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1333 lines
39 KiB
1333 lines
39 KiB
#include "levels/drlg_l1.h" |
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#include "engine/load_file.hpp" |
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#include "engine/point.hpp" |
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#include "engine/random.hpp" |
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#include "engine/rectangle.hpp" |
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#include "levels/crypt.h" |
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#include "levels/gendung.h" |
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#include "player.h" |
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#include "quests.h" |
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#include "utils/bitset2d.hpp" |
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namespace devilution { |
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namespace { |
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/** Marks where walls may not be added to the level */ |
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Bitset2d<DMAXX, DMAXY> Chamber; |
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/** Specifies whether to generate a horizontal or vertical layout. */ |
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bool VerticalLayout; |
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/** Specifies whether to generate a room at position 1 in the Cathedral. */ |
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bool HasChamber1; |
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/** Specifies whether to generate a room at position 2 in the Cathedral. */ |
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bool HasChamber2; |
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/** Specifies whether to generate a room at position 3 in the Cathedral. */ |
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bool HasChamber3; |
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/** Miniset: stairs up on a corner wall. */ |
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const Miniset STAIRSUP { |
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{ 4, 4 }, |
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{ |
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{ 13, 13, 13, 13 }, |
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{ 2, 2, 2, 2 }, |
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{ 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13 }, |
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}, |
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{ |
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{ 0, 66, 6, 0 }, |
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{ 63, 64, 65, 0 }, |
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{ 0, 67, 68, 0 }, |
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{ 0, 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: stairs down. */ |
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const Miniset STAIRSDOWN { |
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{ 4, 3 }, |
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{ |
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{ 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13 }, |
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}, |
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{ |
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{ 62, 57, 58, 0 }, |
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{ 61, 59, 60, 0 }, |
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{ 0, 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: candlestick. */ |
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const Miniset LAMPS { |
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{ 2, 2 }, |
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{ |
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{ 13, 0 }, |
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{ 13, 13 }, |
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}, |
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{ |
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{ 129, 0 }, |
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{ 130, 128 }, |
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} |
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}; |
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/** Miniset: Poisoned Water Supply entrance. */ |
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const Miniset PWATERIN { |
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{ 6, 6 }, |
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{ |
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{ 13, 13, 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13, 13, 13 }, |
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}, |
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{ |
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{ 0, 0, 0, 0, 0, 0 }, |
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{ 0, 202, 200, 200, 84, 0 }, |
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{ 0, 199, 203, 203, 83, 0 }, |
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{ 0, 85, 206, 80, 81, 0 }, |
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{ 0, 0, 134, 135, 0, 0 }, |
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{ 0, 0, 0, 0, 0, 0 }, |
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} |
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}; |
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enum Tile : uint8_t { |
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// clang-format off |
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VWall = 1, |
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HWall = 2, |
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Corner = 3, |
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DWall = 4, |
