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/**
* @file gendung.cpp
*
* Implementation of general dungeon generation code.
*/
#include "all.h"
DEVILUTION_BEGIN_NAMESPACE
/** Contains the tile IDs of the map. */
BYTE dungeon[DMAXX][DMAXY];
/** Contains a backup of the tile IDs of the map. */
BYTE pdungeon[DMAXX][DMAXY];
char dflags[DMAXX][DMAXY];
/** Specifies the active set level X-coordinate of the map. */
int setpc_x;
/** Specifies the active set level Y-coordinate of the map. */
int setpc_y;
/** Specifies the width of the active set level of the map. */
int setpc_w;
/** Specifies the height of the active set level of the map. */
int setpc_h;
/** Contains the contents of the single player quest DUN file. */
BYTE *pSetPiece;
/** Specifies whether a single player quest DUN has been loaded. */
BOOL setloadflag;
BYTE *pSpecialCels;
/** Specifies the tile definitions of the active dungeon type; (e.g. levels/l1data/l1.til). */
BYTE *pMegaTiles;
BYTE *pLevelPieces;
BYTE *pDungeonCels;
BYTE *pSpeedCels;
/**
* Returns the frame number of the speed CEL, an in memory decoding
* of level CEL frames, based on original frame number and light index.
* Note, given light index 0, the original frame number is returned.
*/
int SpeedFrameTbl[128][16];
/**
* List of transparancy masks to use for dPieces
*/
char block_lvid[MAXTILES + 1];
/** Specifies the CEL frame occurrence for each frame of the level CEL (e.g. "levels/l1data/l1.cel"). */
int level_frame_count[MAXTILES];
int tile_defs[MAXTILES];
/**
* Secifies the CEL frame decoder type for each frame of the
* level CEL (e.g. "levels/l1data/l1.cel"), Indexed by frame numbers starting at 1.
* The decoder type may be one of the following.
* 0x0000 - cel.decodeType0
* 0x1000 - cel.decodeType1
* 0x2000 - cel.decodeType2
* 0x3000 - cel.decodeType3
* 0x4000 - cel.decodeType4
* 0x5000 - cel.decodeType5
* 0x6000 - cel.decodeType6
*/
WORD level_frame_types[MAXTILES];
/**
* Specifies the size of each frame of the level cel (e.g.
* "levels/l1data/l1.cel"). Indexed by frame numbers starting at 1.
*/
int level_frame_sizes[MAXTILES];
/** Specifies the number of frames in the level cel (e.g. "levels/l1data/l1.cel"). */
int nlevel_frames;
/**
* List of light blocking dPieces
*/
BOOLEAN nBlockTable[MAXTILES + 1];
/**
* List of path blocking dPieces
*/
BOOLEAN nSolidTable[MAXTILES + 1];
/**
* List of transparent dPieces
*/
BOOLEAN nTransTable[MAXTILES + 1];
/**
* List of missile blocking dPieces
*/
BOOLEAN nMissileTable[MAXTILES + 1];
BOOLEAN nTrapTable[MAXTILES + 1];
/** Specifies the minimum X-coordinate of the map. */
int dminx;
/** Specifies the minimum Y-coordinate of the map. */
int dminy;
/** Specifies the maximum X-coordinate of the map. */
int dmaxx;
/** Specifies the maximum Y-coordinate of the map. */
int dmaxy;
int gnDifficulty;
/** Specifies the active dungeon type of the current game. */
BYTE leveltype;
/** Specifies the active dungeon level of the current game. */
BYTE currlevel;
BOOLEAN setlevel;
/** Specifies the active quest level of the current game. */
BYTE setlvlnum;
char setlvltype;
/** Specifies the player viewpoint X-coordinate of the map. */
int ViewX;
/** Specifies the player viewpoint Y-coordinate of the map. */
int ViewY;
int ViewBX;
int ViewBY;
int ViewDX;
int ViewDY;
ScrollStruct ScrollInfo;
/** Specifies the level viewpoint X-coordinate of the map. */
int LvlViewX;
/** Specifies the level viewpoint Y-coordinate of the map. */
int LvlViewY;
int MicroTileLen;
char TransVal;
/** Specifies the active transparency indices. */
BOOLEAN TransList[256];
/** Contains the piece IDs of each tile on the map. */
int dPiece[MAXDUNX][MAXDUNY];
/** Specifies the dungeon piece information for a given coordinate and block number. */
MICROS dpiece_defs_map_2[MAXDUNX][MAXDUNY];
/** Specifies the dungeon piece information for a given coordinate and block number, optimized for diagonal access. */
MICROS dpiece_defs_map_1[MAXDUNX * MAXDUNY];
/** Specifies the transparency at each coordinate of the map. */
char dTransVal[MAXDUNX][MAXDUNY];
char dLight[MAXDUNX][MAXDUNY];
char dPreLight[MAXDUNX][MAXDUNY];
char dFlags[MAXDUNX][MAXDUNY];
/** Contains the player numbers (players array indices) of the map. */
char dPlayer[MAXDUNX][MAXDUNY];
/**
* Contains the NPC numbers of the map. The NPC number represents a
* towner number (towners array index) in Tristram and a monster number
* (monsters array index) in the dungeon.
