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/**
* @file drlg_l1.cpp
*
* Implementation of the cathedral level generation algorithms.
*/
#include "drlg_l1.h"
#include "engine/load_file.hpp"
#include "engine/point.hpp"
#include "engine/random.hpp"
#include "gendung.h"
#include "player.h"
#include "quests.h"
namespace devilution {
int UberRow;
int UberCol;
bool IsUberRoomOpened;
bool IsUberLeverActivated;
int UberDiabloMonsterIndex;
namespace {
/** Represents a tile ID map of twice the size, repeating each tile of the original map in blocks of 4. */
BYTE L5dungeon[80][80];
/** Marks where walls may not be added to the level */
bool Chamber[DMAXX][DMAXX];
/** Specifies whether to generate a horizontal or vertical layout. */
bool VerticalLayout;
/** Specifies whether to generate a room at position 1 in the Cathedral. */
bool HasChamber1;
/** Specifies whether to generate a room at position 2 in the Cathedral. */
bool HasChamber2;
/** Specifies whether to generate a room at position 3 in the Cathedral. */
bool HasChamber3;
/** Contains shadows for 2x2 blocks of base tile IDs in the Cathedral. */
const ShadowStruct SPATS[37] = {
// clang-format off
// strig, s1, s2, s3, nv1, nv2, nv3
{ 7, 13, 0, 13, 144, 0, 142 },
{ 16, 13, 0, 13, 144, 0, 142 },
{ 15, 13, 0, 13, 145, 0, 142 },
{ 5, 13, 13, 13, 152, 140, 139 },
{ 5, 13, 1, 13, 143, 146, 139 },
{ 5, 13, 13, 2, 143, 140, 148 },
{ 5, 0, 1, 2, 0, 146, 148 },
{ 5, 13, 11, 13, 143, 147, 139 },
{ 5, 13, 13, 12, 143, 140, 149 },
{ 5, 13, 11, 12, 150, 147, 149 },
{ 5, 13, 1, 12, 143, 146, 149 },
{ 5, 13, 11, 2, 143, 147, 148 },
{ 9, 13, 13, 13, 144, 140, 142 },
{ 9, 13, 1, 13, 144, 146, 142 },
{ 9, 13, 11, 13, 151, 147, 142 },
{ 8, 13, 0, 13, 144, 0, 139 },
{ 8, 13, 0, 12, 143, 0, 149 },
{ 8, 0, 0, 2, 0, 0, 148 },
{ 11, 0, 0, 13, 0, 0, 139 },
{ 11, 13, 0, 13, 139, 0, 139 },
{ 11, 2, 0, 13, 148, 0, 139 },
{ 11, 12, 0, 13, 149, 0, 139 },
{ 11, 13, 11, 12, 139, 0, 149 },
{ 14, 0, 0, 13, 0, 0, 139 },
{ 14, 13, 0, 13, 139, 0, 139 },
{ 14, 2, 0, 13, 148, 0, 139 },
{ 14, 12, 0, 13, 149, 0, 139 },
{ 14, 13, 11, 12, 139, 0, 149 },
{ 10, 0, 13, 0, 0, 140, 0 },
{ 10, 13, 13, 0, 140, 140, 0 },
{ 10, 0, 1, 0, 0, 146, 0 },
{ 10, 13, 11, 0, 140, 147, 0 },
{ 12, 0, 13, 0, 0, 140, 0 },
{ 12, 13, 13, 0, 140, 140, 0 },
{ 12, 0, 1, 0, 0, 146, 0 },
{ 12, 13, 11, 0, 140, 147, 0 },
{ 3, 13, 11, 12, 150, 0, 0 }
// clang-format on
};
// BUGFIX: This array should contain an additional 0 (207 elements).
/** Maps tile IDs to their corresponding base tile ID. */
const BYTE BSTYPES[] = {
0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
10, 11, 12, 13, 14, 15, 16, 17, 0, 0,
0, 0, 0, 0, 0, 1, 2, 10, 4, 5,
6, 7, 8, 9, 10, 11, 12, 14, 5, 14,
10, 4, 14, 4, 5, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
2, 3, 4, 1, 6, 7, 16, 17, 2, 1,
1, 2, 2, 1, 1, 2, 2, 2, 2, 2,
1, 1, 11, 1, 13, 13, 13, 1, 2, 1,
2, 1, 2, 1, 2, 2, 2, 2, 12, 0,
0, 11, 1, 11, 1, 13, 0, 0, 0, 0,
0, 0, 0, 13, 13, 13, 13, 13, 13, 13,
13, 13, 13, 13, 13, 13, 1, 11, 2, 12,
13, 13, 13, 12, 2, 1, 2, 2, 4, 14,
4, 10, 13, 13, 4, 4, 1, 1, 4, 2,
2, 13, 13, 13, 13, 25, 26, 28, 30, 31,
41, 43, 40, 41, 42, 43, 25, 41, 43, 28,
28, 1, 2, 25, 26, 22, 22, 25, 26, 0,
0, 0, 0, 0, 0, 0, 0
};
// BUGFIX: This array should contain an additional 0 (207 elements) (fixed).