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DArch = 5, |
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VWallEnd = 6, |
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HWallEnd = 7, |
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HArchEnd = 8, |
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VArchEnd = 9, |
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HArchVWall = 10, |
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VArch = 11, |
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HArch = 12, |
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Floor = 13, |
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HWallVArch = 14, |
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Pillar = 15, |
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VCorner = 16, |
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HCorner = 17, |
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DirtHwall = 18, |
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DirtVwall = 19, |
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VDirtCorner = 20, |
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HDirtCorner = 21, |
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Dirt = 22, |
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DirtHwallEnd = 23, |
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DirtVwallEnd = 24, |
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VDoor = 25, |
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HDoor = 26, |
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HFenceVWall = 27, |
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HDoorVDoor = 28, |
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DFence = 29, |
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VDoorEnd = 30, |
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HDoorEnd = 31, |
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VFenceEnd = 32, |
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VArchEnd2 = 33, |
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HArchVWall2 = 34, |
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VFence = 35, |
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HFence = 36, |
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HWallVFence = 37, |
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HArchVFence = 38, |
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HArchVDoor = 39, |
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HArchVWall3 = 40, |
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DWall2 = 41, |
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HWallVArch2 = 42, |
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DWall3 = 43, |
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EntranceStairs = 64, |
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VWall2 = 79, |
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HWall2 = 80, |
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DWall4 = 82, |
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VWallEnd2 = 84, |
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VWall4 = 89, |
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VWall5 = 90, |
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HWall4 = 91, |
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HWall5 = 92, |
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VWall8 = 100, |
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Floor12 = 139, |
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Floor13 = 140, |
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Floor14 = 141, |
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Floor15 = 142, |
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Floor16 = 143, |
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Floor17 = 144, |
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Floor18 = 145, |
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VWall17 = 146, |
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VArch5 = 147, |
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HWallShadow = 148, |
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HArchShadow = 149, |
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Floor19 = 150, |
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Floor20 = 151, |
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Floor21 = 152, |
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HArchShadow2 = 153, |
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HWallShadow2 = 154, |
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Floor22 = 162, |
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Floor23 = 163, |
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DirtHWall2 = 199, |
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DirtVWall2 = 200, |
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DirtCorner2 = 202, |
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DirtHWallEnd2 = 204, |
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DirtVWallEnd2 = 205, |
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// clang-format on |
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}; |
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/** Contains shadows for 2x2 blocks of base tile IDs in the Cathedral. */ |
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const ShadowStruct ShadowPatterns[37] = { |
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// clang-format off |
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// strig, s1, s2, s3, nv1, nv2, nv3 |
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{ HWallEnd, Floor, 0, Floor, Floor17, 0, Floor15 }, |
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{ VCorner, Floor, 0, Floor, Floor17, 0, Floor15 }, |
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{ Pillar, Floor, 0, Floor, Floor18, 0, Floor15 }, |
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{ DArch, Floor, Floor, Floor, Floor21, Floor13, Floor12 }, |
