, { 0, 0, 0, 0 }, } }; /** Miniset: Stairs down. */ const Miniset DSTAIRS { { 4, 4 }, { { 3, 3, 3, 3 }, { 3, 3, 3, 3 }, { 3, 3, 3, 3 }, { 3, 3, 3, 3 }, }, { { 0, 0, 0, 0 }, { 0, 48, 71, 0 }, { 0, 50, 78, 0 }, { 0, 0, 0, 0 }, } }; /** Miniset: Stairs to town. */ const Miniset WARPSTAIRS { { 4, 4 }, { { 3, 3, 3, 3 }, { 3, 3, 3, 3 }, { 3, 3, 3, 3 }, { 3, 3, 3, 3 }, }, { { 0, 0, 0, 0 }, { 0, 158, 160, 0 }, { 0, 159, 0, 0 }, { 0, 0, 0, 0 }, } }; /** Miniset: Crumbled south pillar. */ const Miniset CRUSHCOL { { 3, 3 }, { { 3, 1, 3 }, { 2, 6, 3 }, { 3, 3, 3 }, }, { { 0, 0, 0 }, { 0, 83, 0 }, { 0, 0, 0 }, } }; /** Miniset: Vertical oil spill. */ const Miniset BIG1 { { 2, 2 }, { { 3, 3 }, { 3, 3 }, }, { { 113, 0 }, { 112, 0 }, } }; /** Miniset: Horizontal oil spill. */ const Miniset BIG2 { { 2, 2 }, { { 3, 3 }, { 3, 3 }, }, { { 114, 115 }, { 0, 0 }, } }; /** Miniset: Horizontal platform. */ const Miniset BIG3 { { 1, 2 }, { { 1 }, { 1 }, }, { { 117 }, { 116 }, } }; /** Miniset: Vertical platform. */ const Miniset BIG4 { { 2, 1 }, { { 2, 2 }, }, { { 118, 119 }, } }; /** Miniset: Large oil spill. */ const Miniset BIG5 { { 2, 2 }, { { 3, 3 }, { 3, 3 }, }, { { 120, 122 }, { 121, 123 }, } }; /** Miniset: Vertical wall with debris. */ const Miniset BIG6 { { 1, 2 }, { { 1 }, { 1 }, }, { { 125 }, { 124 }, } }; /** Miniset: Horizontal wall with debris. */ const Miniset BIG7 { { 2, 1 }, { { 2, 2 }, }, { { 126, 127 }, } }; /** Miniset: Rock pile. */ const Miniset BIG8 { { 2, 2 }, { { 3, 3 }, { 3, 3 }, }, { { 128, 130 }, { 129, 131 }, } }; /** Miniset: Vertical wall collapsed. */ const Miniset BIG9 { { 2, 2 }, { { 1, 3 }, { 1, 3 }, }, { { 133, 135 }, { 132, 134 }, } }; /** Miniset: Horizontal wall collapsed. */ const Miniset BIG10 { { 2, 2 }, { { 2, 2 }, { 3, 3 }, }, { { 136, 137 }, { 3, 3 }, } }; /** Miniset: Bloody gib 1. */ const Miniset PANCREAS1 { { 5, 3 }, { { 3, 3, 3, 3, 3 }, { 3, 3, 3, 3, 3 }, { 3, 3, 3, 3, 3 }, }, { { 0, 0, 0, 0, 0 }, { 0, 0, 108, 0, 0 }, { 0, 0, 0, 0, 0 }, } }; /** Miniset: Bloody gib 2. */ const Miniset PANCREAS2 { { 5, 3 }, { { 3, 3, 3, 3, 3 }, { 3, 3, 3, 3, 3 }, { 3, 3, 3, 3, 3 }, }, { { 0, 0, 0, 0, 0 }, { 0, 0, 110, 0, 0 }, { 0, 0, 0, 0, 0 }, } }; /** Miniset: Move vertical doors away from west pillar 1. */ const Miniset CTRDOOR1 { { 3, 3 }, { { 3, 1, 3 }, { 0, 4, 0 }, { 0, 9, 0 }, }, { { 0, 4, 0 }, { 0, 1, 0 }, { 0, 0, 0 }, } }; /** Miniset: Move vertical doors away from west pillar 2. */ const Miniset CTRDOOR2 { { 3, 3 }, { { 3, 1, 3 }, { 0, 4, 0 }, { 0, 8, 0 }, }, { { 0, 4, 0 }, { 0, 1, 0 }, { 0, 0, 0 }, } }; /** Miniset: Move vertical doors away from west pillar 3. */ const Miniset CTRDOOR3 { { 3, 3 }, { { 3, 1, 3 }, { 0, 4, 0 }, { 0, 6, 0 }, }, { { 0, 4, 0 }, { 0, 1, 0 }, { 0, 0, 0 }, } }; /** Miniset: Move vertical doors away from west pillar 4. */ const Miniset CTRDOOR4 { { 3, 3 }, { { 3, 1, 3 }, { 0, 4, 0 }, { 0, 7, 0 }, }, { { 0, 4, 0 }, { 0, 1, 0 }, { 0, 0, 0 }, } }; /** Miniset: Move vertical doors away from west pillar 5. */ const Miniset CTRDOOR5 { { 3, 3 }, { { 3, 1, 3 }, { 0, 4, 0 }, { 0, 15, 0 }, }, { { 0, 4, 0 }, { 0, 1, 0 }, { 0, 0, 0 }, } }; /** Miniset: Move vertical doors away from west pillar 6. */ const Miniset CTRDOOR6 { { 3, 3 }, { { 3, 1, 3 }, { 0, 4, 0 }, { 0, 13, 0 }, }, { { 0, 4, 0 }, { 0, 1, 0 }, { 0, 0, 0 }, } }; /** Miniset: Move vertical doors away from west pillar 7. */ const Miniset CTRDOOR7 { { 3, 3 }, { { 3, 1, 3 }, { 0, 4, 0 }, { 0, 16, 0 }, }, { { 0, 4, 0 }, { 0, 1, 0 }, { 0, 0, 0 }, } }; /** Miniset: Move vertical doors away from west pillar 8. */ const Miniset CTRDOOR8 { { 3, 3 }, { { 3, 1, 3 }, { 0, 4, 0 }, { 0, 14, 0 }, }, { { 0, 4, 0 }, { 0, 1, 0 }, { 0, 0, 0 }, } }; int Patterns[100][10] = { { 0, 0, 0, 0, 0, 0, 0, 0, 0, 3 }, { 0, 0, 0, 0, 2, 0, 0, 0, 0, 3 }, { 0, 7, 0, 0, 1, 0, 0, 5, 0, 2 }, { 0, 5, 0, 0, 1, 0, 0, 7, 0, 2 }, { 0, 0, 0, 7, 1, 5, 0, 0, 0, 1 }, { 0, 0, 0, 5, 1, 7, 0, 0, 0, 1 }, { 0, 1, 0, 0, 3, 0, 0, 1, 0, 4 }, { 0, 0, 0, 1, 3, 1, 0, 0, 0, 5 }, { 0, 6, 0, 6, 1, 0, 0, 0, 0, 6 }, { 0, 6, 0, 0, 1, 6, 0, 0, 0, 9 }, { 0, 0, 0, 6, 1, 0, 0, 6, 0, 7 }, { 0, 0, 0, 0, 1, 6, 0, 6, 0, 8 }, { 0, 6, 0, 6, 6, 0, 8, 6, 0, 7 }, { 0, 6, 8, 6, 6, 6, 0, 0, 0, 9 }, { 0, 6, 0, 0, 6, 6, 0, 6, 8, 8 }, { 6, 6, 6, 6, 6, 6, 0, 6, 0, 8 }, { 2, 6, 6, 6, 6, 6, 0, 6, 0, 8 }, { 7, 7, 7, 6, 6, 6, 0, 6, 0, 8 }, { 6, 6, 2, 6, 6, 6, 0, 6, 