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2219 lines
47 KiB
2219 lines
47 KiB
#include "levels/drlg_l3.h" |
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#include <algorithm> |
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#include <cstdint> |
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#include "engine/load_file.hpp" |
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#include "engine/points_in_rectangle_range.hpp" |
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#include "engine/random.hpp" |
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#include "levels/gendung.h" |
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#include "levels/setmaps.h" |
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#include "lighting.h" |
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#include "monster.h" |
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#include "objdat.h" |
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#include "objects.h" |
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#include "player.h" |
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#include "quests.h" |
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#include "utils/is_of.hpp" |
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namespace devilution { |
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namespace { |
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int lockoutcnt; |
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/** |
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* A lookup table for the 16 possible patterns of a 2x2 area, |
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* where each cell either contains a SW wall or it doesn't. |
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*/ |
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const uint8_t L3ConvTbl[16] = { 8, 11, 3, 10, 1, 9, 12, 12, 6, 13, 4, 13, 2, 14, 5, 7 }; |
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/** Miniset: Stairs up. */ |
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const Miniset L3UP { |
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{ 3, 3 }, |
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{ |
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{ 8, 8, 0 }, |
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{ 10, 10, 0 }, |
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{ 7, 7, 0 }, |
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}, |
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{ |
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{ 51, 50, 0 }, |
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{ 48, 49, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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const Miniset L6UP { |
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{ 3, 3 }, |
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{ |
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{ 8, 8, 0 }, |
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{ 10, 10, 0 }, |
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{ 7, 7, 0 }, |
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}, |
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{ |
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{ 20, 19, 0 }, |
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{ 17, 18, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: Stairs down. */ |
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const Miniset L3DOWN { |
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{ 3, 3 }, |
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{ |
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{ 8, 9, 7 }, |
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{ 8, 9, 7 }, |
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{ 0, 0, 0 }, |
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}, |
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{ |
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{ 0, 47, 0 }, |
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{ 0, 46, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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const Miniset L6DOWN { |
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{ 3, 3 }, |
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{ |
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{ 8, 9, 7 }, |
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{ 8, 9, 7 }, |
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{ 0, 0, 0 }, |
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}, |
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{ |
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{ 0, 16, 0 }, |
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{ 0, 15, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: Stairs up to town. */ |
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const Miniset L3HOLDWARP { |
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{ 3, 3 }, |
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{ |
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{ 8, 8, 0 }, |
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{ 10, 10, 0 }, |
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{ 7, 7, 0 }, |
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}, |
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{ |
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{ 125, 125, 0 }, |
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{ 125, 125, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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const Miniset L6HOLDWARP { |
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{ 3, 3 }, |
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{ |
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{ 8, 8, 0 }, |
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{ 10, 10, 0 }, |
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{ 7, 7, 0 }, |
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}, |
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{ |
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{ 24, 23, 0 }, |
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{ 21, 22, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: Stalagmite white stalactite 1. */ |
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const Miniset L3TITE1 { |
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{ 4, 4 }, |
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{ |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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}, |
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{ |
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{ 0, 0, 0, 0 }, |
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{ 0, 57, 58, 0 }, |
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{ 0, 56, 55, 0 }, |
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{ 0, 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: Stalagmite white stalactite 2. */ |
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const Miniset L3TITE2 { |
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{ 4, 4 }, |
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{ |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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}, |
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{ |
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{ 0, 0, 0, 0 }, |
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{ 0, 61, 62, 0 }, |
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{ 0, 60, 59, 0 }, |
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{ 0, 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: Stalagmite white stalactite 3. */ |
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const Miniset L3TITE3 { |
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{ 4, 4 }, |
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{ |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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}, |
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{ |
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{ 0, 0, 0, 0 }, |
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{ 0, 65, 66, 0 }, |
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{ 0, 64, 63, 0 }, |
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{ 0, 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: Stalagmite white stalactite horizontal. */ |
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const Miniset L3TITE6 { |
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{ 5, 4 }, |
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{ |
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{ 7, 7, 7, 7, 7 }, |
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{ 7, 7, 7, 0, 7 }, |
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{ 7, 7, 7, 0, 7 }, |
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{ 7, 7, 7, 7, 7 }, |