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{ DArch, Floor, VWall, Floor, Floor16, VWall17, Floor12 }, |
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{ DArch, Floor, Floor, HWall, Floor16, Floor13, HWallShadow }, |
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{ DArch, 0, VWall, HWall, 0, VWall17, HWallShadow }, |
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{ DArch, Floor, VArch, Floor, Floor16, VArch5, Floor12 }, |
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{ DArch, Floor, Floor, HArch, Floor16, Floor13, HArchShadow }, |
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{ DArch, Floor, VArch, HArch, Floor19, VArch5, HArchShadow }, |
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{ DArch, Floor, VWall, HArch, Floor16, VWall17, HArchShadow }, |
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{ DArch, Floor, VArch, HWall, Floor16, VArch5, HWallShadow }, |
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{ VArchEnd, Floor, Floor, Floor, Floor17, Floor13, Floor15 }, |
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{ VArchEnd, Floor, VWall, Floor, Floor17, VWall17, Floor15 }, |
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{ VArchEnd, Floor, VArch, Floor, Floor20, VArch5, Floor15 }, |
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{ HArchEnd, Floor, 0, Floor, Floor17, 0, Floor12 }, |
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{ HArchEnd, Floor, 0, HArch, Floor16, 0, HArchShadow }, |
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{ HArchEnd, 0, 0, HWall, 0, 0, HWallShadow }, |
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{ VArch, 0, 0, Floor, 0, 0, Floor12 }, |
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{ VArch, Floor, 0, Floor, Floor12, 0, Floor12 }, |
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{ VArch, HWall, 0, Floor, HWallShadow, 0, Floor12 }, |
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{ VArch, HArch, 0, Floor, HArchShadow, 0, Floor12 }, |
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{ VArch, Floor, VArch, HArch, Floor12, 0, HArchShadow }, |
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{ HWallVArch, 0, 0, Floor, 0, 0, Floor12 }, |
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{ HWallVArch, Floor, 0, Floor, Floor12, 0, Floor12 }, |
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{ HWallVArch, HWall, 0, Floor, HWallShadow, 0, Floor12 }, |
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{ HWallVArch, HArch, 0, Floor, HArchShadow, 0, Floor12 }, |
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{ HWallVArch, Floor, VArch, HArch, Floor12, 0, HArchShadow }, |
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{ HArchVWall, 0, Floor, 0, 0, Floor13, 0 }, |
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{ HArchVWall, Floor, Floor, 0, Floor13, Floor13, 0 }, |
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{ HArchVWall, 0, VWall, 0, 0, VWall17, 0 }, |
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{ HArchVWall, Floor, VArch, 0, Floor13, VArch5, 0 }, |
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{ HArch, 0, Floor, 0, 0, Floor13, 0 }, |
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{ HArch, Floor, Floor, 0, Floor13, Floor13, 0 }, |
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{ HArch, 0, VWall, 0, 0, VWall17, 0 }, |
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{ HArch, Floor, VArch, 0, Floor13, VArch5, 0 }, |
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{ Corner, Floor, VArch, HArch, Floor19, 0, 0 } |
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// clang-format on |
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}; |
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/** Maps tile IDs to their corresponding base tile ID. */ |
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const uint8_t BaseTypes[207] = { |
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0, |
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VWall, HWall, Corner, DWall, DArch, VWallEnd, HWallEnd, HArchEnd, VArchEnd, |
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HArchVWall, VArch, HArch, Floor, HWallVArch, Pillar, VCorner, HCorner, |
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0, 0, 0, 0, 0, 0, 0, |
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VWall, HWall, HArchVWall, DWall, DArch, VWallEnd, HWallEnd, HArchEnd, |
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VArchEnd, HArchVWall, VArch, HArch, HWallVArch, DArch, HWallVArch, |
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HArchVWall, DWall, HWallVArch, DWall, DArch, |
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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, |
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0, 0, 0, 0, 0, 0, 0, 0, 0, |
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VWall, HWall, Corner, DWall, VWall, VWallEnd, HWallEnd, VCorner, HCorner, |
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HWall, VWall, VWall, HWall, HWall, VWall, VWall, HWall, HWall, HWall, HWall, |
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HWall, VWall, VWall, VArch, VWall, Floor, Floor, Floor, VWall, HWall, VWall, |
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HWall, VWall, HWall, VWall, HWall, HWall, HWall, HWall, HArch, |
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0, 0, |
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VArch, VWall, VArch, VWall, Floor, |
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0, 0, 0, 0, 0, 0, 0, |
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Floor, Floor, Floor, Floor, Floor, Floor, Floor, Floor, Floor, Floor, Floor, |
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Floor, Floor, VWall, VArch, HWall, HArch, Floor, Floor, Floor, HArch, HWall, |
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VWall, HWall, HWall, DWall, HWallVArch, DWall, HArchVWall, Floor, Floor, |
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DWall, DWall, VWall, VWall, DWall, HWall, HWall, Floor, Floor, Floor, Floor, |