*/
int dMonster[MAXDUNX][MAXDUNY];
/**
* Contains the dead numbers (deads array indices) and dead direction of
* the map, encoded as specified by the pseudo-code below.
* dDead[x][y] & 0x1F - index of dead
* dDead[x][y] >> 0x5 - direction
*/
char dDead[MAXDUNX][MAXDUNY];
/** Contains the object numbers (objects array indices) of the map. */
char dObject[MAXDUNX][MAXDUNY];
/** Contains the item numbers (items array indices) of the map. */
char dItem[MAXDUNX][MAXDUNY];
/** Contains the missile numbers (missiles array indices) of the map. */
char dMissile[MAXDUNX][MAXDUNY];
/**
* Contains the arch frame numbers of the map from the special tileset
* (e.g. "levels/l1data/l1s.cel"). Note, the special tileset of Tristram (i.e.
* "levels/towndata/towns.cel") contains trees rather than arches.
*/
char dSpecial[MAXDUNX][MAXDUNY];
int themeCount;
THEME_LOC themeLoc[MAXTHEMES];
void FillSolidBlockTbls()
{
BYTE bv;
DWORD dwTiles;
BYTE *pSBFile, *pTmp;
int i;
memset(nBlockTable, 0, sizeof(nBlockTable));
memset(nSolidTable, 0, sizeof(nSolidTable));
memset(nTransTable, 0, sizeof(nTransTable));
memset(nMissileTable, 0, sizeof(nMissileTable));
memset(nTrapTable, 0, sizeof(nTrapTable));
switch (leveltype) {
case DTYPE_TOWN:
#ifdef HELLFIRE
pSBFile = LoadFileInMem("NLevels\\TownData\\Town.SOL", &dwTiles);
#else
pSBFile = LoadFileInMem("Levels\\TownData\\Town.SOL", &dwTiles);
#endif
break;
case DTYPE_CATHEDRAL:
#ifdef HELLFIRE
if ( currlevel < 17 )
pSBFile = LoadFileInMem("Levels\\L1Data\\L1.SOL", &dwTiles);
else
pSBFile = LoadFileInMem("NLevels\\L5Data\\L5.SOL", &dwTiles);
#else
pSBFile = LoadFileInMem("Levels\\L1Data\\L1.SOL", &dwTiles);
#endif
break;
case DTYPE_CATACOMBS:
pSBFile = LoadFileInMem("Levels\\L2Data\\L2.SOL", &dwTiles);
break;
case DTYPE_CAVES:
#ifdef HELLFIRE
if ( currlevel < 17 )
pSBFile = LoadFileInMem("Levels\\L3Data\\L3.SOL", &dwTiles);
else
pSBFile = LoadFileInMem("NLevels\\L6Data\\L6.SOL", &dwTiles);
#else
pSBFile = LoadFileInMem("Levels\\L3Data\\L3.SOL", &dwTiles);
#endif
break;
case DTYPE_HELL:
pSBFile = LoadFileInMem("Levels\\L4Data\\L4.SOL", &dwTiles);
break;
default:
app_fatal("FillSolidBlockTbls");
}
pTmp = pSBFile;
for (i = 1; i <= dwTiles; i++) {
bv = *pTmp++;
if (bv & 1)
nSolidTable[i] = TRUE;
if (bv & 2)
nBlockTable[i] = TRUE;
if (bv & 4)
nMissileTable[i] = TRUE;
if (bv & 8)
nTransTable[i] = TRUE;
if (bv & 0x80)
nTrapTable[i] = TRUE;
block_lvid[i] = (bv & 0x70) >> 4; /* beta: (bv >> 4) & 7 */
}
mem_free_dbg(pSBFile);
}
void SetDungeonMicros()