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}, |
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{ |
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{ 0, 0, 0, 0, 0 }, |
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{ 0, 77, 78, 0, 0 }, |
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{ 0, 76, 74, 75, 0 }, |
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{ 0, 0, 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: Stalagmite white stalactite vertical. */ |
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const Miniset L3TITE7 { |
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{ 4, 5 }, |
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{ |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 0, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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}, |
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{ |
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{ 0, 0, 0, 0 }, |
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{ 0, 83, 0, 0 }, |
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{ 0, 82, 80, 0 }, |
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{ 0, 81, 79, 0 }, |
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{ 0, 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: Stalagmite 1. */ |
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const Miniset L3TITE8 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 0, 0, 0 }, |
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{ 0, 52, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: Stalagmite 2. */ |
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const Miniset L3TITE9 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 0, 0, 0 }, |
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{ 0, 53, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: Stalagmite 3. */ |
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const Miniset L3TITE10 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 0, 0, 0 }, |
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{ 0, 54, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: Stalagmite 4. */ |
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const Miniset L3TITE11 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 0, 0, 0 }, |
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{ 0, 67, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: Stalagmite on vertical wall. */ |
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const Miniset L3TITE12 { |
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{ 2, 1 }, |
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{ { 9, 7 } }, |
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{ { 68, 0 } } |
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}; |
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/** Miniset: Stalagmite on horizontal wall. */ |
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const Miniset L3TITE13 { |
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{ 1, 2 }, |
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{ |
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{ 10 }, |
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{ 7 }, |
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}, |
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{ |
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{ 69 }, |
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{ 0 }, |
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} |
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}; |
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/** Miniset: Cracked vertical wall 1. */ |
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const Miniset L3CREV1 { |
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{ 2, 1 }, |
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{ { 8, 7 } }, |
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{ { 84, 85 } } |
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}; |
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/** Miniset: Cracked vertical wall - north corner. */ |
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const Miniset L3CREV2 { |
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{ 2, 1 }, |
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{ { 8, 11 } }, |
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{ { 86, 87 } } |
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}; |
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/** Miniset: Cracked horizontal wall 1. */ |
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const Miniset L3CREV3 { |
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{ 1, 2 }, |
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{ |
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{ 8 }, |
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{ 10 }, |
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}, |
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{ |
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{ 89 }, |
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{ 88 }, |
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} |
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}; |
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/** Miniset: Cracked vertical wall 2. */ |
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const Miniset L3CREV4 { |
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{ 2, 1 }, |
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{ { 8, 7 } }, |
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{ { 90, 91 } } |
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}; |
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/** Miniset: Cracked horizontal wall - north corner. */ |
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const Miniset L3CREV5 { |
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{ 1, 2 }, |
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{ |
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{ 8 }, |
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{ 11 }, |
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}, |
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{ |
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{ 92 }, |
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{ 93 }, |
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} |
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}; |
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/** Miniset: Cracked horizontal wall 2. */ |
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const Miniset L3CREV6 { |
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{ 1, 2 }, |
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{ |
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{ 8 }, |
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{ 10 }, |
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}, |
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{ |
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{ 95 }, |
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{ 94 }, |
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} |
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}; |
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/** Miniset: Cracked vertical wall - west corner. */ |
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const Miniset L3CREV7 { |
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{ 2, 1 }, |
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{ { 8, 7 } }, |
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{ { 96, 101 } } |
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}; |
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/** Miniset: Cracked horizontal wall - north. */ |
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const Miniset L3CREV8 { |
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{ 1, 2 }, |
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{ |
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{ 2 }, |
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{ 8 }, |
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}, |
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{ |
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{ 102 }, |
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{ 97 }, |
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} |
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}; |
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/** Miniset: Cracked vertical wall - east corner. */ |
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const Miniset L3CREV9 { |
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{ 2, 1 }, |
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{ { 3, 8 } }, |
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{ { 103, 98 } } |
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}; |
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/** Miniset: Cracked vertical wall - west. */ |