0, 8 }, { 6, 2, 6, 6, 6, 6, 0, 6, 0, 8 }, { 2, 6, 6, 6, 6, 6, 0, 6, 0, 8 }, { 6, 7, 7, 6, 6, 6, 0, 6, 0, 8 }, { 4, 4, 6, 6, 6, 6, 2, 6, 2, 8 }, { 2, 2, 2, 2, 6, 2, 2, 6, 2, 7 }, { 2, 2, 2, 2, 6, 2, 6, 6, 6, 7 }, { 2, 2, 6, 2, 6, 6, 2, 2, 6, 9 }, { 2, 6, 2, 2, 6, 2, 2, 2, 2, 6 }, { 2, 2, 2, 2, 6, 6, 2, 2, 2, 9 }, { 2, 2, 2, 6, 6, 2, 2, 2, 2, 6 }, { 2, 2, 0, 2, 6, 6, 2, 2, 0, 9 }, { 0, 0, 0, 0, 4, 0, 0, 0, 0, 12 }, { 0, 1, 0, 0, 1, 4, 0, 1, 0, 10 }, { 0, 0, 0, 1, 1, 1, 0, 4, 0, 11 }, { 0, 0, 0, 6, 1, 4, 0, 1, 0, 14 }, { 0, 6, 0, 1, 1, 0, 0, 4, 0, 16 }, { 0, 6, 0, 0, 1, 1, 0, 4, 0, 15 }, { 0, 0, 0, 0, 1, 1, 0, 1, 4, 13 }, { 8, 8, 8, 8, 1, 1, 0, 1, 1, 13 }, { 8, 8, 4, 8, 1, 1, 0, 1, 1, 10 }, { 0, 0, 0, 1, 1, 1, 1, 1, 1, 11 }, { 1, 1, 1, 1, 1, 1, 2, 2, 8, 2 }, { 0, 1, 0, 1, 1, 4, 1, 1, 0, 16 }, { 0, 0, 0, 1, 1, 1, 1, 1, 4, 11 }, { 1, 1, 4, 1, 1, 1, 0, 2, 2, 2 }, { 1, 1, 1, 1, 1, 1, 6, 2, 6, 2 }, { 4, 1, 1, 1, 1, 1, 6, 2, 6, 2 }, { 2, 2, 2, 1, 1, 1, 4, 1, 1, 11 }, { 4, 1, 1, 1, 1, 1, 2, 2, 2, 2 }, { 1, 1, 4, 1, 1, 1, 2, 2, 1, 2 }, { 4, 1, 1, 1, 1, 1, 1, 2, 2, 2 }, { 2, 2, 6, 1, 1, 1, 4, 1, 1, 11 }, { 4, 1, 1, 1, 1, 1, 2, 2, 6, 2 }, { 1, 2, 2, 1, 1, 1, 4, 1, 1, 11 }, { 0, 1, 1, 0, 1, 1, 0, 1, 1, 10 }, { 2, 1, 1, 3, 1, 1, 2, 1, 1, 14 }, { 1, 1, 0, 1, 1, 2, 1, 1, 0, 1 }, { 0, 4, 0, 1, 1, 1, 0, 1, 1, 14 }, { 4, 1, 0, 1, 1, 0, 1, 1, 0, 1 }, { 0, 1, 0, 4, 1, 1, 0, 1, 1, 15 }, { 1, 1, 1, 1, 1, 1, 0, 2, 2, 2 }, { 0, 1, 1, 2, 1, 1, 2, 1, 4, 10 }, { 2, 1, 1, 1, 1, 1, 0, 4, 0, 16 }, { 1, 1, 4, 1, 1, 2, 0, 1, 2, 1 }, { 2, 1, 1, 2, 1, 1, 1, 1, 4, 10 }, { 1, 1, 2, 1, 1, 2, 4, 1, 8, 1 }, { 2, 1, 4, 1, 1, 1, 4, 4, 1, 16 }, { 2, 1, 1, 1, 1, 1, 1, 1, 1, 16 }, { 1, 1, 2, 1, 1, 1, 1, 1, 1, 15 }, { 1, 1, 1, 1, 1, 1, 2, 1, 1, 14 }, { 4, 1, 1, 1, 1, 1, 2, 1, 1, 14 }, { 1, 1, 1, 1, 1, 1, 1, 1, 2, 8 }, { 0, 0, 0, 0, 255, 0, 0, 0, 0, 0 }, }; void ApplyShadowsPatterns() { uint8_t sd[2][2]; for (int y = 1; y < DMAXY; y++) { for (int x = 1; x < DMAXX; x++) { sd[0][0] = BSTYPESL2[dungeon[x][y]]; sd[1][0] = BSTYPESL2[dungeon[x - 1][y]]; sd[0][1] = BSTYPESL2[dungeon[x][y - 1]]; sd[1][1] = BSTYPESL2[dungeon[x - 1][y - 1]]; for (const auto &shadow : SPATSL2) { 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) { dungeon[x - 1][y - 1] = shadow.nv1; } if (shadow.nv2 != 0) { dungeon[x][y - 1] = shadow.nv2; } if (shadow.nv3 != 0) { dungeon[x - 1][y] = shadow.nv3; } } } } } 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 (SetPieceRoom.contains(sx, sy)) continue; if (!miniset.matches({ sx, sy })) continue; bool found = true; for (int yy = std::max(sy - sh, 0); yy < std::min(sy + 2 * sh, DMAXY) && found; yy++) { for (int xx = std::max(sx - sw, 0); xx < std::min(sx + 2 * sw, DMAXX); xx++) { if (dungeon[xx][yy] == miniset.replace[0][0]) { found = false; break; } } } if (!found) 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 LoadQuestSetPieces() { if (Quests[Q_BLIND].IsAvailable()) { pSetPiece = LoadFileInMem("levels\\l2data\\blind1.dun"); } else if (Quests[Q_BLOOD].IsAvailable()) { pSetPiece = LoadFileInMem("levels\\l2data\\blood1.dun"); } else if (Quests[Q_SCHAMB].IsAvailable()) { pSetPiece = LoadFileInMem("levels\\l2data\\bonestr2.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], 540, 177, 550)) { pc = 5; } else if (IsAnyOf(dPiece[i][j], 541, 552)) { pc = 6; } else { continue; } dSpecial[i][j] = pc; } } for (int j = 0; j < MAXDUNY; j++) { for (int i = 0; i < MAXDUNX; i++) { if (dPiece[i][j] == 131) { dSpecial[i][j + 1] = 2; dSpecial[i][j + 2] = 1; } else if (dPiece[i][j] == 134 || dPiece[i][j] == 138) { dSpecial[i + 1][j] = 3; dSpecial[i + 2][j] = 4; } } } } void InitDungeonFlags() { Protected.reset(); memset(predungeon, ' ', sizeof(predungeon)); } void MapRoom(int x1, int y1, int x2, int y2) { for (int jj = y1; jj <= y2; jj++) { for (int ii = x1; ii <= x2; ii++) { predungeon[ii][jj] = '.'; } } for (int jj = y1; jj <= y2; jj++) { predungeon[x1][jj] = '#'; predungeon[x2][jj] = '#'; } for (int ii = x1; ii <= x2; ii++) { predungeon[ii][y1] = '#'; predungeon[ii][y2] = '#'; } } void DefineRoom(Point topLeft, Point bottomRight, bool forceHW) { predungeon[topLeft.x][topLeft.y] = 'C'; predungeon[topLeft.x][bottomRight.y] = 'E'; predungeon[bottomRight.x][topLeft.y] = 'B'; predungeon[bottomRight.x][bottomRight.y] = 'A'; nRoomCnt++; RoomList[nRoomCnt] = { topLeft, bottomRight }; if (forceHW) { for (int i = topLeft.x; i < bottomRight.x; i++) { /// BUGFIX: Should loop j between nY1 and nY2 instead of always using nY1. while (i < bottomRight.y) { Protected.set(i, topLeft.y); i++; } } } for (int i = topLeft.x + 1; i <= bottomRight.x - 1; i++) { predungeon[i][topLeft.y] = '#'; predungeon[i][bottomRight.y] = '#'; } bottomRight.y--; for (int j = topLeft.y + 1; j <= bottomRight.y; j++) { predungeon[topLeft.x][j] = '#'; predungeon[bottomRight.x][j] = '#'; for (int i = topLeft.x + 1; i < bottomRight.x; i++) { predungeon[i][j] = '.'; } } } void CreateDoorType(Point position) { if (predungeon[position.x - 1][position.y] == 'D') return; if (predungeon[position.x + 1][position.y] == 'D') return; if (predungeon[position.x][position.y - 1] == 'D') return; if (predungeon[position.x][position.y + 1] == 'D') return; if (IsAnyOf(predungeon[position.x][position.y], 'A', 'B', 'C', 'E')) return; predungeon[position.x][position.y] = 'D'; } void PlaceHallExt(Point position) { if (predungeon[position.x][position.y] == ' ') predungeon[position.x][position.y] = ','; } /** * Draws a random room rectangle, and then subdivides the rest of the passed in rectangle into 4 and recurses. * @param topLeft Lower X and Y boundaries of the area to draw into. * @param bottomRight Upper X and Y boundaries of the area to draw into. * @param nRDest The room number of the parent room this call was invoked for. Zero for empty * @param nHDir The direction of the hall from nRDest to this room. * @param size If set, is is used used for room size instead of random values. */ void CreateRoom(WorldTilePosition topLeft, WorldTilePosition bottomRight, int nRDest, HallDirection nHDir, std::optional size) { constexpr int AreaMin = 2; if (nRoomCnt >= 80 || topLeft.x + AreaMin > bottomRight.x || topLeft.y + AreaMin > bottomRight.y) return; WorldTileDisplacement areaDisplacement = bottomRight - topLeft; WorldTileSize area(areaDisplacement.deltaX, areaDisplacement.deltaY); constexpr WorldTileCoord RoomMax = 10; constexpr WorldTileCoord RoomMin = 4; WorldTileSize roomSize = area; if (area.width > RoomMin) roomSize.width = GenerateRnd(std::min(area.width, RoomMax) - RoomMin) + RoomMin; if (area.height > RoomMin) roomSize.height = GenerateRnd(std::min(area.height, RoomMax) - RoomMin) + RoomMin; if (size) roomSize = *size; const int32_t randomWidth = GenerateRnd(area.width); const int32_t randomHeight = GenerateRnd(area.height); WorldTilePosition roomTopLeft = topLeft + WorldTileDisplacement(randomWidth, randomHeight); WorldTilePosition roomBottomRight = roomTopLeft + WorldTileDisplacement(roomSize); if (roomBottomRight.x > bottomRight.x) { roomBottomRight.x = bottomRight.x; roomTopLeft.x = bottomRight.x - roomSize.width; } if (roomBottomRight.y > bottomRight.y) { roomBottomRight.y = bottomRight.y; roomTopLeft.y = bottomRight.y - roomSize.height; } roomTopLeft.x = clamp(roomTopLeft.x, 1, 38); roomTopLeft.y = clamp(roomTopLeft.y, 1, 38); roomBottomRight.x = clamp(roomBottomRight.x, 1, 38); roomBottomRight.y = clamp(roomBottomRight.y, 1, 38); DefineRoom(roomTopLeft, roomBottomRight, static_cast(size)); constexpr WorldTileDisplacement standoff { 2, 2 }; if (size) SetPieceRoom = { roomTopLeft + standoff, roomSize - 1 }; int nRid = nRoomCnt; if (nRDest != 0) { WorldTileCoord nHx1 = 0; WorldTileCoord nHy1 = 0; WorldTileCoord nHx2 = 0; WorldTileCoord nHy2 = 0; if (nHDir == HallDirection::Up) { nHx1 = GenerateRnd(roomSize.width - 2) + roomTopLeft.x + 1; nHy1 = roomTopLeft.y; int nHw = RoomList[nRDest].bottomRight.x - RoomList[nRDest].topLeft.x - 2; nHx2 = GenerateRnd(nHw) + RoomList[nRDest].topLeft.x + 1; nHy2 = RoomList[nRDest].bottomRight.y; } if (nHDir == HallDirection::Down) { nHx1 = GenerateRnd(roomSize.width - 2) + roomTopLeft.x + 1; nHy1 = roomBottomRight.y; int nHw = RoomList[nRDest].bottomRight.x - RoomList[nRDest].topLeft.x - 2; nHx2 = GenerateRnd(nHw) + RoomList[nRDest].topLeft.x + 1; nHy2 = RoomList[nRDest].topLeft.y; } if (nHDir == HallDirection::Right) { nHx1 = roomBottomRight.x; nHy1 = GenerateRnd(roomSize.height - 2) + roomTopLeft.y + 1; nHx2 = RoomList[nRDest].topLeft.x; int nHh = RoomList[nRDest].bottomRight.y - RoomList[nRDest].topLeft.y - 2; nHy2 = GenerateRnd(nHh) + RoomList[nRDest].topLeft.y + 1; } if (nHDir == HallDirection::Left) { nHx1 = roomTopLeft.x; nHy1 = GenerateRnd(roomSize.height - 2) + roomTopLeft.y + 1; nHx2 = RoomList[nRDest].bottomRight.x; int nHh = RoomList[nRDest].bottomRight.y - RoomList[nRDest].topLeft.y - 2; nHy2 = GenerateRnd(nHh) + RoomList[nRDest].topLeft.y + 1; } HallList.push_back({ { nHx1, nHy1 }, { nHx2, nHy2 }, nHDir }); } WorldTilePosition roomBottomLeft { roomTopLeft.x, roomBottomRight.y }; WorldTilePosition roomTopRight { roomBottomRight.x, roomTopLeft.y }; if (roomSize.height > roomSize.width) { CreateRoom(topLeft + standoff, roomBottomLeft - standoff, nRid, HallDirection::Right, {}); CreateRoom(roomTopRight + standoff, bottomRight - standoff, nRid, HallDirection::Left, {}); CreateRoom(WorldTilePosition { topLeft.x, roomBottomRight.y } + standoff, WorldTilePosition { roomBottomRight.x, bottomRight.y } - standoff, nRid, HallDirection::Up, {}); CreateRoom(WorldTilePosition { roomTopLeft.x, topLeft.y } + standoff, WorldTilePosition { bottomRight.x, roomTopLeft.y } - standoff, nRid, HallDirection::Down, {}); } else { CreateRoom(topLeft + standoff, roomTopRight - standoff, nRid, HallDirection::Down, {}); CreateRoom(roomBottomLeft + standoff, bottomRight - standoff, nRid, HallDirection::Up, {}); CreateRoom(WorldTilePosition { topLeft.x, roomTopLeft.y } + standoff, WorldTilePosition { roomTopLeft.x, bottomRight.y } - standoff, nRid, HallDirection::Right, {}); CreateRoom(WorldTilePosition { roomBottomRight.x, topLeft.y } + standoff, WorldTilePosition { bottomRight.x, roomBottomRight.y } - standoff, nRid, HallDirection::Left, {}); } } void ConnectHall(const HallNode &node) { Point beginning = node.beginning; Point end = node.end; bool fMinusFlag = GenerateRnd(100) < 50; bool fPlusFlag = GenerateRnd(100) < 50; CreateDoorType(beginning); CreateDoorType(end); HallDirection nCurrd = node.direction; end -= DirAdd[static_cast(nCurrd)]; predungeon[end.x][end.y] = ','; bool fInroom = false; do { if (beginning.x >= 38 && nCurrd == HallDirection::Right) nCurrd = HallDirection::Left; if (beginning.y >= 38 && nCurrd == HallDirection::Down) nCurrd = HallDirection::Up; if (beginning.x <= 1 && nCurrd == HallDirection::Left) nCurrd = HallDirection::Right; if (beginning.y <= 1 && nCurrd == HallDirection::Up) nCurrd = HallDirection::Down; if (predungeon[beginning.x][beginning.y] == 'C' && IsAnyOf(nCurrd, HallDirection::Up, HallDirection::Left)) nCurrd = HallDirection::Right; if (predungeon[beginning.x][beginning.y] == 'B' && IsAnyOf(nCurrd, HallDirection::Up, HallDirection::Right)) nCurrd = HallDirection::Down; if (predungeon[beginning.x][beginning.y] == 'E' && IsAnyOf(nCurrd, HallDirection::Left, HallDirection::Down)) nCurrd = HallDirection::Up; if (predungeon[beginning.x][beginning.y] == 'A' && IsAnyOf(nCurrd, HallDirection::Right, HallDirection::Down)) nCurrd = HallDirection::Left; beginning += DirAdd[static_cast(nCurrd)]; if (predungeon[beginning.x][beginning.y] == ' ') { if (fInroom) { CreateDoorType(beginning - DirAdd[static_cast(nCurrd)]); fInroom = false; } else { if (fMinusFlag) { if (IsNoneOf(nCurrd, HallDirection::Up, HallDirection::Down)) PlaceHallExt(beginning + Displacement { 0, -1 }); // Up else PlaceHallExt(beginning + Displacement { -1, 0 }); // Left } if (fPlusFlag) { if (IsNoneOf(nCurrd, HallDirection::Up, HallDirection::Down)) PlaceHallExt(beginning + Displacement { 0, 1 }); // Down else PlaceHallExt(beginning + Displacement { 1, 0 }); // Right } } predungeon[beginning.x][beginning.y] = ','; } else { if (!fInroom && predungeon[beginning.x][beginning.y] == '#') CreateDoorType(beginning); if (predungeon[beginning.x][beginning.y] != ',') fInroom = true; } int nDx = abs(end.x - beginning.x); int nDy = abs(end.y - beginning.y); if (nDx > nDy) { int nRp = std::min(2 * nDx, 30); if (GenerateRnd(100) < nRp) { if (end.x <= beginning.x || beginning.x >= DMAXX) nCurrd = HallDirection::Left; else nCurrd = HallDirection::Right; } } else { int nRp = std::min(5 * nDy, 80); if (GenerateRnd(100) < nRp) { if (end.y <= beginning.y || beginning.y >= DMAXY) nCurrd = HallDirection::Up; else nCurrd = HallDirection::Down; } } if (nDy < 10 && beginning.x == end.x && IsAnyOf(nCurrd, HallDirection::Right, HallDirection::Left)) { if (end.y <= beginning.y || beginning.y >= DMAXY) nCurrd = HallDirection::Up; else nCurrd = HallDirection::Down; } if (nDx < 10 && beginning.y == end.y && IsAnyOf(nCurrd, HallDirection::Up, HallDirection::Down)) { if (end.x <= beginning.x || beginning.x >= DMAXX) nCurrd = HallDirection::Left; else nCurrd = HallDirection::Right; } if (nDy == 1 && nDx > 1 && IsAnyOf(nCurrd, HallDirection::Up, HallDirection::Down)) { if (end.x <= beginning.x || beginning.x >= DMAXX) nCurrd = HallDirection::Left; else nCurrd = HallDirection::Right; } if (nDx == 1 && nDy > 1 && IsAnyOf(nCurrd, HallDirection::Right, HallDirection::Left)) { if (end.y <= beginning.y || beginning.x >= DMAXX) nCurrd = HallDirection::Up; else nCurrd = HallDirection::Down; } if (nDx == 0 && predungeon[beginning.x][beginning.y] != ' ' && IsAnyOf(nCurrd, HallDirection::Right, HallDirection::Left)) { if (end.x <= node.beginning.x || beginning.x >= DMAXX) nCurrd = HallDirection::Up; else nCurrd = HallDirection::Down; } if (nDy == 0 && predungeon[beginning.x][beginning.y] != ' ' && IsAnyOf(nCurrd, HallDirection::Up, HallDirection::Down)) { if (end.y <= node.beginning.y || beginning.y >= DMAXY) nCurrd = HallDirection::Left; else nCurrd = HallDirection::Right; } } while (beginning != end); } void DoPatternCheck(int i, int j) { for (int k = 0; Patterns[k][4] != 255; k++) { int x = i - 1; int y = j - 1; int nOk = 254; for (int l = 0; l < 9 && nOk == 254; l++) { nOk = 255; if (l == 3 || l == 6) { y++; x = i - 1; } if (x >= 0 && x < DMAXX && y >= 0 && y < DMAXY) { switch (Patterns[k][l]) { case 0: nOk = 254; break; case 1: if (predungeon[x][y] == '#') { nOk = 254; } break; case 2: if (predungeon[x][y] == '.') { nOk = 254; } break; case 4: if (predungeon[x][y] == ' ') { nOk = 254; } break; case 3: if (predungeon[x][y] == 'D') { nOk = 254; } break; case 5: if (predungeon[x][y] == 'D' || predungeon[x][y] == '.') { nOk = 254; } break; case 6: if (predungeon[x][y] == 'D' || predungeon[x][y] == '#') { nOk = 254; } break; case 7: if (predungeon[x][y] == ' ' || predungeon[x][y] == '.') { nOk = 254; } break; case 8: if (predungeon[x][y] == 'D' || predungeon[x][y] == '#' || predungeon[x][y] == '.') { nOk = 254; } break; } } else { nOk = 254; } x++; } if (nOk == 254) { dungeon[i][j] = Patterns[k][9]; } } } void FixTilesPatterns() { for (int j = 0; j < DMAXY; j++) { for (int i = 0; i < DMAXX; i++) { if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 3) { dungeon[i][j + 1] = 1; } if (dungeon[i][j] == 3 && dungeon[i][j + 1] == 1) { dungeon[i][j + 1] = 3; } if (dungeon[i][j] == 3 && dungeon[i + 1][j] == 7) { dungeon[i + 1][j] = 3; } if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 3) { dungeon[i + 1][j] = 2; } if (dungeon[i][j] == 11 && dungeon[i + 1][j] == 14) { dungeon[i + 1][j] = 16; } } } } void Substitution() { for (WorldTileCoord y = 0; y < DMAXY; y++) { for (WorldTileCoord x = 0; x < DMAXX; x++) { if (SetPieceRoom.contains(x, y)) continue; if (!FlipCoin(4)) continue; uint8_t c = BTYPESL2[dungeon[x][y]]; if (c != 0) { int rv = GenerateRnd(16); int i = -1; while (rv >= 0) { i++; if (i == sizeof(BTYPESL2)) { i = 0; } if (c == BTYPESL2[i]) { rv--; } } int j; for (j = y - 2; j < y + 2; j++) { for (int k = x - 2; k < x + 2; k++) { if (dungeon[k][j] == i) { j = y + 3; k = x + 2; } } } if (j < y + 3) { dungeon[x][y] = i; } } } } } int CountEmptyTiles() { int t = 0; for (int jj = 0; jj < DMAXY; jj++) { for (int ii = 0; ii < DMAXX; ii++) { // NOLINT(modernize-loop-convert) if (predungeon[ii][jj] == ' ') { t++; } } } return t; } void KnockWalls(int x1, int y1, int x2, int y2) { for (int ii = x1 + 1; ii < x2; ii++) { if (predungeon[ii][y1 - 1] == '.' && predungeon[ii][y1 + 1] == '.') { predungeon[ii][y1] = '.'; } if (predungeon[ii][y2 - 1] == '.' && predungeon[ii][y2 + 1] == '.') { predungeon[ii][y2] = '.'; } if (predungeon[ii][y1 - 1] == 'D') { predungeon[ii][y1 - 1] = '.'; } if (predungeon[ii][y2 + 1] == 'D') { predungeon[ii][y2 + 1] = '.'; } } for (int jj = y1 + 1; jj < y2; jj++) { if (predungeon[x1 - 1][jj] == '.' && predungeon[x1 + 1][jj] == '.') { predungeon[x1][jj] = '.'; } if (predungeon[x2 - 1][jj] == '.' && predungeon[x2 + 1][jj] == '.') { predungeon[x2][jj] = '.'; } if (predungeon[x1 - 1][jj] == 'D') { predungeon[x1 - 1][jj] = '.'; } if (predungeon[x2 + 1][jj] == 'D') { predungeon[x2 + 1][jj] = '.'; } } } void FillVoid(bool xf1, bool yf1, bool xf2, bool yf2, int xx, int yy) { int x1 = xx; if (xf1) { x1--; } int x2 = xx; if (xf2) { x2++; } int y1 = yy; if (yf1) { y1--; } int y2 = yy; if (yf2) { y2++; } if (!xf1) { while (yf1 || yf2) { if (y1 == 0) { yf1 = false; } if (y2 == DMAXY - 