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VDoor, HDoor, HDoorVDoor, VDoorEnd, HDoorEnd, DWall2, DWall3, HArchVWall3, |
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DWall2, HWallVArch2, DWall3, VDoor, DWall2, DWall3, HDoorVDoor, HDoorVDoor, |
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VWall, HWall, VDoor, HDoor, Dirt, Dirt, VDoor, HDoor, |
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0, 0, 0, 0, 0, 0, 0, 0 |
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}; |
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/** Maps tile IDs to their corresponding undecorated tile ID. */ |
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const uint8_t TileDecorations[207] = { |
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0, |
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VWall, HWall, Corner, DWall, DArch, VWallEnd, HWallEnd, HArchEnd, VArchEnd, |
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HArchVWall, VArch, HArch, Floor, HWallVArch, Pillar, VCorner, HCorner, |
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0, 0, 0, 0, 0, 0, 0, |
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VDoor, HDoor, |
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0, |
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HDoorVDoor, |
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0, |
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VDoorEnd, HDoorEnd, |
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0, 0, 0, 0, 0, 0, 0, 0, |
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HArchVWall3, DWall2, HWallVArch2, DWall3, |
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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, |
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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VWall2, HWall2, |
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0, |
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DWall4, |
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0, 0, 0, 0, 0, 0, |
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VWall2, |
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0, |
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HWall2, |
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0, 0, |
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VWall2, HWall2, |
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0, |
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HWall, HWall, HWall, VWall, VWall, VArch, VDoor, Floor, Floor, Floor, VWall, |
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HWall, VWall, HWall, VWall, HWall, VWall, HWall, HWall, HWall, HWall, HArch, |
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0, 0, |
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VArch, VWall, VArch, VWall, Floor, |
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0, 0, 0, 0, 0, 0, 0, |
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Floor, Floor, Floor, Floor, Floor, Floor, |
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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, |
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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, |
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 |
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}; |
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void ApplyShadowsPatterns() |
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{ |
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uint8_t slice[2][2]; |
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for (int y = 1; y < DMAXY; y++) { |
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for (int x = 1; x < DMAXX; x++) { |
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slice[0][0] = BaseTypes[dungeon[x][y]]; |
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slice[1][0] = BaseTypes[dungeon[x - 1][y]]; |
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slice[0][1] = BaseTypes[dungeon[x][y - 1]]; |
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slice[1][1] = BaseTypes[dungeon[x - 1][y - 1]]; |
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for (const auto &shadow : ShadowPatterns) { |
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if (shadow.strig != slice[0][0]) |
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continue; |
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if (shadow.s1 != 0 && shadow.s1 != slice[1][1]) |
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continue; |
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if (shadow.s2 != 0 && shadow.s2 != slice[0][1]) |
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continue; |
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if (shadow.s3 != 0 && shadow.s3 != slice[1][0]) |
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continue; |
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if (shadow.nv1 != 0 && !Protected.test(x - 1, y - 1)) { |
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dungeon[x - 1][y - 1] = shadow.nv1; |
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} |
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if (shadow.nv2 != 0 && !Protected.test(x, y - 1)) { |
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dungeon[x][y - 1] = shadow.nv2; |
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} |
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if (shadow.nv3 != 0 && !Protected.test(x - 1, y)) { |
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dungeon[x - 1][y] = shadow.nv3; |
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} |
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} |
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} |
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} |
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for (int y = 1; y < DMAXY; y++) { |
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for (int x = 1; x < DMAXX; x++) { |