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const Miniset L3CREV10 { |
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{ 2, 1 }, |
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{ { 4, 8 } }, |
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{ { 104, 99 } } |
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}; |
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/** Miniset: Cracked horizontal wall - south corner. */ |
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const Miniset L3CREV11 { |
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{ 1, 2 }, |
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{ |
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{ 6 }, |
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{ 8 }, |
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}, |
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{ |
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{ 105 }, |
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{ 100 }, |
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} |
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}; |
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/** Miniset: Replace broken wall with floor 1. */ |
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const Miniset L3ISLE1 { |
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{ 2, 3 }, |
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{ |
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{ 5, 14 }, |
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{ 4, 9 }, |
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{ 13, 12 }, |
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}, |
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{ |
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{ 7, 7 }, |
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{ 7, 7 }, |
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{ 7, 7 }, |
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} |
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}; |
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/** Miniset: Replace small wall with floor 2. */ |
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const Miniset L3ISLE2 { |
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{ 3, 2 }, |
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{ |
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{ 5, 2, 14 }, |
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{ 13, 10, 12 }, |
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}, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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} |
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}; |
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/** Miniset: Replace small wall with lava 1. */ |
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const Miniset L3ISLE3 { |
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{ 2, 3 }, |
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{ |
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{ 5, 14 }, |
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{ 4, 9 }, |
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{ 13, 12 }, |
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}, |
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{ |
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{ 29, 30 }, |
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{ 25, 28 }, |
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{ 31, 32 }, |
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} |
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}; |
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/** Miniset: Replace small wall with lava 2. */ |
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const Miniset L3ISLE4 { |
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{ 3, 2 }, |
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{ |
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{ 5, 2, 14 }, |
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{ 13, 10, 12 }, |
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}, |
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{ |
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{ 29, 26, 30 }, |
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{ 31, 27, 32 }, |
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} |
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}; |
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/** Miniset: Replace small wall with floor 3. */ |
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const Miniset L3ISLE5 { |
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{ 2, 2 }, |
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{ |
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{ 5, 14 }, |
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{ 13, 12 }, |
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}, |
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{ |
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{ 7, 7 }, |
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{ 7, 7 }, |
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} |
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}; |
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const Miniset HivePattern9 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 0, 0, 0 }, |
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{ 0, 126, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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const Miniset HivePattern10 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 0, 0, 0 }, |
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{ 0, 124, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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const Miniset HivePattern29 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 67, 0, 0 }, |
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{ 66, 51, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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const Miniset HivePattern30 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 69, 0, 0 }, |
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{ 68, 52, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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const Miniset HivePattern31 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 70, 0, 0 }, |
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{ 71, 53, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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const Miniset HivePattern32 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 73, 0, 0 }, |
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{ 72, 54, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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const Miniset HivePattern33 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 75, 0, 0 }, |
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{ 74, 55, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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const Miniset HivePattern34 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 77, 0, 0 }, |
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{ 76, 56, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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const Miniset HivePattern35 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 79, 0, 0 }, |
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{ 78, 57, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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const Miniset HivePattern36 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 81, 0, 0 }, |
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{ 80, 58, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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const Miniset HivePattern37 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 83, 0, 0 }, |
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{ 82, 59, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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const Miniset HivePattern38 { |
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{ 3, 3 }, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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}, |
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{ |
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{ 84, 0, 0 }, |
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{ 85, 60, 0 }, |
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{ 0, 0, 0 }, |
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} |
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}; |
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const Miniset L6ISLE1 { |
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{ 2, 3 }, |
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{ |