1) { yf2 = false; } if (y2 - y1 >= 14) { yf1 = false; yf2 = false; } if (yf1) { y1--; } if (yf2) { y2++; } if (predungeon[x2][y1] != ' ') { yf1 = false; } if (predungeon[x2][y2] != ' ') { yf2 = false; } } y1 += 2; y2 -= 2; if (y2 - y1 > 5) { while (xf2) { if (x2 == 39) { xf2 = false; } if (x2 - x1 >= 12) { xf2 = false; } for (int jj = y1; jj <= y2; jj++) { if (predungeon[x2][jj] != ' ') { xf2 = false; } } if (xf2) { x2++; } } x2 -= 2; if (x2 - x1 > 5) { MapRoom(x1, y1, x2, y2); KnockWalls(x1, y1, x2, y2); } } } else if (!xf2) { while (yf1 || yf2) { if (y1 == 0) { yf1 = false; } if (y2 == DMAXY - 1) { yf2 = false; } if (y2 - y1 >= 14) { yf1 = false; yf2 = false; } if (yf1) { y1--; } if (yf2) { y2++; } if (predungeon[x1][y1] != ' ') { yf1 = false; } if (predungeon[x1][y2] != ' ') { yf2 = false; } } y1 += 2; y2 -= 2; if (y2 - y1 > 5) { while (xf1) { if (x1 == 0) { xf1 = false; } if (x2 - x1 >= 12) { xf1 = false; } for (int jj = y1; jj <= y2; jj++) { if (predungeon[x1][jj] != ' ') { xf1 = false; } } if (xf1) { x1--; } } x1 += 2; if (x2 - x1 > 5) { MapRoom(x1, y1, x2, y2); KnockWalls(x1, y1, x2, y2); } } } else if (!yf1) { while (xf1 || xf2) { if (x1 == 0) { xf1 = false; } if (x2 == DMAXX - 1) { xf2 = false; } if (x2 - x1 >= 14) { xf1 = false; xf2 = false; } if (xf1) { x1--; } if (xf2) { x2++; } if (predungeon[x1][y2] != ' ') { xf1 = false; } if (predungeon[x2][y2] != ' ') { xf2 = false; } } x1 += 2; x2 -= 2; if (x2 - x1 > 5) { while (yf2) { if (y2 == DMAXY - 1) { yf2 = false; } if (y2 - y1 >= 12) { yf2 = false; } for (int ii = x1; ii <= x2; ii++) { if (predungeon[ii][y2] != ' ') { yf2 = false; } } if (yf2) { y2++; } } y2 -= 2; if (y2 - y1 > 5) { MapRoom(x1, y1, x2, y2); KnockWalls(x1, y1, x2, y2); } } } else if (!yf2) { while (xf1 || xf2) { if (x1 == 0) { xf1 = false; } if (x2 == DMAXX - 1) { xf2 = false; } if (x2 - x1 >= 14) { xf1 = false; xf2 = false; } if (xf1) { x1--; } if (xf2) { x2++; } if (predungeon[x1][y1] != ' ') { xf1 = false; } if (predungeon[x2][y1] != ' ') { xf2 = false; } } x1 += 2; x2 -= 2; if (x2 - x1 > 5) { while (yf1) { if (y1 == 0) { yf1 = false; } if (y2 - y1 >= 12) { yf1 = false; } for (int ii = x1; ii <= x2; ii++) { if (predungeon[ii][y1] != ' ') { yf1 = false; } } if (yf1) { y1--; } } y1 += 2; if (y2 - y1 > 5) { MapRoom(x1, y1, x2, y2); KnockWalls(x1, y1, x2, y2); } } } } bool FillVoids() { int to = 0; while (CountEmptyTiles() > 700 && to < 100) { int xx = GenerateRnd(38) + 1; int yy = GenerateRnd(38) + 1; if (predungeon[xx][yy] != '#') { continue; } bool xf1 = false; bool xf2 = false; bool yf1 = false; bool yf2 = false; if (predungeon[xx - 1][yy] == ' ' && predungeon[xx + 1][yy] == '.') { if (predungeon[xx + 1][yy - 1] == '.' && predungeon[xx + 1][yy + 1] == '.' && predungeon[xx - 1][yy - 1] == ' ' && predungeon[xx - 1][yy + 1] == ' ') { xf1 = true; yf1 = true; yf2 = true; } } else if (predungeon[xx + 1][yy] == ' ' && predungeon[xx - 1][yy] == '.') { if (predungeon[xx - 1][yy - 1] == '.' && predungeon[xx - 1][yy + 1] == '.' && predungeon[xx + 1][yy - 1] == ' ' && predungeon[xx + 1][yy + 1] == ' ') { xf2 = true; yf1 = true; yf2 = true; } } else if (predungeon[xx][yy - 1] == ' ' && predungeon[xx][yy + 1] == '.') { if (predungeon[xx - 1][yy + 1] == '.' && predungeon[xx + 1][yy + 1] == '.' && predungeon[xx - 1][yy - 1] == ' ' && predungeon[xx + 1][yy - 1] == ' ') { yf1 = true; xf1 = true; xf2 = true; } } else if (predungeon[xx][yy + 1] == ' ' && predungeon[xx][yy - 1] == '.') { if (predungeon[xx - 1][yy - 1] == '.' && predungeon[xx + 1][yy - 1] == '.' && predungeon[xx - 1][yy + 1] == ' ' && predungeon[xx + 1][yy + 1] == ' ') { yf2 = true; xf1 = true; xf2 = true; } } if (xf1 || yf1 || xf2 || yf2) { FillVoid(xf1, yf1, xf2, yf2, xx, yy); } to++; } return CountEmptyTiles() <= 700; } bool CreateDungeon() { std::optional size; switch (currlevel) { case 5: if (Quests[Q_BLOOD]._qactive != QUEST_NOTAVAIL) size = { 14, 20 }; break; case 6: if (Quests[Q_SCHAMB]._qactive != QUEST_NOTAVAIL) size = { 10, 10 }; break; case 7: if (Quests[Q_BLIND]._qactive != QUEST_NOTAVAIL) size = { 15, 15 }; break; case 8: break; } CreateRoom({ 2, 2 }, { DMAXX - 1, DMAXY - 1 }, 0, HallDirection::None, size); while (!HallList.empty()) { ConnectHall(HallList.front()); HallList.pop_front(); } for (int j = 0; j < DMAXY; j++) { /// BUGFIX: change '<=' to '<' (fixed) for (int i = 0; i < DMAXX; i++) { /// BUGFIX: change '<=' to '<' (fixed) if (IsAnyOf(predungeon[i][j], 'A', 'B', 'C', 'E')) { predungeon[i][j] = '#'; } if (predungeon[i][j] == ',') { predungeon[i][j] = '.'; for (int a = -1; a <= 1; a++) { for (int b = -1; b <= 1; b++) { if (a == 0 && b == 0) continue; if (i + a < 0 || j + b < 0) continue; if (i + a >= DMAXX || j + b >= DMAXY) continue; if (predungeon[i + a][j + b] == ' ') { predungeon[i + a][j + b] = '#'; } } } } } } if (!FillVoids()) { return false; } for (int j = 0; j < DMAXY; j++) { for (int i = 0; i < DMAXX; i++) { DoPatternCheck(i, j); } } return true; } 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 (dungeon[i][j] == 14 && dungeon[i][j - 1] == 10) { dTransVal[xx + 1][yy] = dTransVal[xx][yy]; dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy]; } // BUGFIX: Should check for `i + 1 < DMAXY` first. if (dungeon[i][j] == 15 && dungeon[i + 1][j] == 11) { dTransVal[xx][yy + 1] = dTransVal[xx][yy]; dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy]; } if (dungeon[i][j] == 10) { dTransVal[xx + 1][yy] = dTransVal[xx][yy]; dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy]; } if (dungeon[i][j] == 11) { dTransVal[xx][yy + 1] = dTransVal[xx][yy]; dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy]; } if (dungeon[i][j] == 16) { 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; j++) { for (int i = 0; i < DMAXX; i++) { if (dungeon[i][j] == 13 && dungeon[i + 1][j] != 11) { dungeon[i][j] = 146; } if (dungeon[i][j] == 11 && dungeon[i + 1][j] != 11) { dungeon[i][j] = 144; } if (dungeon[i][j] == 15 && dungeon[i + 1][j] != 11) { dungeon[i][j] = 148; } if (dungeon[i][j] == 10 && dungeon[i][j + 1] != 10) { dungeon[i][j] = 143; } if (dungeon[i][j] == 13 && dungeon[i][j + 1] != 10) { dungeon[i][j] = 146; } if (dungeon[i][j] == 14 && dungeon[i][j + 1] != 15) { dungeon[i][j] = 147; } } } } void FixLockout() { for (int j = 0; j < DMAXY; j++) { for (int i = 0; i < DMAXX; i++) { if (dungeon[i][j] == 4 && dungeon[i - 1][j] != 3) { dungeon[i][j] = 1; } if (dungeon[i][j] == 5 && dungeon[i][j - 1] != 3) { dungeon[i][j] = 2; } } } for (int j = 1; j < DMAXY - 1; j++) { for (int i = 1; i < DMAXX - 1; i++) { if (Protected.test(i, j)) { continue; } if ((dungeon[i][j] == 2 || dungeon[i][j] == 5) && dungeon[i][j - 1] == 3 && dungeon[i][j + 1] == 3) { bool doorok = false; while (true) { if (dungeon[i][j] != 2 && dungeon[i][j] != 5) { break; } if (dungeon[i][j - 1] != 3 || dungeon[i][j + 1] != 3) { break; } if (dungeon[i][j] == 5) { doorok = true; } i++; } if (!doorok && !Protected.test(i - 1, j)) { dungeon[i - 1][j] = 5; } } } } for (int j = 1; j < DMAXX - 1; j++) { /* check: might be flipped */ for (int i = 1; i < DMAXY - 1; i++) { if (Protected.test(j, i)) { continue; } if ((dungeon[j][i] == 1 || dungeon[j][i] == 4) && dungeon[j - 1][i] == 3 && dungeon[j + 1][i] == 3) { bool doorok = false; while (true) { if (dungeon[j][i] != 1 && dungeon[j][i] != 4) { break; } if (dungeon[j - 1][i] != 3 || dungeon[j + 1][i] != 3) { break; } if (dungeon[j][i] == 4) { doorok = true; } i++; } if (!doorok && !Protected.test(j, i - 1)) { dungeon[j][i - 1] = 4; } } } } } void FixDoors() { for (int j = 1; j < DMAXY; j++) { for (int i = 1; i < DMAXX; i++) { if (dungeon[i][j] == 4 && dungeon[i][j - 1] == 3) { dungeon[i][j] = 7; } if (dungeon[i][j] == 5 && dungeon[i - 1][j] == 3) { dungeon[i][j] = 9; } } } } bool PlaceStairs(lvl_entry entry) { std::optional position; // Place stairs up position = PlaceMiniSet(USTAIRS); if (!position) return false; if (entry == ENTRY_MAIN) ViewPosition = position->megaToWorld() + Displacement { 5, 4 }; // Place stairs down position = PlaceMiniSet(DSTAIRS); if (!position) return false; if (entry == ENTRY_PREV) ViewPosition = position->megaToWorld() + Displacement { 4, 6 }; // Place town warp stairs if (currlevel == 5) { position = PlaceMiniSet(WARPSTAIRS); if (!position) return false; if (entry == ENTRY_TWARPDN) ViewPosition = position->megaToWorld() + Displacement { 5, 4 }; } return true; } void GenerateLevel(lvl_entry entry) { LoadQuestSetPieces(); while (true) { nRoomCnt = 0; InitDungeonFlags(); DRLG_InitTrans(); if (!CreateDungeon()) { continue; } FixTilesPatterns(); SetSetPieceRoom(SetPieceRoom.position, 3); FloodTransparencyValues(3); FixTransparency(); if (PlaceStairs(entry)) break; } FreeQuestSetPieces(); FixLockout(); FixDoors(); FixDirtTiles(); DRLG_PlaceThemeRooms(6, 