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if (Protected.test(x - 1, y)) |
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continue; |
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if (dungeon[x - 1][y] == Floor12) { |
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Tile tnv3 = Floor12; |
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if (IsAnyOf(dungeon[x][y], DFence, VFenceEnd, VFence, HWallVFence, HArchVFence, HArchVDoor)) { |
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tnv3 = Floor14; |
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} |
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dungeon[x - 1][y] = tnv3; |
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} |
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if (dungeon[x - 1][y] == HArchShadow) { |
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Tile tnv3 = HArchShadow; |
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if (IsAnyOf(dungeon[x][y], DFence, VFenceEnd, VFence, HWallVFence, HArchVFence, HArchVDoor)) { |
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tnv3 = HArchShadow2; |
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} |
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dungeon[x - 1][y] = tnv3; |
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} |
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if (dungeon[x - 1][y] == HWallShadow) { |
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Tile tnv3 = HWallShadow; |
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if (IsAnyOf(dungeon[x][y], DFence, VFenceEnd, VFence, HWallVFence, HArchVFence, HArchVDoor)) { |
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tnv3 = HWallShadow2; |
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} |
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dungeon[x - 1][y] = tnv3; |
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} |
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} |
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} |
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} |
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bool CanReplaceTile(uint8_t replace, Point tile) |
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{ |
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if (replace < VWallEnd2 || replace > VWall8) { |
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return true; |
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} |
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// BUGFIX: p2 is a workaround for a bug, only p1 should have been used (fixing this breaks compatability) |
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constexpr auto ComparisonWithBoundsCheck = [](Point p1, Point p2) { |
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return (p1.x >= 0 && p1.x < DMAXX && p1.y >= 0 && p1.y < DMAXY) |
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&& (p2.x >= 0 && p2.x < DMAXX && p2.y >= 0 && p2.y < DMAXY) |
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&& (dungeon[p1.x][p1.y] >= VWallEnd2 && dungeon[p2.x][p2.y] <= VWall8); |
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}; |
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if (ComparisonWithBoundsCheck(tile + Direction::NorthWest, tile + Direction::NorthWest) |
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|| ComparisonWithBoundsCheck(tile + Direction::SouthEast, tile + Direction::NorthWest) |
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|| ComparisonWithBoundsCheck(tile + Direction::SouthWest, tile + Direction::NorthWest) |
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|| ComparisonWithBoundsCheck(tile + Direction::NorthEast, tile + Direction::NorthWest)) { |
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return false; |
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} |
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return true; |
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} |
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void FillFloor() |
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{ |
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for (int j = 0; j < DMAXY; j++) { |
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for (int i = 0; i < DMAXX; i++) { |
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if (dungeon[i][j] != Floor || Protected.test(i, j)) |
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continue; |
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int rv = GenerateRnd(3); |
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if (rv == 1) |
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dungeon[i][j] = Floor22; |
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else if (rv == 2) |
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dungeon[i][j] = Floor23; |
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} |
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} |
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} |
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void LoadQuestSetPieces() |
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{ |
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if (Quests[Q_BUTCHER].IsAvailable()) { |
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pSetPiece = LoadFileInMem<uint16_t>("levels\\l1data\\rnd6.dun"); |
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} else if (Quests[Q_SKELKING].IsAvailable() && !UseMultiplayerQuests()) { |
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pSetPiece = LoadFileInMem<uint16_t>("levels\\l1data\\skngdo.dun"); |
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} else if (Quests[Q_LTBANNER].IsAvailable()) { |
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pSetPiece = LoadFileInMem<uint16_t>("levels\\l1data\\banner2.dun"); |
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} |
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} |