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{ 5, 14 }, |
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{ 4, 9 }, |
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{ 13, 12 }, |
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}, |
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{ |
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{ 7, 7 }, |
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{ 7, 7 }, |
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{ 7, 7 }, |
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} |
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}; |
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const Miniset L6ISLE2 { |
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{ 3, 2 }, |
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{ |
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{ 5, 2, 14 }, |
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{ 13, 10, 12 }, |
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}, |
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{ |
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{ 7, 7, 7 }, |
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{ 7, 7, 7 }, |
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} |
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}; |
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const Miniset L6ISLE3 { |
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{ 2, 3 }, |
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{ |
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{ 5, 14 }, |
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{ 4, 9 }, |
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{ 13, 12 }, |
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}, |
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{ |
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{ 107, 115 }, |
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{ 119, 122 }, |
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{ 131, 123 }, |
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} |
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}; |
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const Miniset L6ISLE4 { |
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{ 3, 2 }, |
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{ |
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{ 5, 2, 14 }, |
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{ 13, 10, 12 }, |
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}, |
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{ |
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{ 107, 120, 115 }, |
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{ 131, 121, 123 }, |
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} |
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}; |
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const Miniset L6ISLE5 { |
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{ 2, 2 }, |
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{ |
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{ 5, 14 }, |
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{ 13, 12 }, |
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}, |
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{ |
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{ 7, 7 }, |
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{ 7, 7 }, |
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} |
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}; |
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const Miniset HivePattern39 { |
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{ 4, 4 }, |
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{ |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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}, |
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{ |
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{ 7, 7, 7, 7 }, |
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{ 7, 107, 115, 7 }, |
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{ 7, 131, 123, 7 }, |
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{ 7, 7, 7, 7 }, |
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} |
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}; |
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const Miniset HivePattern40 { |
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{ 4, 4 }, |
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{ |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
|
{ 7, 7, 7, 7 }, |
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}, |
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{ |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 108, 7 }, |
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{ 7, 109, 112, 7 }, |
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{ 7, 7, 7, 7 }, |
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} |
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}; |
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const Miniset HivePattern41 { |
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{ 4, 5 }, |
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{ |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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}, |
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{ |
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{ 7, 7, 7, 7 }, |
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{ 7, 107, 115, 7 }, |
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{ 7, 119, 122, 7 }, |
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{ 7, 131, 123, 7 }, |
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{ 7, 7, 7, 7 }, |
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} |
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}; |
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const Miniset HivePattern42 { |
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{ 4, 5 }, |
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{ |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
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{ 7, 7, 7, 7 }, |
|
{ 7, 7, 7, 7 }, |
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}, |
|
{ |
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{ 7, 7, 7, 7 }, |
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{ 7, 126, 108, 7 }, |
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{ 7, 7, 117, 7 }, |
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{ 7, 109, 112, 7 }, |
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{ 7, 7, 7, 7 }, |
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} |
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}; |
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|
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void InitDungeonFlags() |
|
{ |
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memset(dungeon, 0, sizeof(dungeon)); |
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Protected.reset(); |
|
} |
|
|
|
bool FillRoom(int x1, int y1, int x2, int y2) |
|
{ |
|
if (x1 <= 1 || x2 >= 34 || y1 <= 1 || y2 >= 38) { |
|
return false; |
|
} |
|
|
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int v = 0; |
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for (int j = y1; j <= y2; j++) { |
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for (int i = x1; i <= x2; i++) { |
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v += dungeon[i][j]; |
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} |
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} |
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|
|
if (v != 0) { |
|
return false; |
|
} |
|
|
|
for (int j = y1 + 1; j < y2; j++) { |
|
for (int i = x1 + 1; i < x2; i++) { |
|
dungeon[i][j] = 1; |
|
} |
|
} |
|
for (int j = y1; j <= y2; j++) { |
|
if (!FlipCoin()) { |
|
dungeon[x1][j] = 1; |
|
} |
|
if (!FlipCoin()) { |
|
dungeon[x2][j] = 1; |
|
} |
|
} |
|
for (int i = x1; i <= x2; i++) { |
|
if (!FlipCoin()) { |
|
dungeon[i][y1] = 1; |
|
} |
|
if (!FlipCoin()) { |
|
dungeon[i][y2] = 1; |
|
} |
|
} |
|
|
|
return true; |
|
} |
|
|
|
void CreateBlock(Point point, int obs, int dir) |
|
{ |
|
int x1; |
|
int y1; |
|
int x2; |
|
int y2; |
|
|
|
const int blksizex = RandomIntBetween(3, 4); |
|
const int blksizey = RandomIntBetween(3, 4); |
|
|
|
if (dir == 0) { |
|
y2 = point.y - 1; |
|
y1 = y2 - blksizey; |
|
if (blksizex < obs) { |
|
x1 = GenerateRnd(blksizex) + point.x; |
|
} |
|
if (blksizex == obs) { |
|
x1 = point.x; |
|
} |
|
if (blksizex > obs) { |
|
x1 = point.x - GenerateRnd(blksizex); |
|
} |
|
x2 = blksizex + x1; |
|
} |
|
if (dir == 1) { |
|
x1 = point.x + 1; |
|
x2 = x1 + blksizex; |
|
if (blksizey < obs) { |
|
y1 = GenerateRnd(blksizey) + point.y; |
|
} |
|
if (blksizey == obs) { |
|
y1 = point.y; |
|
} |
|
if (blksizey > obs) { |
|
y1 = point.y - GenerateRnd(blksizey); |