{
int i, x, y, lv, blocks;
WORD *pPiece;
MICROS *pMap;
if (leveltype == DTYPE_TOWN) {
MicroTileLen = 16;
blocks = 16;
} else if (leveltype != DTYPE_HELL) {
MicroTileLen = 10;
blocks = 10;
} else {
MicroTileLen = 12;
blocks = 16;
}
for (y = 0; y < MAXDUNY; y++) {
for (x = 0; x < MAXDUNX; x++) {
lv = dPiece[x][y];
pMap = &dpiece_defs_map_2[x][y];
if (lv != 0) {
lv--;
if (leveltype != DTYPE_HELL && leveltype != DTYPE_TOWN)
pPiece = (WORD *)&pLevelPieces[20 * lv];
else
pPiece = (WORD *)&pLevelPieces[32 * lv];
for (i = 0; i < blocks; i++)
pMap->mt[i] = SDL_SwapLE16(pPiece[(i & 1) + blocks - 2 - (i & 0xE)]);
} else {
for (i = 0; i < blocks; i++)
pMap->mt[i] = 0;
}
}
}
}
void DRLG_InitTrans()
{
memset(dTransVal, 0, sizeof(dTransVal));
memset(TransList, 0, sizeof(TransList));
TransVal = 1;
}
void DRLG_MRectTrans(int x1, int y1, int x2, int y2)
{
int i, j;
x1 = 2 * x1 + 17;
y1 = 2 * y1 + 17;
x2 = 2 * x2 + 16;
y2 = 2 * y2 + 16;
for (j = y1; j <= y2; j++) {
for (i = x1; i <= x2; i++) {
dTransVal[i][j] = TransVal;
}
}
TransVal++;
}
void DRLG_RectTrans(int x1, int y1, int x2, int y2)
{
int i, j;
for (j = y1; j <= y2; j++) {
for (i = x1; i <= x2; i++) {
dTransVal[i][j] = TransVal;
}
}
TransVal++;
}
void DRLG_CopyTrans(int sx, int sy, int dx, int dy)
{
dTransVal[dx][dy] = dTransVal[sx][sy];
}
void DRLG_ListTrans(int num, BYTE *List)
{
int i;
BYTE x1, y1, x2, y2;
for (i = 0; i < num; i++) {
x1 = *List++;
y1 = *List++;
x2 = *List++;
y2 = *List++;
DRLG_RectTrans(x1, y1, x2, y2);
}
}
void DRLG_AreaTrans(int num, BYTE *List)
{
int i;
BYTE x1, y1, x2, y2;
for (i = 0; i < num; i++) {
x1 = *List++;
y1 = *List++;
x2 = *List++;
y2 = *List++;
DRLG_RectTrans(x1, y1, x2, y2);
TransVal--;
}
TransVal++;
}
void DRLG_InitSetPC()
{
setpc_x = 0;
setpc_y = 0;
setpc_w = 0;
setpc_h = 0;
}
void DRLG_SetPC()
{
int i, j, x, y, w, h;
w = 2 * setpc_w;
h = 2 * setpc_h;
x = 2 * setpc_x + 16;
y = 2 * setpc_y + 16;
for (j = 0; j < h; j++) {
for (i = 0; i < w; i++) {
dFlags[i + x][j + y] |= BFLAG_POPULATED;
}
}
}
void Make_SetPC(int x, int y, int w, int h)
{
int i, j, dx, dy, dh, dw;
dw = 2 * w;
dh = 2 * h;
dx = 2 * x + 16;
dy = 2 * y + 16;
for (j = 0; j < dh; j++) {
for (i = 0; i < dw; i++) {
dFlags[i + dx][j + dy] |= BFLAG_POPULATED;
}
}
}
BOOL DRLG_WillThemeRoomFit(int floor, int x, int y, int minSize, int maxSize, int *width, int *height)
{
int ii, xx, yy;
int xSmallest, ySmallest;
int xArray[20], yArray[20];
int xCount, yCount;
BOOL yFlag, xFlag;
yFlag = TRUE;
xFlag = TRUE;
xCount = 0;