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void InitDungeonPieces() |
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{ |
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for (int j = 0; j < MAXDUNY; j++) { |
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for (int i = 0; i < MAXDUNX; i++) { |
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int8_t pc; |
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if (IsAnyOf(dPiece[i][j], 11, 70, 320, 210, 340, 417)) { |
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pc = 1; |
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} else if (IsAnyOf(dPiece[i][j], 10, 248, 324, 343, 330, 420)) { |
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pc = 2; |
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} else if (dPiece[i][j] == 252) { |
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pc = 3; |
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} else if (dPiece[i][j] == 254) { |
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pc = 4; |
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} else if (dPiece[i][j] == 258) { |
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pc = 5; |
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} else if (dPiece[i][j] == 266) { |
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pc = 6; |
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} else { |
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continue; |
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} |
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dSpecial[i][j] = pc; |
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} |
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} |
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} |
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void InitDungeonFlags() |
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{ |
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memset(dungeon, Dirt, sizeof(dungeon)); |
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Protected.reset(); |
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Chamber.reset(); |
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} |
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void MapRoom(Rectangle room) |
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{ |
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for (int y = 0; y < room.size.height; y++) { |
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for (int x = 0; x < room.size.width; x++) { |
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DungeonMask.set(room.position.x + x, room.position.y + y); |
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} |
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} |
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} |
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bool CheckRoom(Rectangle room) |
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{ |
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for (int j = 0; j < room.size.height; j++) { |
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for (int i = 0; i < room.size.width; i++) { |
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if (i + room.position.x < 0 || i + room.position.x >= DMAXX || j + room.position.y < 0 || j + room.position.y >= DMAXY) { |
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return false; |
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} |
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if (DungeonMask.test(i + room.position.x, j + room.position.y)) { |
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return false; |
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} |
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} |
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} |
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return true; |
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} |
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void GenerateRoom(Rectangle area, bool verticalLayout) |
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{ |
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bool rotate = FlipCoin(4); |
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verticalLayout = (!verticalLayout && rotate) || (verticalLayout && !rotate); |
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|
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bool placeRoom1; |
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Rectangle room1; |
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for (int num = 0; num < 20; num++) { |
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const int32_t randomWidth = (GenerateRnd(5) + 2) & ~1; |
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const int32_t randomHeight = (GenerateRnd(5) + 2) & ~1; |
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room1.size = { randomWidth, randomHeight }; |
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room1.position = area.position; |
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if (verticalLayout) { |
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room1.position += Displacement { -room1.size.width, area.size.height / 2 - room1.size.height / 2 }; |
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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) |
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} else { |
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room1.position += Displacement { area.size.width / 2 - room1.size.width / 2, -room1.size.height }; |
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placeRoom1 = CheckRoom({ room1.position + Displacement { -1, -1 }, { room1.size.width + 2, room1.size.height + 1 } }); |
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} |
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if (placeRoom1) |
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break; |
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} |
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|