|
} |
|
y2 = y1 + blksizey; |
|
} |
|
if (dir == 2) { |
|
y1 = point.y + 1; |
|
y2 = y1 + blksizey; |
|
if (blksizex < obs) { |
|
x1 = GenerateRnd(blksizex) + point.x; |
|
} |
|
if (blksizex == obs) { |
|
x1 = point.x; |
|
} |
|
if (blksizex > obs) { |
|
x1 = point.x - GenerateRnd(blksizex); |
|
} |
|
x2 = blksizex + x1; |
|
} |
|
if (dir == 3) { |
|
x2 = point.x - 1; |
|
x1 = x2 - blksizex; |
|
if (blksizey < obs) { |
|
y1 = GenerateRnd(blksizey) + point.y; |
|
} |
|
if (blksizey == obs) { |
|
y1 = point.y; |
|
} |
|
if (blksizey > obs) { |
|
y1 = point.y - GenerateRnd(blksizey); |
|
} |
|
y2 = y1 + blksizey; |
|
} |
|
|
|
if (FillRoom(x1, y1, x2, y2)) { |
|
if (FlipCoin(4)) |
|
return; |
|
|
|
if (dir != 2) { |
|
CreateBlock({ x1, y1 }, blksizey, 0); |
|
} |
|
if (dir != 3) { |
|
CreateBlock({ x2, y1 }, blksizex, 1); |
|
} |
|
if (dir != 0) { |
|
CreateBlock({ x1, y2 }, blksizey, 2); |
|
} |
|
if (dir != 1) { |
|
CreateBlock({ x1, y1 }, blksizex, 3); |
|
} |
|
} |
|
} |
|
|
|
void FloorArea(int x1, int y1, int x2, int y2) |
|
{ |
|
for (int j = y1; j <= y2; j++) { |
|
for (int i = x1; i <= x2; i++) { |
|
dungeon[i][j] = 1; |
|
} |
|
} |
|
} |
|
|
|
void FillDiagonals() |
|
{ |
|
for (int j = 0; j < DMAXY - 1; j++) { |
|
for (int i = 0; i < DMAXX - 1; i++) { |
|
const int v = dungeon[i + 1][j + 1] + 2 * dungeon[i][j + 1] + 4 * dungeon[i + 1][j] + 8 * dungeon[i][j]; |
|
if (v == 6) { |
|
if (FlipCoin()) { |
|
dungeon[i][j] = 1; |
|
} else { |
|
dungeon[i + 1][j + 1] = 1; |
|
} |
|
} |
|
if (v == 9) { |
|
if (FlipCoin()) { |
|
dungeon[i + 1][j] = 1; |
|
} else { |
|
dungeon[i][j + 1] = 1; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
void FillSingles() |
|
{ |
|
for (int j = 1; j < DMAXY - 1; j++) { |
|
for (int i = 1; i < DMAXX - 1; i++) { |
|
if (dungeon[i][j] == 0 |
|
&& dungeon[i][j - 1] + dungeon[i - 1][j - 1] + dungeon[i + 1][j - 1] == 3 |
|
&& dungeon[i + 1][j] + dungeon[i - 1][j] == 2 |
|
&& dungeon[i][j + 1] + dungeon[i - 1][j + 1] + dungeon[i + 1][j + 1] == 3) { |
|
dungeon[i][j] = 1; |
|
} |
|
} |
|
} |
|
} |
|
|
|
void FillStraights() |
|
{ |
|
int xc; |
|
int yc; |
|
|
|
for (int j = 0; j < DMAXY - 1; j++) { |
|
int xs = 0; |
|
for (int i = 0; i < 37; i++) { |
|
if (dungeon[i][j] == 0 && dungeon[i][j + 1] == 1) { |
|
if (xs == 0) { |
|
xc = i; |
|
} |
|
xs++; |
|
} else { |
|
if (xs > 3 && !FlipCoin()) { |
|
for (int k = xc; k < i; k++) { |
|
const int rv = GenerateRnd(2); |
|
dungeon[k][j] = rv; |
|
} |
|
} |
|
xs = 0; |
|
} |
|
} |
|
} |
|
for (int j = 0; j < DMAXY - 1; j++) { |
|
int xs = 0; |
|
for (int i = 0; i < 37; i++) { |
|
if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 0) { |
|
if (xs == 0) { |
|
xc = i; |
|
} |
|
xs++; |
|
} else { |
|
if (xs > 3 && !FlipCoin()) { |
|
for (int k = xc; k < i; k++) { |
|
const int rv = GenerateRnd(2); |
|
dungeon[k][j + 1] = rv; |
|
} |
|
} |
|
xs = 0; |
|
} |
|
} |
|
} |
|
for (int i = 0; i < DMAXX - 1; i++) { |
|
int ys = 0; |
|
for (int j = 0; j < 37; j++) { |
|
if (dungeon[i][j] == 0 && dungeon[i + 1][j] == 1) { |
|
if (ys == 0) { |
|
yc = j; |
|
} |
|
ys++; |
|
} else { |
|
if (ys > 3 && !FlipCoin()) { |
|
for (int k = yc; k < j; k++) { |
|
const int rv = GenerateRnd(2); |
|
dungeon[i][k] = rv; |
|
} |
|
} |
|
ys = 0; |
|
} |
|
} |
|
} |
|
for (int i = 0; i < DMAXX - 1; i++) { |
|
int ys = 0; |
|
for (int j = 0; j < 37; j++) { |
|
if (dungeon[i][j] == 1 && dungeon[i + 1][j] == 0) { |
|
if (ys == 0) { |
|
yc = j; |
|
} |
|
ys++; |
|
} else { |
|
if (ys > 3 && !FlipCoin()) { |
|
for (int k = yc; k < j; k++) { |
|
const int rv = GenerateRnd(2); |
|
dungeon[i + 1][k] = rv; |
|
} |
|
} |
|
ys = 0; |
|
} |
|
} |
|
} |
|
} |
|
|
|
void Edges() |
|
{ |
|
for (int j = 0; j < DMAXY; j++) { |
|
dungeon[DMAXX - 1][j] = 0; |
|
} |
|
for (int i = 0; i < DMAXX; i++) { // NOLINT(modernize-loop-convert) |
|
dungeon[i][DMAXY - 1] = 0; |
|
} |
|
} |
|
|
|
int GetFloorArea() |
|
{ |
|
int gfa = 0; |
|
|
|
for (int j = 0; j < DMAXY; j++) { |
|
for (int i = 0; i < DMAXX; i++) { // NOLINT(modernize-loop-convert) |
|
gfa += dungeon[i][j]; |
|
} |
|
} |
|
|
|
return gfa; |
|
} |
|
|
|
void MakeMegas() |
|
{ |
|
for (int j = 0; j < DMAXY - 1; j++) { |
|
for (int i = 0; i < DMAXX - 1; i++) { |
|
int v = dungeon[i + 1][j + 1] + 2 * dungeon[i][j + 1] + 4 * dungeon[i + 1][j] + 8 * dungeon[i][j]; |
|
if (v == 6) { |
|
v = PickRandomlyAmong({ 12, 5 }); |
|
} |
|
if (v == 9) { |
|
v = PickRandomlyAmong({ 13, 14 }); |
|
} |
|
dungeon[i][j] = L3ConvTbl[v]; |
|
} |
|
dungeon[DMAXX - 1][j] = 8; |
|
} |
|
for (int i = 0; i < DMAXX; i++) { // NOLINT(modernize-loop-convert) |
|
dungeon[i][DMAXY - 1] = 8; |
|
} |
|
} |
|
|
|
void River() |
|
{ |
|
int dir; |
|
int nodir; |
|
int river[3][100]; |
|
int riveramt; |
|
|
|
int rivercnt = 0; |
|
int tries = 0; |
|
/// BUGFIX: pdir is uninitialized, add code `pdir = -1;`(fixed) |
|
int pdir = -1; |
|
|
|
while (tries < 200 && rivercnt < 4) { |
|
bool bail = false; |
|
while (!bail && tries < 200) { |
|
tries++; |
|
int rx = 0; |
|
int ry = 0; |
|
int i = 0; |
|
// BUGFIX: Replace with `(ry >= DMAXY || dungeon[rx][ry] < 25 || dungeon[rx][ry] > 28) && i < 100` (fixed) |
|
while ((ry >= DMAXY || dungeon[rx][ry] < 25 || dungeon[rx][ry] > 28) && i < 100) { |
|
rx = GenerateRnd(DMAXX); |
|
ry = GenerateRnd(DMAXY); |
|
i++; |
|
// BUGFIX: Move `ry < DMAXY` check before dungeon checks (fixed) |
|
while (ry < DMAXY && (dungeon[rx][ry] < 25 || dungeon[rx][ry] > 28)) { |
|
rx++; |
|
if (rx >= DMAXX) { |
|
rx = 0; |
|
ry++; |
|
} |
|
} |
|
} |
|
// BUGFIX: Continue if `ry >= DMAXY` (fixed) |
|
if (ry >= DMAXY) |
|
continue; |
|
if (i >= 100) { |
|
return; |
|
} |
|
switch (dungeon[rx][ry]) { |
|
case 25: |
|
dir = 3; |
|
nodir = 2; |
|
river[2][0] = 40; |
|
break; |
|
case 26: |
|
dir = 0; |
|
nodir = 1; |
|
river[2][0] = 38; |
|
break; |
|
case 27: |
|
dir = 1; |
|
nodir = 0; |
|
river[2][0] = 41; |
|
break; |
|
case 28: |
|
dir = 2; |
|
nodir = 3; |
|
river[2][0] = 39; |
|
break; |
|
} |
|
river[0][0] = rx; |
|
river[1][0] = ry; |
|
riveramt = 1; |
|
int nodir2 = 4; |
|
int dircheck = 0; |
|
while (dircheck < 4 && riveramt < 100) { |
|
const int px = rx; |
|
const int py = ry; |
|
if (dircheck == 0) { |
|
dir = GenerateRnd(4); |
|
} else { |
|
dir = (dir + 1) & 3; |
|
} |
|
dircheck++; |
|
while (dir == nodir || dir == nodir2) { |
|
dir = (dir + 1) & 3; |
|
dircheck++; |
|
} |
|
if (dir == 0 && ry > 0) { |
|
ry--; |
|
} |
|
if (dir == 1 && ry < DMAXY) { |
|
ry++; |
|
} |
|
if (dir == 2 && rx < DMAXX) { |
|
rx++; |
|
} |
|
if (dir == 3 && rx > 0) { |
|
rx--; |
|
} |
|
if (dungeon[rx][ry] == 7) { |
|
dircheck = 0; |
|
if (dir < 2) { |
|
river[2][riveramt] = PickRandomlyAmong({ 17, 18 }); |
|
} |
|
if (dir > 1) { |
|
river[2][riveramt] = PickRandomlyAmong({ 15, 16 }); |
|
} |
|
river[0][riveramt] = rx; |
|
river[1][riveramt] = ry; |
|
riveramt++; |
|
if ((dir == 0 && pdir == 2) || (dir == 3 && pdir == 1)) { |
|
if (riveramt > 2) { |
|
river[2][riveramt - 2] = 22; |
|
} |
|
if (dir == 0) { |
|
nodir2 = 1; |
|
} else { |
|
nodir2 = 2; |
|
} |
|
} |
|
if ((dir == 0 && pdir == 3) || (dir == 2 && pdir == 1)) { |
|
if (riveramt > 2) { |
|
river[2][riveramt - 2] = 21; |
|
} |
|
if (dir == 0) { |
|
nodir2 = 1; |
|
} else { |
|
nodir2 = 3; |
|
} |
|
} |
|
if ((dir == 1 && pdir == 2) || (dir == 3 && pdir == 0)) { |
|
if (riveramt > 2) { |
|
river[2][riveramt - 2] = 20; |
|
} |
|
if (dir == 1) { |
|
nodir2 = 0; |
|
} else { |
|
nodir2 = 2; |
|
} |
|
} |
|
if ((dir == 1 && pdir == 3) || (dir == 2 && pdir == 0)) { |
|
if (riveramt > 2) { |
|
river[2][riveramt - 2] = 19; |
|
} |
|
if (dir == 1) { |
|
nodir2 = 0; |
|
} else { |
|
nodir2 = 3; |
|
} |
|
} |
|
pdir = dir; |
|
} else { |
|
rx = px; |
|
ry = py; |
|
} |
|
} |
|
// BUGFIX: Check `ry >= 2` (fixed) |
|
if (dir == 0 && ry >= 2 && dungeon[rx][ry - 1] == 10 && dungeon[rx][ry - 2] == 8) { |
|
river[0][riveramt] = rx; |
|
river[1][riveramt] = ry - 1; |
|
river[2][riveramt] = 24; |
|
if (pdir == 2) { |
|
river[2][riveramt - 1] = 22; |
|
} |
|
if (pdir == 3) { |
|
river[2][riveramt - 1] = 21; |
|
} |
|
bail = true; |
|
} |
|
// BUGFIX: Check `ry + 2 < DMAXY` (fixed) |
|
if (dir == 1 && ry + 2 < DMAXY && dungeon[rx][ry + 1] == 2 && dungeon[rx][ry + 2] == 8) { |
|
river[0][riveramt] = rx; |
|
river[1][riveramt] = ry + 1; |
|
river[2][riveramt] = 42; |
|
if (pdir == 2) { |
|
river[2][riveramt - 1] = 20; |
|
} |
|
if (pdir == 3) { |
|
river[2][riveramt - 1] = 19; |
|
} |
|
bail = true; |
|
} |
|
// BUGFIX: Check `rx + 2 < DMAXX` (fixed) |
|
if (dir == 2 && rx + 2 < DMAXX && dungeon[rx + 1][ry] == 4 && dungeon[rx + 2][ry] == 8) { |
|
river[0][riveramt] = rx + 1; |
|
river[1][riveramt] = ry; |
|
river[2][riveramt] = 43; |
|
if (pdir == 0) { |
|
river[2][riveramt - 1] = 19; |
|
} |
|
if (pdir == 1) { |
|
river[2][riveramt - 1] = 21; |
|
} |
|
bail = true; |
|
} |
|
// BUGFIX: Check `rx >= 2` (fixed) |
|
if (dir == 3 && rx >= 2 && dungeon[rx - 1][ry] == 9 && dungeon[rx - 2][ry] == 8) { |
|
river[0][riveramt] = rx - 1; |
|
river[1][riveramt] = ry; |
|