yCount = 0;
// BUGFIX: change '&&' to '||' (fixed)
if (x > DMAXX - maxSize || y > DMAXY - maxSize) {
return FALSE;
}
if (!SkipThemeRoom(x, y)) {
return FALSE;
}
memset(xArray, 0, sizeof(xArray));
memset(yArray, 0, sizeof(yArray));
for (ii = 0; ii < maxSize; ii++) {
if (xFlag) {
for (xx = x; xx < x + maxSize; xx++) {
if (dungeon[xx][y + ii] != floor) {
if (xx >= minSize) {
break;
}
xFlag = FALSE;
} else {
xCount++;
}
}
if (xFlag) {
xArray[ii] = xCount;
xCount = 0;
}
}
if (yFlag) {
for (yy = y; yy < y + maxSize; yy++) {
if (dungeon[x + ii][yy] != floor) {
if (yy >= minSize) {
break;
}
yFlag = FALSE;
} else {
yCount++;
}
}
if (yFlag) {
yArray[ii] = yCount;
yCount = 0;
}
}
}
for (ii = 0; ii < minSize; ii++) {
if (xArray[ii] < minSize || yArray[ii] < minSize) {
return FALSE;
}
}
xSmallest = xArray[0];
ySmallest = yArray[0];
for (ii = 0; ii < maxSize; ii++) {
if (xArray[ii] < minSize || yArray[ii] < minSize) {
break;
}
if (xArray[ii] < xSmallest) {
xSmallest = xArray[ii];
}
if (yArray[ii] < ySmallest) {
ySmallest = yArray[ii];
}
}
*width = xSmallest - 2;
*height = ySmallest - 2;
return TRUE;
}
void DRLG_CreateThemeRoom(int themeIndex)
{
int xx, yy;
const int lx = themeLoc[themeIndex].x;
const int ly = themeLoc[themeIndex].y;
const int hx = lx + themeLoc[themeIndex].width;
const int hy = ly + themeLoc[themeIndex].height;
for (yy = ly; yy < hy; yy++) {
for (xx = lx; xx < hx; xx++) {
if (leveltype == DTYPE_CATACOMBS) {
if (yy == ly || yy == hy - 1) {
dungeon[xx][yy] = 2;
} else if (xx == lx || xx == hx - 1) {
dungeon[xx][yy] = 1;
} else {
dungeon[xx][yy] = 3;
}
}
if (leveltype == DTYPE_CAVES) {
if (yy == ly || yy == hy - 1) {
dungeon[xx][yy] = 134;
} else if (xx == lx || xx == hx - 1) {
dungeon[xx][yy] = 137;
} else {
dungeon[xx][yy] = 7;
}
}
if (leveltype == DTYPE_HELL) {
if (yy == ly || yy == hy - 1) {
dungeon[xx][yy] = 2;
} else if (xx == lx || xx == hx - 1) {
dungeon[xx][yy] = 1;
} else {
dungeon[xx][yy] = 6;
}
}
}
}
if (leveltype == DTYPE_CATACOMBS) {
dungeon[lx][ly] = 8;
dungeon[hx - 1][ly] = 7;
dungeon[lx][hy - 1] = 9;
dungeon[hx - 1][hy - 1] = 6;
}
if (leveltype == DTYPE_CAVES) {
dungeon[lx][ly] = 150;
dungeon[hx - 1][ly] = 151;
dungeon[lx][hy - 1] = 152;
dungeon[hx - 1][hy - 1] = 138;
}
if (leveltype == DTYPE_HELL) {
dungeon[lx][ly] = 9;
dungeon[hx - 1][ly] = 16;
dungeon[lx][hy - 1] = 15;
dungeon[hx - 1][hy - 1] = 12;
}
if (leveltype == DTYPE_CATACOMBS) {
switch (random_(0, 2)) {
case 0:
dungeon[hx - 1][(ly + hy) / 2] = 4;
break;
case 1:
