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/**
* @file gendung.h
*
* Interface of general dungeon generation code.
*/
#pragma once
#include <cstdint>
#include <memory>
#include "engine.h"
#include "engine/cel_sprite.hpp"
#include "engine/point.hpp"
#include "scrollrt.h"
#include "utils/stdcompat/optional.hpp"
namespace devilution {
#define DMAXX 40
#define DMAXY 40
#define MAXDUNX (16 + DMAXX * 2 + 16)
#define MAXDUNY (16 + DMAXY * 2 + 16)
#define MAXTHEMES 50
#define MAXTILES 2048
enum _setlevels : int8_t {
SL_NONE,
SL_SKELKING,
SL_BONECHAMB,
SL_MAZE,
SL_POISONWATER,
SL_VILEBETRAYER,
SL_LAST = SL_VILEBETRAYER,
};
enum dungeon_type : int8_t {
DTYPE_TOWN,
DTYPE_CATHEDRAL,
DTYPE_CATACOMBS,
DTYPE_CAVES,
DTYPE_HELL,
DTYPE_NEST,
DTYPE_CRYPT,
DTYPE_LAST = DTYPE_CRYPT,
DTYPE_NONE = -1,
};
enum lvl_entry : uint8_t {
ENTRY_MAIN,
ENTRY_PREV,
ENTRY_SETLVL,
ENTRY_RTNLVL,
ENTRY_LOAD,
ENTRY_WARPLVL,
ENTRY_TWARPDN,
ENTRY_TWARPUP,
};
enum {
// clang-format off
DLRG_HDOOR = 1 << 0,
DLRG_VDOOR = 1 << 1,
DLRG_CHAMBER = 1 << 6,
DLRG_PROTECTED = 1 << 7,
// clang-format on
};
enum {
// clang-format off
BFLAG_MISSILE = 1 << 0,
BFLAG_VISIBLE = 1 << 1,
BFLAG_DEAD_PLAYER = 1 << 2,
BFLAG_POPULATED = 1 << 3,
BFLAG_MONSTLR = 1 << 4,
BFLAG_PLAYERLR = 1 << 5,
BFLAG_LIT = 1 << 6,
BFLAG_EXPLORED = 1 << 7,
// clang-format on
};
enum _difficulty : uint8_t {
DIFF_NORMAL,
DIFF_NIGHTMARE,
DIFF_HELL,
DIFF_LAST = DIFF_HELL,
};
struct ScrollStruct {
/** @brief Tile offset of camera. */
Point tile;
/** @brief Pixel offset of camera. */
Displacement offset;
/** @brief Move direction of camera. */
ScrollDirection _sdir;
};
struct THEME_LOC {
int16_t x;
int16_t y;
int16_t ttval;
int16_t width;
int16_t height;
};
struct MegaTile {
uint16_t micro1;
uint16_t micro2;
uint16_t micro3;
uint16_t micro4;
};
struct MICROS {
uint16_t mt[16];
};
struct ShadowStruct {
uint8_t strig;
uint8_t s1;
uint8_t s2;
uint8_t s3;
uint8_t nv1;
uint8_t nv2;
uint8_t nv3;
};
/** Contains the tile IDs of the map. */
extern uint8_t dungeon[DMAXX][DMAXY];
/** Contains a backup of the tile IDs of the map. */
extern uint8_t pdungeon[DMAXX][DMAXY];
extern uint8_t dflags[DMAXX][DMAXY];
/** Specifies the active set level X-coordinate of the map. */
extern int setpc_x;
/** Specifies the active set level Y-coordinate of the map. */
extern int setpc_y;
/** Specifies the width of the active set level of the map. */
extern int setpc_w;
/** Specifies the height of the active set level of the map. */
extern int setpc_h;
/** Contains the contents of the single player quest DUN file. */
extern std::unique_ptr<uint16_t[]> pSetPiece;
/** Specifies whether a single player quest DUN has been loaded. */
extern bool setloadflag;
extern std::optional<CelSprite> pSpecialCels;
/** Specifies the tile definitions of the active dungeon type; (e.g. levels/l1data/l1.til). */
extern std::unique_ptr<MegaTile[]> pMegaTiles;
extern std::unique_ptr<uint16_t[]> pLevelPieces;
extern std::unique_ptr<byte[]> pDungeonCels;
/**
* List of transparancy masks to use for dPieces
*/
extern std::array<uint8_t, MAXTILES + 1> block_lvid;
/**
* List of light blocking dPieces
*/
extern std::array<bool, MAXTILES + 1> nBlockTable;
/**
* List of path blocking dPieces
*/
extern std::array<bool, MAXTILES + 1> nSolidTable;
/**
* List of transparent dPieces
*/