river[2][riveramt] = 23; |
|
if (pdir == 0) { |
|
river[2][riveramt - 1] = 20; |
|
} |
|
if (pdir == 1) { |
|
river[2][riveramt - 1] = 22; |
|
} |
|
bail = true; |
|
} |
|
} |
|
if (bail && riveramt < 7) { |
|
bail = false; |
|
} |
|
if (bail) { |
|
int found = 0; |
|
int lpcnt = 0; |
|
int bridge; |
|
while (found == 0 && lpcnt < 30) { |
|
lpcnt++; |
|
bridge = GenerateRnd(riveramt); |
|
if ((river[2][bridge] == 15 || river[2][bridge] == 16) |
|
&& dungeon[river[0][bridge]][river[1][bridge] - 1] == 7 |
|
&& dungeon[river[0][bridge]][river[1][bridge] + 1] == 7) { |
|
found = 1; |
|
} |
|
if ((river[2][bridge] == 17 || river[2][bridge] == 18) |
|
&& dungeon[river[0][bridge] - 1][river[1][bridge]] == 7 |
|
&& dungeon[river[0][bridge] + 1][river[1][bridge]] == 7) { |
|
found = 2; |
|
} |
|
for (int i = 0; i < riveramt && found != 0; i++) { |
|
if (found == 1 |
|
&& (river[1][bridge] - 1 == river[1][i] || river[1][bridge] + 1 == river[1][i]) |
|
&& river[0][bridge] == river[0][i]) { |
|
found = 0; |
|
} |
|
if (found == 2 |
|
&& (river[0][bridge] - 1 == river[0][i] || river[0][bridge] + 1 == river[0][i]) |
|
&& river[1][bridge] == river[1][i]) { |
|
found = 0; |
|
} |
|
} |
|
} |
|
if (found != 0) { |
|
if (found == 1) { |
|
river[2][bridge] = 44; |
|
} else { |
|
river[2][bridge] = 45; |
|
} |
|
rivercnt++; |
|
for (bridge = 0; bridge <= riveramt; bridge++) { |
|
dungeon[river[0][bridge]][river[1][bridge]] = river[2][bridge]; |
|
} |
|
} else { |
|
bail = false; |
|
} |
|
} |
|
} |
|
} |
|
|
|
bool Spawn(int x, int y, int *totarea); |
|
|
|
bool SpawnEdge(int x, int y, int *totarea) |
|
{ |
|
constexpr uint8_t spawntable[15] = { 0x00, 0x0A, 0x43, 0x05, 0x2c, 0x06, 0x09, 0x00, 0x00, 0x1c, 0x83, 0x06, 0x09, 0x0A, 0x05 }; |
|
|
|
if (*totarea > 40) { |
|
return true; |
|
} |
|
if (x < 0 || y < 0 || x >= DMAXX || y >= DMAXY) { |
|
return true; |
|
} |
|
if ((dungeon[x][y] & 0x80) != 0) { |
|
return false; |
|
} |
|
if (dungeon[x][y] > 15) { |
|
return true; |
|
} |
|
|
|
const uint8_t i = dungeon[x][y]; |
|
dungeon[x][y] |= 0x80; |
|
*totarea += 1; |
|
|
|
if ((spawntable[i] & 8) != 0 && SpawnEdge(x, y - 1, totarea)) { |
|
return true; |
|
} |
|
if ((spawntable[i] & 4) != 0 && SpawnEdge(x, y + 1, totarea)) { |
|
return true; |
|
} |
|
if ((spawntable[i] & 2) != 0 && SpawnEdge(x + 1, y, totarea)) { |
|
return true; |
|
} |
|
if ((spawntable[i] & 1) != 0 && SpawnEdge(x - 1, y, totarea)) { |
|
return true; |
|
} |
|
if ((spawntable[i] & 0x80) != 0 && Spawn(x, y - 1, totarea)) { |
|
return true; |
|
} |
|
if ((spawntable[i] & 0x40) != 0 && Spawn(x, y + 1, totarea)) { |
|
return true; |
|
} |
|
if ((spawntable[i] & 0x20) != 0 && Spawn(x + 1, y, totarea)) { |
|
return true; |
|
} |
|
if ((spawntable[i] & 0x10) != 0 && Spawn(x - 1, y, totarea)) { |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
bool Spawn(int x, int y, int *totarea) |
|
{ |
|
constexpr uint8_t spawntable[15] = { 0x00, 0x0A, 0x03, 0x05, 0x0C, 0x06, 0x09, 0x00, 0x00, 0x0C, 0x03, 0x06, 0x09, 0x0A, 0x05 }; |
|
|
|
if (*totarea > 40) { |
|
return true; |
|
} |
|
if (x < 0 || y < 0 || x >= DMAXX || y >= DMAXY) { |
|
return true; |
|
} |
|
if ((dungeon[x][y] & 0x80) != 0) { |
|
return false; |
|
} |
|
if (dungeon[x][y] > 15) { |
|
return true; |
|
} |
|
|
|
const uint8_t i = dungeon[x][y]; |
|
dungeon[x][y] |= 0x80; |
|
*totarea += 1; |
|
|
|
if (i != 8) { |
|
if ((spawntable[i] & 8) != 0 && SpawnEdge(x, y - 1, totarea)) { |
|
return true; |
|
} |
|
if ((spawntable[i] & 4) != 0 && SpawnEdge(x, y + 1, totarea)) { |
|
return true; |
|
} |
|
if ((spawntable[i] & 2) != 0 && SpawnEdge(x + 1, y, totarea)) { |
|
return true; |
|
} |
|
if ((spawntable[i] & 1) != 0 && SpawnEdge(x - 1, y, totarea)) { |
|
return true; |
|
} |
|
} else { |
|
if (Spawn(x + 1, y, totarea)) { |
|
return true; |
|
} |
|
if (Spawn(x - 1, y, totarea)) { |
|
return true; |
|
} |
|
if (Spawn(x, y + 1, totarea)) { |
|
return true; |
|
} |
|
if (Spawn(x, y - 1, totarea)) { |
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
bool CanReplaceTile(uint8_t replace, Point tile) |
|
{ |
|
if (replace < 84 || replace > 100) { |
|
return true; |
|
} |
|
|
|
// BUGFIX: p2 is a workaround for a bug, only p1 should have been used (fixing this breaks compatibility) |
|
constexpr auto ComparisonWithBoundsCheck = [](Point p1, Point p2) { |
|
return (p1.x >= 0 && p1.x < DMAXX && p1.y >= 0 && p1.y < DMAXY) |
|
&& (p2.x >= 0 && p2.x < DMAXX && p2.y >= 0 && p2.y < DMAXY) |
|
&& (dungeon[p1.x][p1.y] >= 84 && dungeon[p2.x][p2.y] <= 100); |
|
}; |
|
if (ComparisonWithBoundsCheck(tile + Direction::NorthWest, tile + Direction::NorthWest) |
|
|| ComparisonWithBoundsCheck(tile + Direction::SouthEast, tile + Direction::NorthWest) |
|
|| ComparisonWithBoundsCheck(tile + Direction::SouthWest, tile + Direction::NorthWest) |
|
|| ComparisonWithBoundsCheck(tile + Direction::NorthEast, tile + Direction::NorthWest)) { |
|
return false; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
/** |
|
* @brief Randomly places the given miniset throughout the dungeon wherever it would fit |
|
* @return true if at least one instance was placed |
|
*/ |
|
bool PlaceMiniSetRandom(const Miniset &miniset, int rndper) |
|
{ |
|
const WorldTileCoord sw = miniset.size.width; |
|
const WorldTileCoord sh = miniset.size.height; |
|
|
|
bool placed = false; |
|
for (WorldTileCoord sy = 0; sy < DMAXY - sh; sy++) { |
|
for (WorldTileCoord sx = 0; sx < DMAXX - sw; sx++) { |
|
if (!miniset.matches({ sx, sy })) |
|
continue; |
|
// BUGFIX: This should not be applied to Nest levels |
|
if (!CanReplaceTile(miniset.replace[0][0], { sx, sy })) |
|
continue; |
|
if (GenerateRnd(100) >= rndper) |
|
continue; |
|
miniset.place({ sx, sy }); |
|
placed = true; |
|
} |
|
} |
|
|
|
return placed; |
|
} |
|
|
|
void PlaceMiniSetRandom1x1(uint8_t search, uint8_t replace, int rndper) |
|
{ |
|
PlaceMiniSetRandom({ { 1, 1 }, { { search } }, { { replace } } }, rndper); |
|
} |
|
|
|
bool PlaceSlimePool() |
|
{ |
|
int lavapool = 0; |
|
|
|
if (PlaceMiniSetRandom(HivePattern41, 30)) |
|
lavapool++; |
|
if (PlaceMiniSetRandom(HivePattern42, 40)) |
|
lavapool++; |
|
if (PlaceMiniSetRandom(HivePattern39, 50)) |
|
lavapool++; |
|
if (PlaceMiniSetRandom(HivePattern40, 60)) |
|
lavapool++; |
|
|
|
return lavapool >= 3; |
|
} |
|
|
|
/** |
|
* Flood fills dirt and wall tiles looking for |
|
* an area of at most 40 tiles and disconnected from the map edge. |
|
* If it finds one, converts it to lava tiles and return true. |
|
*/ |
|
bool PlaceLavaPool() |
|
{ |
|
constexpr uint8_t Poolsub[15] = { 0, 35, 26, 36, 25, 29, 34, 7, 33, 28, 27, 37, 32, 31, 30 }; |
|
|
|
bool lavePoolPlaced = false; |
|
|
|
for (int duny = 0; duny < DMAXY; duny++) { |
|
for (int dunx = 0; dunx < DMAXY; dunx++) { |
|
if (dungeon[dunx][duny] != 8) { |
|
continue; |
|
} |
|
dungeon[dunx][duny] |= 0x80; |
|
int totarea = 1; |
|
bool found = true; |
|
if (dunx + 1 < DMAXX) { |
|
found = Spawn(dunx + 1, duny, &totarea); |
|
} |
|
if (dunx - 1 > 0 && !found) { |
|
found = Spawn(dunx - 1, duny, &totarea); |
|
} else { |
|
found = true; |
|
} |
|
if (duny + 1 < DMAXY && !found) { |
|
found = Spawn(dunx, duny + 1, &totarea); |
|
} else { |
|
found = true; |
|
} |
|
if (duny - 1 > 0 && !found) { |
|
found = Spawn(dunx, duny - 1, &totarea); |
|
} else { |
|
found = true; |
|
} |
|
const bool placePool = GenerateRnd(100) < 25; |
|
for (int j = std::max(duny - totarea, 0); j < std::min(duny + totarea, DMAXY); j++) { |
|
for (int i = std::max(dunx - totarea, 0); i < std::min(dunx + totarea, DMAXX); i++) { |
|
// BUGFIX: In the following swap the order to first do the |
|
// index checks and only then access dungeon[i][j] (fixed) |
|
if ((dungeon[i][j] & 0x80) != 0) { |
|
dungeon[i][j] &= ~0x80; |
|
if (totarea > 4 && placePool && !found) { |
|
const uint8_t k = Poolsub[dungeon[i][j]]; |
|
if (k != 0 && k <= 37) { |
|
dungeon[i][j] = k; |
|
} |
|
lavePoolPlaced = true; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
return lavePoolPlaced; |
|
} |
|
|
|
bool PlacePool() |
|
{ |
|
if (leveltype == DTYPE_NEST) { |
|
return PlaceSlimePool(); |
|
} |
|
|
|
return PlaceLavaPool(); |
|
} |
|
|
|
/** |
|
* @brief Fill lava pools correctly, because River() only generates the edges. |
|
*/ |
|
void PoolFix() |
|
{ |
|
for (const Point tile : PointsInRectangle(Rectangle { { 1, 1 }, { DMAXX - 2, DMAXY - 2 } })) { |
|
// Check if the tile is the default dirt ceiling tile |
|
if (dungeon[tile.x][tile.y] != 8) |
|
continue; |
|
|
|
for (const Point adjacentTiles : PointsInRectangle(Rectangle { tile - Displacement(1, 1), { 3, 3 } })) { |
|
const int tileId = dungeon[adjacentTiles.x][adjacentTiles.y]; |
|
// Check if the adjacent tile is a ground lava tile |
|
if (tileId >= 25 && tileId <= 41) { |
|
// A ground lava tile can never be directly connected to our ceiling tile. |
|
// There must always be a kind of transition tile between (from ground to ceiling). |
|
// That means our tile is part of a lava pool (and was missed in River()), so we should change our tile to a ground lava tile. |