dungeon[(lx + hx) / 2][hy - 1] = 5;
break;
}
}
if (leveltype == DTYPE_CAVES) {
switch (random_(0, 2)) {
case 0:
dungeon[hx - 1][(ly + hy) / 2] = 147;
break;
case 1:
dungeon[(lx + hx) / 2][hy - 1] = 146;
break;
}
}
if (leveltype == DTYPE_HELL) {
switch (random_(0, 2)) {
case 0:
yy = (ly + hy) / 2;
dungeon[hx - 1][yy - 1] = 53;
dungeon[hx - 1][yy] = 6;
dungeon[hx - 1][yy + 1] = 52;
dungeon[hx - 2][yy - 1] = 54;
break;
case 1:
xx = (lx + hx) / 2;
dungeon[xx - 1][hy - 1] = 57;
dungeon[xx][hy - 1] = 6;
dungeon[xx + 1][hy - 1] = 56;
dungeon[xx][hy - 2] = 59;
dungeon[xx - 1][hy - 2] = 58;
break;
}
}
}
void DRLG_PlaceThemeRooms(int minSize, int maxSize, int floor, int freq, int rndSize)
{
int i, j;
int themeW, themeH;
int rv2, min, max;
themeCount = 0;
memset(themeLoc, 0, sizeof(*themeLoc));
for (j = 0; j < DMAXY; j++) {
for (i = 0; i < DMAXX; i++) {
if (dungeon[i][j] == floor && !random_(0, freq) && DRLG_WillThemeRoomFit(floor, i, j, minSize, maxSize, &themeW, &themeH)) {
if (rndSize) {
min = minSize - 2;
max = maxSize - 2;
rv2 = min + random_(0, random_(0, themeW - min + 1));
if (rv2 >= min && rv2 <= max)
themeW = rv2;
else
themeW = min;
rv2 = min + random_(0, random_(0, themeH - min + 1));
if (rv2 >= min && rv2 <= max)
themeH = rv2;
else
themeH = min;
}
themeLoc[themeCount].x = i + 1;
themeLoc[themeCount].y = j + 1;
themeLoc[themeCount].width = themeW;
themeLoc[themeCount].height = themeH;
if (leveltype == DTYPE_CAVES)
DRLG_RectTrans(2 * i + 20, 2 * j + 20, 2 * (i + themeW) + 15, 2 * (j + themeH) + 15);
else
DRLG_MRectTrans(i + 1, j + 1, i + themeW, j + themeH);
themeLoc[themeCount].ttval = TransVal - 1;
DRLG_CreateThemeRoom(themeCount);
themeCount++;
}
}
}
}
void DRLG_HoldThemeRooms()
{
int i, x, y, xx, yy;
for (i = 0; i < themeCount; i++) {
for (y = themeLoc[i].y; y < themeLoc[i].y + themeLoc[i].height - 1; y++) {
for (x = themeLoc[i].x; x < themeLoc[i].x + themeLoc[i].width - 1; x++) {
xx = 2 * x + 16;
yy = 2 * y + 16;
dFlags[xx][yy] |= BFLAG_POPULATED;
dFlags[xx + 1][yy] |= BFLAG_POPULATED;
dFlags[xx][yy + 1] |= BFLAG_POPULATED;
dFlags[xx + 1][yy + 1] |= BFLAG_POPULATED;
}
}
}
}
BOOL SkipThemeRoom(int x, int y)
{
int i;
for (i = 0; i < themeCount; i++) {
if (x >= themeLoc[i].x - 2 && x <= themeLoc[i].x + themeLoc[i].width + 2
&& y >= themeLoc[i].y - 2 && y <= themeLoc[i].y + themeLoc[i].height + 2)
return FALSE;
}
return TRUE;
}
void InitLevels()
{
if (!leveldebug) {
currlevel = 0;
leveltype = DTYPE_TOWN;
setlevel = FALSE;
}
}
DEVILUTION_END_NAMESPACE