extern std::array<bool, MAXTILES + 1> nTransTable;
/**
* List of missile blocking dPieces
*/
extern std::array<bool, MAXTILES + 1> nMissileTable;
extern std::array<bool, MAXTILES + 1> nTrapTable;
/** Specifies the minimum X,Y-coordinates of the map. */
extern Point dminPosition;
/** Specifies the maximum X,Y-coordinates of the map. */
extern Point dmaxPosition;
/** Specifies the active dungeon type of the current game. */
extern dungeon_type leveltype;
/** Specifies the active dungeon level of the current game. */
extern uint8_t currlevel;
extern bool setlevel;
/** Specifies the active quest level of the current game. */
extern _setlevels setlvlnum;
/** Specifies the player viewpoint X-coordinate of the map. */
extern dungeon_type setlvltype;
/** Specifies the player viewpoint X,Y-coordinates of the map. */
extern Point ViewPosition;
extern ScrollStruct ScrollInfo;
extern int MicroTileLen;
extern char TransVal;
/** Specifies the active transparency indices. */
extern bool TransList[256];
/** Contains the piece IDs of each tile on the map. */
extern int dPiece[MAXDUNX][MAXDUNY];
/** Specifies the dungeon piece information for a given coordinate and block number. */
extern MICROS dpiece_defs_map_2[MAXDUNX][MAXDUNY];
/** Specifies the transparency at each coordinate of the map. */
extern int8_t dTransVal[MAXDUNX][MAXDUNY];
extern char dLight[MAXDUNX][MAXDUNY];
extern char dPreLight[MAXDUNX][MAXDUNY];
extern int8_t dFlags[MAXDUNX][MAXDUNY];
/** Contains the player numbers (players array indices) of the map. */
extern int8_t dPlayer[MAXDUNX][MAXDUNY];
/**
* Contains the NPC numbers of the map. The NPC number represents a
* towner number (towners array index) in Tristram and a monster number
* (monsters array index) in the dungeon.
*/
extern int16_t dMonster[MAXDUNX][MAXDUNY];
/**
* Contains the dead numbers (deads array indices) and dead direction of
* the map, encoded as specified by the pseudo-code below.
* dDead[x][y] & 0x1F - index of dead
* dDead[x][y] >> 0x5 - direction
*/
extern int8_t dCorpse[MAXDUNX][MAXDUNY];
/** Contains the object numbers (objects array indices) of the map. */
extern char dObject[MAXDUNX][MAXDUNY];
/** Contains the item numbers (items array indices) of the map. */
extern int8_t dItem[MAXDUNX][MAXDUNY];
/**
* Contains the arch frame numbers of the map from the special tileset
* (e.g. "levels/l1data/l1s.cel"). Note, the special tileset of Tristram (i.e.
* "levels/towndata/towns.cel") contains trees rather than arches.
*/
extern char dSpecial[MAXDUNX][MAXDUNY];
extern int themeCount;
extern THEME_LOC themeLoc[MAXTHEMES];
bool InDungeonBounds(Point position);
void FillSolidBlockTbls();
void SetDungeonMicros();
void DRLG_InitTrans();
void DRLG_MRectTrans(int x1, int y1, int x2, int y2);
void DRLG_RectTrans(int x1, int y1, int x2, int y2);
void DRLG_CopyTrans(int sx, int sy, int dx, int dy);
void DRLG_ListTrans(int num, BYTE *List);
void DRLG_AreaTrans(int num, BYTE *List);
void DRLG_InitSetPC();
void DRLG_SetPC();
void Make_SetPC(int x, int y, int w, int h);
void DRLG_PlaceThemeRooms(int minSize, int maxSize, int floor, int freq, bool rndSize);
void DRLG_HoldThemeRooms();
void DRLG_LPass3(int lv);
void DRLG_Init_Globals();
bool SkipThemeRoom(int x, int y);
void InitLevels();
void FloodTransparencyValues(uint8_t floorID);
} // namespace devilution