|
dungeon[tile.x][tile.y] = 33; |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
|
|
bool FenceVerticalUp(int i, int y) |
|
{ |
|
if ((dungeon[i + 1][y] > 152 || dungeon[i + 1][y] < 130) |
|
&& (dungeon[i - 1][y] > 152 || dungeon[i - 1][y] < 130)) { |
|
if (IsAnyOf(dungeon[i][y], 7, 10, 126, 129, 134, 136)) { |
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
bool FenceVerticalDown(int i, int y) |
|
{ |
|
if ((dungeon[i + 1][y] > 152 || dungeon[i + 1][y] < 130) |
|
&& (dungeon[i - 1][y] > 152 || dungeon[i - 1][y] < 130)) { |
|
if (IsAnyOf(dungeon[i][y], 2, 7, 134, 136)) { |
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
bool FenceHorizontalLeft(int x, int j) |
|
{ |
|
if ((dungeon[x][j + 1] > 152 || dungeon[x][j + 1] < 130) |
|
&& (dungeon[x][j - 1] > 152 || dungeon[x][j - 1] < 130)) { |
|
if (IsAnyOf(dungeon[x][j], 7, 9, 121, 124, 135, 137)) { |
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
bool FenceHorizontalRight(int x, int j) |
|
{ |
|
if ((dungeon[x][j + 1] > 152 || dungeon[x][j + 1] < 130) |
|
&& (dungeon[x][j - 1] > 152 || dungeon[x][j - 1] < 130)) { |
|
if (IsAnyOf(dungeon[x][j], 4, 7, 135, 137)) { |
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
void AddFenceDoors() |
|
{ |
|
for (int j = 0; j < DMAXY; j++) { |
|
for (int i = 0; i < DMAXX; i++) { |
|
if (dungeon[i][j] == 7) { |
|
if (dungeon[i - 1][j] <= 152 && dungeon[i - 1][j] >= 130 |
|
&& dungeon[i + 1][j] <= 152 && dungeon[i + 1][j] >= 130) { |
|
dungeon[i][j] = 146; |
|
continue; |
|
} |
|
} |
|
if (dungeon[i][j] == 7) { |
|
if (dungeon[i][j - 1] <= 152 && dungeon[i][j - 1] >= 130 |
|
&& dungeon[i][j + 1] <= 152 && dungeon[i][j + 1] >= 130) { |
|
dungeon[i][j] = 147; |
|
continue; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
void FenceDoorFix() |
|
{ |
|
for (int j = 0; j < DMAXY; j++) { |
|
for (int i = 0; i < DMAXX; i++) { |
|
if (dungeon[i][j] == 146) { |
|
if (dungeon[i + 1][j] > 152 || dungeon[i + 1][j] < 130 |
|
|| dungeon[i - 1][j] > 152 || dungeon[i - 1][j] < 130) { |
|
dungeon[i][j] = 7; |
|
continue; |
|
} |
|
} |
|
if (dungeon[i][j] == 146) { |
|
if (IsNoneOf(dungeon[i + 1][j], 130, 132, 133, 134, 136, 138, 140) && IsNoneOf(dungeon[i - 1][j], 130, 132, 133, 134, 136, 138, 140)) { |
|
dungeon[i][j] = 7; |
|
continue; |
|
} |
|
} |
|
if (dungeon[i][j] == 147) { |
|
if (dungeon[i][j + 1] > 152 || dungeon[i][j + 1] < 130 |
|
|| dungeon[i][j - 1] > 152 || dungeon[i][j - 1] < 130) { |
|
dungeon[i][j] = 7; |
|
continue; |
|
} |
|
} |
|
if (dungeon[i][j] == 147) { |
|
if (IsNoneOf(dungeon[i][j + 1], 131, 132, 133, 135, 137, 138, 139) && IsNoneOf(dungeon[i][j - 1], 131, 132, 133, 135, 137, 138, 139)) { |
|
dungeon[i][j] = 7; |
|
continue; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
void Fence() |
|
{ |
|
for (int j = 1; j < DMAXY - 1; j++) { // BUGFIX: Change '0' to '1' (fixed) |
|
for (int i = 1; i < DMAXX - 1; i++) { // BUGFIX: Change '0' to '1' (fixed) |
|
if (dungeon[i][j] == 10 && !FlipCoin()) { |
|
int x = i; |
|
while (dungeon[x][j] == 10) { |
|
x++; |
|
} |
|
x--; |
|
if (x - i > 0) { |
|
dungeon[i][j] = 127; |
|
for (int xx = i + 1; xx < x; xx++) { |
|
dungeon[xx][j] = PickRandomlyAmong({ 129, 126 }); |
|
} |
|
dungeon[x][j] = 128; |
|
} |
|
} |
|
if (dungeon[i][j] == 9 && !FlipCoin()) { |
|
int y = j; |
|
while (dungeon[i][y] == 9) { |
|
y++; |
|
} |
|
y--; |
|
if (y - j > 0) { |
|
dungeon[i][j] = 123; |
|
for (int yy = j + 1; yy < y; yy++) { |
|
dungeon[i][yy] = PickRandomlyAmong({ 124, 121 }); |
|
} |
|
dungeon[i][y] = 122; |
|
} |
|
} |
|
if (dungeon[i][j] == 11 && dungeon[i + 1][j] == 10 && dungeon[i][j + 1] == 9 && !FlipCoin()) { |
|
dungeon[i][j] = 125; |
|
int x = i + 1; |
|
while (dungeon[x][j] == 10) { |
|
x++; |
|
} |
|
x--; |
|
for (int xx = i + 1; xx < x; xx++) { |
|
dungeon[xx][j] = PickRandomlyAmong({ 129, 126 }); |
|
} |
|
dungeon[x][j] = 128; |
|
int y = j + 1; |
|
while (dungeon[i][y] == 9) { |
|
y++; |
|
} |
|
y--; |
|
for (int yy = j + 1; yy < y; yy++) { |
|
dungeon[i][yy] = PickRandomlyAmong({ 124, 121 }); |
|
} |
|
dungeon[i][y] = 122; |
|
} |
|
} |
|
} |
|
|
|
for (WorldTileCoord j = 1; j < DMAXY; j++) { // BUGFIX: Change '0' to '1' (fixed) |
|
for (WorldTileCoord i = 1; i < DMAXX; i++) { // BUGFIX: Change '0' to '1' (fixed) |
|
// note the comma operator is used here to advance the RNG state |
|
if (dungeon[i][j] == 7 && (DiscardRandomValues(1), !IsNearThemeRoom({ i, j }))) { |
|
if (FlipCoin()) { |
|
int y1 = j; |
|
// BUGFIX: Check `y1 >= 0` first (fixed) |
|
while (y1 >= 0 && FenceVerticalUp(i, y1)) { |
|
y1--; |
|
} |
|
y1++; |
|
int y2 = j; |
|
// BUGFIX: Check `y2 < DMAXY` first (fixed) |
|
while (y2 < DMAXY && FenceVerticalDown(i, y2)) { |
|
y2++; |
|
} |
|
y2--; |
|
bool skip = true; |
|
if (dungeon[i][y1] == 7) { |
|
skip = false; |
|
} |
|
if (dungeon[i][y2] == 7) { |
|
skip = false; |
|
} |
|
if (y2 - y1 > 1 && skip) { |
|
const int rp = GenerateRnd(y2 - y1 - 1) + y1 + 1; |
|
for (int y = y1; y <= y2; y++) { |
|
if (y == rp) { |
|
continue; |
|
} |
|
if (dungeon[i][y] == 7) { |
|
dungeon[i][y] = PickRandomlyAmong({ 137, 135 }); |
|
} |
|
if (dungeon[i][y] == 10) { |
|
dungeon[i][y] = 131; |
|
} |
|
if (dungeon[i][y] == 126) { |
|
dungeon[i][y] = 133; |
|
} |
|
if (dungeon[i][y] == 129) { |
|
dungeon[i][y] = 133; |
|
} |
|
if (dungeon[i][y] == 2) { |
|
dungeon[i][y] = 139; |
|
} |
|
if (dungeon[i][y] == 134) { |
|
dungeon[i][y] = 138; |
|
} |
|
if (dungeon[i][y] == 136) { |
|
dungeon[i][y] = 138; |
|
} |
|
} |
|
} |
|
} else { |
|
int x1 = i; |
|
// BUGFIX: Check `x1 >= 0` first (fixed) |
|
while (x1 >= 0 && FenceHorizontalLeft(x1, j)) { |
|
x1--; |
|
} |
|
x1++; |
|
int x2 = i; |
|
// BUGFIX: Check `x2 < DMAXX` first (fixed) |
|
while (x2 < DMAXX && FenceHorizontalRight(x2, j)) { |
|
x2++; |
|
} |
|
x2--; |
|
bool skip = true; |
|
if (dungeon[x1][j] == 7) { |
|
skip = false; |
|
} |
|
if (dungeon[x2][j] == 7) { |
|
skip = false; |
|
} |
|
if (x2 - x1 > 1 && skip) { |
|
const int rp = GenerateRnd(x2 - x1 - 1) + x1 + 1; |
|
for (int x = x1; x <= x2; x++) { |
|
if (x == rp) { |
|
continue; |
|
} |
|
if (dungeon[x][j] == 7) { |
|
dungeon[x][j] = PickRandomlyAmong({ 136, 134 }); |
|
} |
|
if (dungeon[x][j] == 9) { |
|
dungeon[x][j] = 130; |
|
} |
|
if (dungeon[x][j] == 121) { |
|
dungeon[x][j] = 132; |
|
} |
|
if (dungeon[x][j] == 124) { |
|
dungeon[x][j] = 132; |
|
} |
|
if (dungeon[x][j] == 4) { |
|
dungeon[x][j] = 140; |
|
} |
|
if (dungeon[x][j] == 135) { |
|
dungeon[x][j] = 138; |
|
} |
|
if (dungeon[x][j] == 137) { |
|
dungeon[x][j] = 138; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
AddFenceDoors(); |
|
FenceDoorFix(); |
|
} |
|
|
|
bool PlaceAnvil() |
|
{ |
|
const std::unique_ptr<uint16_t[]> setPieceData = LoadFileInMem<uint16_t>("levels\\l3data\\anvil.dun"); |
|
// growing the size by 2 to allow a 1 tile border on all sides |
|
const WorldTileSize areaSize = GetDunSize(setPieceData.get()) + 2; |
|
WorldTileCoord sx = GenerateRnd(DMAXX - areaSize.width); |
|
WorldTileCoord sy = GenerateRnd(DMAXY - areaSize.height); |
|
|
|
for (int tries = 0;; tries++, sx++) { |
|
if (tries > 198) |
|
return false; |
|
|
|
if (sx == DMAXX - areaSize.width) { |
|
sx = 0; |
|
sy++; |
|
if (sy == DMAXY - areaSize.height) { |
|
sy = 0; |
|
} |
|
} |
|
|
|
bool found = true; |
|
for (const WorldTilePosition tile : PointsInRectangle(WorldTileRectangle { { sx, sy }, areaSize })) { |
|
if (Protected.test(tile.x, tile.y) || dungeon[tile.x][tile.y] != 7) { |
|
found = false; |
|
break; |
|
} |
|
} |
|
if (found) |
|
break; |
|
} |
|
|
|
PlaceDunTiles(setPieceData.get(), { sx + 1, sy + 1 }, 7); |
|
SetPiece = { { sx, sy }, areaSize }; |
|
|
|
for (const WorldTilePosition tile : PointsInRectangle(SetPiece)) { |
|
Protected.set(tile.x, tile.y); |
|
} |
|
|
|
// Hack to avoid rivers entering the island, reversed later |
|
dungeon[SetPiece.position.x + 7][SetPiece.position.y + 5] = 2; |
|
dungeon[SetPiece.position.x + 8][SetPiece.position.y + 5] = 2; |
|
dungeon[SetPiece.position.x + 9][SetPiece.position.y + 5] = 2; |
|
|
|
return true; |
|
} |
|
|
|
void Warp() |
|
{ |
|
for (int j = 0; j < DMAXY; j++) { |
|
for (int i = 0; i < DMAXX; i++) { |
|
if (dungeon[i][j] == 125 && dungeon[i + 1][j] == 125 && dungeon[i][j + 1] == 125 && dungeon[i + 1][j + 1] == 125) { |
|
dungeon[i][j] = 156; |
|
dungeon[i + 1][j] = 155; |
|
dungeon[i][j + 1] = 153; |
|
dungeon[i + 1][j + 1] = 154; |
|
return; |
|
} |
|
if (dungeon[i][j] == 5 && dungeon[i + 1][j + 1] == 7) { |
|
dungeon[i][j] = 7; |
|
} |
|
} |
|
} |
|
} |
|
|
|
void HallOfHeroes() |
|
{ |
|
for (int j = 0; j < DMAXY; j++) { |
|
for (int i = 0; i < DMAXX; i++) { |
|
if (dungeon[i][j] == 5 && dungeon[i + 1][j + 1] == 7) { |
|
dungeon[i][j] = 7; |
|
} |
|
} |
|
} |
|
for (int j = 0; j < DMAXY; j++) { |
|
for (int i = 0; i < DMAXX; i++) { |
|
if (dungeon[i][j] == 5 && dungeon[i + 1][j + 1] == 12 && dungeon[i + 1][j] == 7) { |
|
dungeon[i][j] = 7; |
|
dungeon[i][j + 1] = 7; |
|
dungeon[i + 1][j + 1] = 7; |
|
} |
|
if (dungeon[i][j] == 5 && dungeon[i + 1][j + 1] == 12 && dungeon[i][j + 1] == 7) { |