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if (placeRoom1) |
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MapRoom({ room1.position, { std::min(DMAXX - room1.position.x, room1.size.width), std::min(DMAXX - room1.position.y, room1.size.height) } }); |
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|
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bool placeRoom2; |
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Rectangle room2 = room1; |
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if (verticalLayout) { |
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room2.position.x = area.position.x + area.size.width; |
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placeRoom2 = CheckRoom({ room2.position + Displacement { 0, -1 }, { room2.size.width + 1, room2.size.height + 2 } }); |
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} 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 } }; |
|
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<Tile>(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<Tile>(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; |
|
} |
|
|
|
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; |
|
} |
|
|
|
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) { |
|
AdvanceRndSeed(); |
|
int maxX = HorizontalWallOk({ i, j }); |
|
if (maxX != -1) { |
|
HorizontalWall({ i, j }, HWall, maxX); |
|
} |
|
} |
|
if (dungeon[i][j] == Corner) { |
|
AdvanceRndSeed(); |
|
int maxY = VerticalWallOk({ i, j }); |
|
if (maxY != -1) { |
|
VerticalWall({ i, j }, VWall, maxY); |
|
} |
|
} |
|
if (dungeon[i][j] == VWallEnd) { |
|
AdvanceRndSeed(); |
|
int maxX = HorizontalWallOk({ i, j }); |
|
if (maxX != -1) { |
|
HorizontalWall({ i, j }, DWall, maxX); |
|
} |
|
} |
|
if (dungeon[i][j] == HWallEnd) { |
|
AdvanceRndSeed(); |
|
int maxY = VerticalWallOk({ i, j }); |
|
if (maxY != -1) { |
|
VerticalWall({ i, j }, DWall, maxY); |
|
} |
|
} |
|
if (dungeon[i][j] == HWall) { |
|
AdvanceRndSeed(); |
|
int maxX = HorizontalWallOk({ i, j }); |
|
if (maxX != -1) { |
|
HorizontalWall({ i, j }, HWall, maxX); |
|
} |
|
} |
|
if (dungeon[i][j] == VWall) { |
|
AdvanceRndSeed(); |
|
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)) { |
|
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 (currlevel == 21) { |
|
SetCornerRoom(); |
|
} |
|
} else if (pSetPiece != nullptr) { |
|
SetSetPieceRoom(SelectChamber(), Floor); |
|
} |
|
} |
|
|
|
void FixTransparency() |
|
{ |
|
int yy = 16; |
|
for (int j = 0; j < DMAXY; j++) { |
|
int xx = 16; |
|
for (int i = 0; i < DMAXX; i++) { |
|
// BUGFIX: Should check for `j > 0` first. (fixed) |
|
if (dungeon[i][j] == 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<Point> position; |
|
|
|
// Place poison water entrance |
|
if (Quests[Q_PWATER].IsAvailable()) { |
|
position = PlaceMiniSet(PWATERIN, DMAXX * DMAXY, true); |
|
if (!position) { |
|
success = false; |
|
} else { |
|
int8_t t = TransVal; |
|
TransVal = 0; |
|
Point miniPosition = *position; |
|
DRLG_MRectTrans({ miniPosition + Displacement { 0, 2 }, { 5, 2 } }); |
|
TransVal = t; |
|
Quests[Q_PWATER].position = miniPosition.megaToWorld() + Displacement { 5, 6 }; |
|
if (entry == ENTRY_RTNLVL) |
|
ViewPosition = Quests[Q_PWATER].position; |
|
} |
|
} |
|
|
|
// Place stairs up |
|
position = PlaceMiniSet(MyPlayer->pOriginalCathedral ? L5STAIRSUP : STAIRSUP, DMAXX * DMAXY, true); |
|
if (!position) { |
|
if (MyPlayer->pOriginalCathedral) |
|
return false; |
|
success = false; |
|
} else if (entry == ENTRY_MAIN) { |
|
ViewPosition = position->megaToWorld() + Displacement { 3, 4 }; |
|
} |
|
|
|
// Place stairs down |
|
if (Quests[Q_LTBANNER].IsAvailable()) { |
|
if (entry == ENTRY_PREV) |
|
ViewPosition = SetPiece.position.megaToWorld() + Displacement { 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) |
|
{ |
|
size_t minarea = 761; |
|
switch (currlevel) { |
|
case 1: |
|
minarea = 533; |
|
break; |
|
case 2: |
|
minarea = 693; |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
LoadQuestSetPieces(); |
|
|
|
while (true) { |
|
DRLG_InitTrans(); |
|
|
|
do { |
|
FirstRoom(); |
|
} while (FindArea() < minarea); |
|
|
|
InitDungeonFlags(); |
|
MakeDmt(); |
|
FillChambers(); |
|
FixTilesPatterns(); |
|
AddWall(); |
|
FloodTransparencyValues(13); |
|
if (PlaceStairs(entry)) |
|
break; |
|
} |
|
|
|
FreeQuestSetPieces(); |
|
|
|
for (int j = 0; j < DMAXY; j++) { |
|
for (int i = 0; i < DMAXX; i++) { |
|
if (dungeon[i][j] == EntranceStairs) { |
|
int xx = 2 * i + 16; /* todo: fix loop */ |
|
int yy = 2 * j + 16; |
|
DRLG_CopyTrans(xx, yy + 1, xx, yy); |
|
DRLG_CopyTrans(xx + 1, yy + 1, xx + 1, yy); |
|
} |
|
} |
|
} |
|
|
|
FixTransparency(); |
|
if (leveltype == DTYPE_CRYPT) { |
|
FixCryptDirtTiles(); |
|
} else { |
|
FixDirtTiles(); |
|
} |
|
FixCornerTiles(); |
|
|
|
if (leveltype == DTYPE_CRYPT) { |
|
CryptSubstitution(); |
|
} else { |
|
Substitution(); |
|
ApplyShadowsPatterns(); |
|
|
|
int numt = GenerateRnd(5) + 5; |
|
for (int i = 0; i < numt; i++) { |
|
PlaceMiniSet(LAMPS, DMAXX * DMAXY, true); |
|
} |
|
|
|
FillFloor(); |
|
} |
|
|
|
memcpy(pdungeon, dungeon, sizeof(pdungeon)); |
|
|
|
DRLG_CheckQuests(SetPiece.position); |
|
} |
|
|
|
void Pass3() |
|
{ |
|
DRLG_LPass3(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) { |
|
SetCryptSetPieceRoom(); |
|
} |
|
} |
|
|
|
void LoadPreL1Dungeon(const char *path) |
|
{ |
|
memset(dungeon, Dirt, sizeof(dungeon)); |
|
|
|
auto dunData = LoadFileInMem<uint16_t>(path); |
|
PlaceDunTiles(dunData.get(), { 0, 0 }, Floor); |
|
|
|
if (leveltype == DTYPE_CATHEDRAL) |
|
FillFloor(); |
|
|
|
memcpy(pdungeon, dungeon, sizeof(pdungeon)); |
|
} |
|
|
|
void LoadL1Dungeon(const char *path, Point spawn) |
|
{ |
|
LoadDungeonBase(path, spawn, Floor, Dirt); |
|
|
|
if (leveltype == DTYPE_CATHEDRAL) |
|
FillFloor(); |
|
|
|
Pass3(); |
|
|
|
if (leveltype == DTYPE_CRYPT) |
|
AddCryptObjects(0, 0, MAXDUNX, MAXDUNY); |
|
else |
|
AddL1Objs(0, 0, MAXDUNX, MAXDUNY); |
|
} |
|
|
|
} // namespace devilution
|
|
|