10, 3, 0, false); PlaceMiniSetRandom(CTRDOOR1, 100); PlaceMiniSetRandom(CTRDOOR2, 100); PlaceMiniSetRandom(CTRDOOR3, 100); PlaceMiniSetRandom(CTRDOOR4, 100); PlaceMiniSetRandom(CTRDOOR5, 100); PlaceMiniSetRandom(CTRDOOR6, 100); PlaceMiniSetRandom(CTRDOOR7, 100); PlaceMiniSetRandom(CTRDOOR8, 100); PlaceMiniSetRandom(VARCH33, 100); PlaceMiniSetRandom(VARCH34, 100); PlaceMiniSetRandom(VARCH35, 100); PlaceMiniSetRandom(VARCH36, 100); PlaceMiniSetRandom(VARCH37, 100); PlaceMiniSetRandom(VARCH38, 100); PlaceMiniSetRandom(VARCH39, 100); PlaceMiniSetRandom(VARCH40, 100); PlaceMiniSetRandom(VARCH1, 100); PlaceMiniSetRandom(VARCH2, 100); PlaceMiniSetRandom(VARCH3, 100); PlaceMiniSetRandom(VARCH4, 100); PlaceMiniSetRandom(VARCH5, 100); PlaceMiniSetRandom(VARCH6, 100); PlaceMiniSetRandom(VARCH7, 100); PlaceMiniSetRandom(VARCH8, 100); PlaceMiniSetRandom(VARCH9, 100); PlaceMiniSetRandom(VARCH10, 100); PlaceMiniSetRandom(VARCH11, 100); PlaceMiniSetRandom(VARCH12, 100); PlaceMiniSetRandom(VARCH13, 100); PlaceMiniSetRandom(VARCH14, 100); PlaceMiniSetRandom(VARCH15, 100); PlaceMiniSetRandom(VARCH16, 100); PlaceMiniSetRandom(VARCH17, 100); PlaceMiniSetRandom(VARCH18, 100); PlaceMiniSetRandom(VARCH19, 100); PlaceMiniSetRandom(VARCH20, 100); PlaceMiniSetRandom(VARCH21, 100); PlaceMiniSetRandom(VARCH22, 100); PlaceMiniSetRandom(VARCH23, 100); PlaceMiniSetRandom(VARCH24, 100); PlaceMiniSetRandom(VARCH25, 100); PlaceMiniSetRandom(VARCH26, 100); PlaceMiniSetRandom(VARCH27, 100); PlaceMiniSetRandom(VARCH28, 100); PlaceMiniSetRandom(VARCH29, 100); PlaceMiniSetRandom(VARCH30, 100); PlaceMiniSetRandom(VARCH31, 100); PlaceMiniSetRandom(VARCH32, 100); PlaceMiniSetRandom(HARCH1, 100); PlaceMiniSetRandom(HARCH2, 100); PlaceMiniSetRandom(HARCH3, 100); PlaceMiniSetRandom(HARCH4, 100); PlaceMiniSetRandom(HARCH5, 100); PlaceMiniSetRandom(HARCH6, 100); PlaceMiniSetRandom(HARCH7, 100); PlaceMiniSetRandom(HARCH8, 100); PlaceMiniSetRandom(HARCH9, 100); PlaceMiniSetRandom(HARCH10, 100); PlaceMiniSetRandom(HARCH11, 100); PlaceMiniSetRandom(HARCH12, 100); PlaceMiniSetRandom(HARCH13, 100); PlaceMiniSetRandom(HARCH14, 100); PlaceMiniSetRandom(HARCH15, 100); PlaceMiniSetRandom(HARCH16, 100); PlaceMiniSetRandom(HARCH17, 100); PlaceMiniSetRandom(HARCH18, 100); PlaceMiniSetRandom(HARCH19, 100); PlaceMiniSetRandom(HARCH20, 100); PlaceMiniSetRandom(HARCH21, 100); PlaceMiniSetRandom(HARCH22, 100); PlaceMiniSetRandom(HARCH23, 100); PlaceMiniSetRandom(HARCH24, 100); PlaceMiniSetRandom(HARCH25, 100); PlaceMiniSetRandom(HARCH26, 100); PlaceMiniSetRandom(HARCH27, 100); PlaceMiniSetRandom(HARCH28, 100); PlaceMiniSetRandom(HARCH29, 100); PlaceMiniSetRandom(HARCH30, 100); PlaceMiniSetRandom(HARCH31, 100); PlaceMiniSetRandom(HARCH32, 100); PlaceMiniSetRandom(HARCH33, 100); PlaceMiniSetRandom(HARCH34, 100); PlaceMiniSetRandom(HARCH35, 100); PlaceMiniSetRandom(HARCH36, 100); PlaceMiniSetRandom(HARCH37, 100); PlaceMiniSetRandom(HARCH38, 100); PlaceMiniSetRandom(HARCH39, 100); PlaceMiniSetRandom(HARCH40, 100); PlaceMiniSetRandom(CRUSHCOL, 99); PlaceMiniSetRandom1x1(1, 80, 10); PlaceMiniSetRandom1x1(1, 81, 10); PlaceMiniSetRandom1x1(1, 82, 10); PlaceMiniSetRandom1x1(2, 84, 10); PlaceMiniSetRandom1x1(2, 85, 10); PlaceMiniSetRandom1x1(2, 86, 10); PlaceMiniSetRandom1x1(8, 87, 50); PlaceMiniSetRandom(PANCREAS1, 1); PlaceMiniSetRandom(PANCREAS2, 1); PlaceMiniSetRandom(BIG1, 3); PlaceMiniSetRandom(BIG2, 3); PlaceMiniSetRandom(BIG3, 3); PlaceMiniSetRandom(BIG4, 3); PlaceMiniSetRandom(BIG5, 3); PlaceMiniSetRandom(BIG6, 20); PlaceMiniSetRandom(BIG7, 20); PlaceMiniSetRandom(BIG8, 3); PlaceMiniSetRandom(BIG9, 20); PlaceMiniSetRandom(BIG10, 20); Substitution(); ApplyShadowsPatterns(); memcpy(pdungeon, dungeon, sizeof(pdungeon)); DRLG_CheckQuests(SetPieceRoom.position); } void Pass3() { DRLG_LPass3(12 - 1); InitDungeonPieces(); } } // namespace void CreateL2Dungeon(uint32_t rseed, lvl_entry entry) { SetRndSeed(rseed); GenerateLevel(entry); Pass3(); } void LoadPreL2Dungeon(const char *path) { memset(dungeon, 12, sizeof(dungeon)); auto dunData = LoadFileInMem(path); PlaceDunTiles(dunData.get(), { 0, 0 }, 3); memcpy(pdungeon, dungeon, sizeof(pdungeon)); } void LoadL2Dungeon(const char *path, Point spawn) { LoadDungeonBase(path, spawn, 3, 12); Pass3(); AddL2Objs(0, 0, MAXDUNX, MAXDUNY); } } // namespace devilution