|
dungeon[i][j] = 7; |
|
dungeon[i + 1][j] = 7; |
|
dungeon[i + 1][j + 1] = 7; |
|
} |
|
} |
|
} |
|
} |
|
|
|
void LockRectangle(int x, int y) |
|
{ |
|
if (!DungeonMask.test(x, y)) { |
|
return; |
|
} |
|
|
|
DungeonMask.reset(x, y); |
|
lockoutcnt++; |
|
LockRectangle(x, y - 1); |
|
LockRectangle(x, y + 1); |
|
LockRectangle(x - 1, y); |
|
LockRectangle(x + 1, y); |
|
} |
|
|
|
bool Lockout() |
|
{ |
|
DungeonMask.reset(); |
|
|
|
int fx; |
|
int fy; |
|
|
|
int t = 0; |
|
for (int j = 0; j < DMAXY; j++) { |
|
for (int i = 0; i < DMAXX; i++) { |
|
if (dungeon[i][j] != 0) { |
|
DungeonMask.set(i, j); |
|
fx = i; |
|
fy = j; |
|
t++; |
|
} |
|
} |
|
} |
|
|
|
lockoutcnt = 0; |
|
LockRectangle(fx, fy); |
|
|
|
return t == lockoutcnt; |
|
} |
|
|
|
bool PlaceCaveStairs(lvl_entry entry) |
|
{ |
|
std::optional<Point> position; |
|
|
|
// Place stairs up |
|
position = PlaceMiniSet(L3UP); |
|
if (!position) |
|
return false; |
|
if (entry == ENTRY_MAIN) |
|
ViewPosition = position->megaToWorld() + Displacement { 1, 3 }; |
|
|
|
// Place stairs down |
|
position = PlaceMiniSet(L3DOWN); |
|
if (!position) |
|
return false; |
|
if (entry == ENTRY_PREV) |
|
ViewPosition = position->megaToWorld() + Displacement { 3, 1 }; |
|
|
|
// Place town warp stairs |
|
if (currlevel == 9) { |
|
position = PlaceMiniSet(L3HOLDWARP); |
|
if (!position) |
|
return false; |
|
if (entry == ENTRY_TWARPDN) |
|
ViewPosition = position->megaToWorld() + Displacement { 1, 3 }; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
bool PlaceNestStairs(lvl_entry entry) |
|
{ |
|
std::optional<Point> position; |
|
|
|
// Place stairs up |
|
position = PlaceMiniSet(currlevel != 17 ? L6UP : L6HOLDWARP); |
|
if (!position) |
|
return false; |
|
if (entry == ENTRY_MAIN || entry == ENTRY_TWARPDN) |
|
ViewPosition = position->megaToWorld() + Displacement { 1, 3 }; |
|
|
|
// Place stairs down |
|
if (currlevel != 20) { |
|
position = PlaceMiniSet(L6DOWN); |
|
if (!position) |
|
return false; |
|
if (entry == ENTRY_PREV) |
|
ViewPosition = position->megaToWorld() + Displacement { 3, 1 }; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
bool PlaceStairs(lvl_entry entry) |
|
{ |
|
if (leveltype == DTYPE_NEST) { |
|
return PlaceNestStairs(entry); |
|
} |
|
|
|
return PlaceCaveStairs(entry); |
|
} |
|
|
|
void GenerateLevel(lvl_entry entry) |
|
{ |
|
if (LevelSeeds[currlevel]) |
|
SetRndSeed(*LevelSeeds[currlevel]); |
|
|
|
while (true) { |
|
LevelSeeds[currlevel] = GetLCGEngineState(); |
|
InitDungeonFlags(); |
|
int x1 = GenerateRnd(20) + 10; |
|
int y1 = GenerateRnd(20) + 10; |
|
int x2 = x1 + 2; |
|
int y2 = y1 + 2; |
|
FillRoom(x1, y1, x2, y2); |
|
CreateBlock({ x1, y1 }, 2, 0); |
|
CreateBlock({ x2, y1 }, 2, 1); |
|
CreateBlock({ x1, y2 }, 2, 2); |
|
CreateBlock({ x1, y1 }, 2, 3); |
|
if (Quests[Q_ANVIL].IsAvailable()) { |
|
x1 = GenerateRnd(10) + 10; |
|
y1 = GenerateRnd(10) + 10; |
|
x2 = x1 + 12; |
|
y2 = y1 + 12; |
|
FloorArea(x1, y1, x2, y2); |
|
} |
|
FillDiagonals(); |
|
FillSingles(); |
|
FillStraights(); |
|
FillDiagonals(); |
|
Edges(); |
|
if (GetFloorArea() < 600 || !Lockout()) |
|
continue; |
|
MakeMegas(); |
|
if (!PlaceStairs(entry)) |
|
continue; |
|
if (Quests[Q_ANVIL].IsAvailable() && !PlaceAnvil()) |
|
continue; |
|
if (PlacePool()) |
|
break; |
|
} |
|
|
|
if (leveltype == DTYPE_NEST) { |
|
PlaceMiniSetRandom(L6ISLE1, 70); |
|
PlaceMiniSetRandom(L6ISLE2, 70); |
|
PlaceMiniSetRandom(L6ISLE3, 30); |
|
PlaceMiniSetRandom(L6ISLE4, 30); |
|
PlaceMiniSetRandom(L6ISLE1, 100); |
|
PlaceMiniSetRandom(L6ISLE2, 100); |
|
PlaceMiniSetRandom(L6ISLE5, 90); |
|
PlaceMiniSetRandom1x1(8, 25, 20); |
|
PlaceMiniSetRandom1x1(8, 26, 20); |
|
PlaceMiniSetRandom1x1(8, 27, 20); |
|
PlaceMiniSetRandom1x1(8, 28, 20); |
|
PlaceMiniSetRandom(HivePattern29, 10); |
|
PlaceMiniSetRandom(HivePattern30, 15); |
|
PlaceMiniSetRandom(HivePattern31, 20); |
|
PlaceMiniSetRandom(HivePattern32, 25); |
|
PlaceMiniSetRandom(HivePattern33, 30); |
|
PlaceMiniSetRandom(HivePattern34, 35); |
|
PlaceMiniSetRandom(HivePattern35, 40); |
|
PlaceMiniSetRandom(HivePattern36, 45); |
|
PlaceMiniSetRandom(HivePattern37, 50); |
|
PlaceMiniSetRandom(HivePattern38, 55); |
|
PlaceMiniSetRandom(HivePattern38, 10); |
|
PlaceMiniSetRandom(HivePattern37, 15); |
|
PlaceMiniSetRandom(HivePattern36, 20); |
|
PlaceMiniSetRandom(HivePattern35, 25); |
|
PlaceMiniSetRandom(HivePattern34, 30); |
|
PlaceMiniSetRandom(HivePattern33, 35); |
|
PlaceMiniSetRandom(HivePattern32, 40); |
|
PlaceMiniSetRandom(HivePattern31, 45); |
|
PlaceMiniSetRandom(HivePattern30, 50); |
|
PlaceMiniSetRandom(HivePattern29, 55); |
|
PlaceMiniSetRandom(HivePattern9, 40); |
|
PlaceMiniSetRandom(HivePattern10, 45); |
|
PlaceMiniSetRandom1x1(7, 29, 25); |
|
PlaceMiniSetRandom1x1(7, 30, 25); |
|
PlaceMiniSetRandom1x1(7, 31, 25); |
|
PlaceMiniSetRandom1x1(7, 32, 25); |
|
PlaceMiniSetRandom1x1(9, 33, 25); |
|
PlaceMiniSetRandom1x1(9, 34, 25); |
|
PlaceMiniSetRandom1x1(9, 35, 25); |
|
PlaceMiniSetRandom1x1(9, 36, 25); |
|
PlaceMiniSetRandom1x1(9, 37, 25); |
|
PlaceMiniSetRandom1x1(10, 39, 25); |
|
PlaceMiniSetRandom1x1(10, 40, 25); |
|
PlaceMiniSetRandom1x1(10, 41, 25); |
|
PlaceMiniSetRandom1x1(10, 42, 25); |
|
PlaceMiniSetRandom1x1(10, 43, 25); |
|
PlaceMiniSetRandom1x1(9, 45, 25); |
|
PlaceMiniSetRandom1x1(9, 46, 25); |
|
PlaceMiniSetRandom1x1(10, 47, 25); |
|
PlaceMiniSetRandom1x1(10, 48, 25); |
|
PlaceMiniSetRandom1x1(11, 38, 25); |
|
PlaceMiniSetRandom1x1(11, 44, 25); |
|
PlaceMiniSetRandom1x1(11, 49, 25); |
|
PlaceMiniSetRandom1x1(11, 50, 25); |
|
} else { |
|
PoolFix(); |
|
Warp(); |
|
|
|
PlaceMiniSetRandom(L3ISLE1, 70); |
|
PlaceMiniSetRandom(L3ISLE2, 70); |
|
PlaceMiniSetRandom(L3ISLE3, 30); |
|
PlaceMiniSetRandom(L3ISLE4, 30); |
|
PlaceMiniSetRandom(L3ISLE1, 100); |
|
PlaceMiniSetRandom(L3ISLE2, 100); |
|
PlaceMiniSetRandom(L3ISLE5, 90); |
|
|
|
HallOfHeroes(); |
|
River(); |
|
|
|
if (Quests[Q_ANVIL].IsAvailable()) { |
|
dungeon[SetPiece.position.x + 7][SetPiece.position.y + 5] = 7; |
|
dungeon[SetPiece.position.x + 8][SetPiece.position.y + 5] = 7; |
|
dungeon[SetPiece.position.x + 9][SetPiece.position.y + 5] = 7; |
|
if (dungeon[SetPiece.position.x + 10][SetPiece.position.y + 5] == 17 || dungeon[SetPiece.position.x + 10][SetPiece.position.y + 5] == 18) { |
|
dungeon[SetPiece.position.x + 10][SetPiece.position.y + 5] = 45; |
|
} |
|
} |
|
|
|
DRLG_PlaceThemeRooms(5, 10, 7, 0, false); |
|
Fence(); |
|
PlaceMiniSetRandom(L3TITE1, 10); |
|
PlaceMiniSetRandom(L3TITE2, 10); |
|
PlaceMiniSetRandom(L3TITE3, 10); |
|
PlaceMiniSetRandom(L3TITE6, 20); |
|
PlaceMiniSetRandom(L3TITE7, 20); |
|
PlaceMiniSetRandom(L3TITE8, 20); |
|
PlaceMiniSetRandom(L3TITE9, 20); |
|
PlaceMiniSetRandom(L3TITE10, 20); |
|
PlaceMiniSetRandom(L3TITE11, 30); |
|
PlaceMiniSetRandom(L3TITE12, 20); |
|
PlaceMiniSetRandom(L3TITE13, 20); |
|
PlaceMiniSetRandom(L3CREV1, 30); |
|
PlaceMiniSetRandom(L3CREV2, 30); |
|
PlaceMiniSetRandom(L3CREV3, 30); |
|
PlaceMiniSetRandom(L3CREV4, 30); |
|
PlaceMiniSetRandom(L3CREV5, 30); |
|
PlaceMiniSetRandom(L3CREV6, 30); |
|
PlaceMiniSetRandom(L3CREV7, 30); |
|
PlaceMiniSetRandom(L3CREV8, 30); |
|
PlaceMiniSetRandom(L3CREV9, 30); |
|
PlaceMiniSetRandom(L3CREV10, 30); |
|
PlaceMiniSetRandom(L3CREV11, 30); |
|
PlaceMiniSetRandom1x1(7, 106, 25); |
|
PlaceMiniSetRandom1x1(7, 107, 25); |
|
PlaceMiniSetRandom1x1(7, 108, 25); |
|
PlaceMiniSetRandom1x1(9, 109, 25); |
|
PlaceMiniSetRandom1x1(10, 110, 25); |
|
} |
|
|
|
memcpy(pdungeon, dungeon, sizeof(pdungeon)); |
|
} |
|
|
|
void Pass3() |
|
{ |
|
DRLG_LPass3(8 - 1); |
|
} |
|
|
|
void PlaceCaveLights() |
|
{ |
|
for (int j = 0; j < MAXDUNY; j++) { |
|
for (int i = 0; i < MAXDUNX; i++) { |
|
if (dPiece[i][j] >= 55 && dPiece[i][j] <= 146) { |
|
DoLighting({ i, j }, 7, {}); |
|
} else if (dPiece[i][j] >= 153 && dPiece[i][j] <= 160) { |
|
DoLighting({ i, j }, 7, {}); |
|
} else if (IsAnyOf(dPiece[i][j], 149, 151)) { |
|
DoLighting({ i, j }, 7, {}); |
|
} |
|
} |
|
} |
|
} |
|
|
|
void PlaceHiveLights() |
|
{ |
|
for (int j = 0; j < MAXDUNY; j++) { |
|
for (int i = 0; i < MAXDUNX; i++) { |
|
if (dPiece[i][j] >= 381 && dPiece[i][j] <= 456) { |
|
DoLighting({ i, j }, 9, {}); |
|
} |
|
} |
|
} |
|
} |
|
|
|
void PlaceLights() |
|
{ |
|
if (leveltype == DTYPE_NEST) { |
|
PlaceHiveLights(); |
|
return; |
|
} |
|
|
|
PlaceCaveLights(); |
|
} |
|
|
|
} // namespace |
|
|
|
void CreateL3Dungeon(uint32_t rseed, lvl_entry entry) |
|
{ |
|
SetRndSeed(rseed); |
|
|
|
GenerateLevel(entry); |
|
|
|
Pass3(); |
|
PlaceLights(); |
|
} |
|
|
|
void LoadPreL3Dungeon(const char *path) |
|
{ |
|
memset(dungeon, 8, sizeof(dungeon)); |
|
|
|
auto dunData = LoadFileInMem<uint16_t>(path); |
|
PlaceDunTiles(dunData.get(), { 0, 0 }, 7); |
|
|
|
memcpy(pdungeon, dungeon, sizeof(pdungeon)); |
|
} |
|
|
|
void LoadL3Dungeon(const char *path, Point spawn) |
|
{ |
|
LoadDungeonBase(path, spawn, 7, 8); |
|
|
|
Pass3(); |
|
PlaceLights(); |
|
|
|
if (leveltype == DTYPE_CAVES) |
|
AddL3Objs(0, 0, MAXDUNX, MAXDUNY); |
|
} |
|
|
|
} // namespace devilution
|
|
|