/** Maps tile IDs to their corresponding undecorated tile ID. */
const BYTE L5BTYPES[] = {
0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
10, 11, 12, 13, 14, 15, 16, 17, 0, 0,
0, 0, 0, 0, 0, 25, 26, 0, 28, 0,
30, 31, 0, 0, 0, 0, 0, 0, 0, 0,
40, 41, 42, 43, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 79,
80, 0, 82, 0, 0, 0, 0, 0, 0, 79,
0, 80, 0, 0, 79, 80, 0, 2, 2, 2,
1, 1, 11, 25, 13, 13, 13, 1, 2, 1,
2, 1, 2, 1, 2, 2, 2, 2, 12, 0,
0, 11, 1, 11, 1, 13, 0, 0, 0, 0,
0, 0, 0, 13, 13, 13, 13, 13, 13, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0
};
/** Miniset: stairs up on a corner wall. */
const Miniset STAIRSUP {
{ 4, 4 },
{
{ 13, 13, 13, 13 },
{ 2, 2, 2, 2 },
{ 13, 13, 13, 13 },
{ 13, 13, 13, 13 },
},
{
{ 0, 66, 6, 0 },
{ 63, 64, 65, 0 },
{ 0, 67, 68, 0 },
{ 0, 0, 0, 0 },
}
};
const Miniset L5STAIRSUPHF {
{ 4, 5 },
{
{ 22, 22, 22, 22 },
{ 22, 22, 22, 22 },
{ 2, 2, 2, 2 },
{ 13, 13, 13, 13 },
{ 13, 13, 13, 13 },
},
{
{ 0, 54, 23, 0 },
{ 0, 53, 18, 0 },
{ 55, 56, 57, 0 },
{ 58, 59, 60, 0 },
{ 0, 0, 0, 0 },
}
};
/** Miniset: stairs up. */
const Miniset L5STAIRSUP {
{ 4, 4 },
{
{ 22, 22, 22, 22 },
{ 2, 2, 2, 2 },
{ 13, 13, 13, 13 },
{ 13, 13, 13, 13 },
},
{
{ 0, 66, 23, 0 },
{ 63, 64, 65, 0 },
{ 0, 67, 68, 0 },
{ 0, 0, 0, 0 },
}
};
/** Miniset: stairs down. */
const Miniset STAIRSDOWN {
{ 4, 3 },
{
{ 13, 13, 13, 13 },
{ 13, 13, 13, 13 },
{ 13, 13, 13, 13 },
},
{
{ 62, 57, 58, 0 },
{ 61, 59, 60, 0 },
{ 0, 0, 0, 0 },
}
};
const Miniset L5STAIRSDOWN {
{ 4, 5 },
{
{ 13, 13, 13, 13 },
{ 13, 13, 13, 13 },
{ 13, 13, 13, 13 },
{ 13, 13, 13, 13 },
{ 13, 13, 13, 13 },
},
{
{ 0, 0, 52, 0 },
{ 0, 48, 51, 0 },
{ 0, 47, 50, 0 },
{ 45, 46, 49, 0 },
{ 0, 0, 0, 0 },
}
};
const Miniset L5STAIRSTOWN {
{ 4, 5 },
{
{ 22, 22, 22, 22 },
{ 22, 22, 22, 22 },
{ 2, 2, 2, 2 },
{ 13, 13, 13, 13 },
{ 13, 13, 13, 13 },
},
{
{ 0, 62, 23, 0 },
{ 0, 61, 18, 0 },
{ 63, 64, 65, 0 },
{ 66, 67, 68, 0 },
{ 0, 0, 0, 0 },
}
};
/** Miniset: candlestick. */
const Miniset LAMPS {
{ 2, 2 },
{
{ 13, 0 },
{ 13, 13 },
},
{
{ 129, 0 },
{ 130, 128 },
}
};
/** Miniset: Poisoned Water Supply entrance. */
const Miniset PWATERIN {
{ 6, 6 },
{
{ 13, 13, 13, 13, 13, 13 },
{ 13, 13, 13, 13, 13, 13 },
{ 13, 13, 13, 13, 13, 13 },
{ 13, 13, 13, 13, 13, 13 },
{ 13, 13, 13, 13, 13, 13 },
{ 13, 13, 13, 13, 13, 13 },
},
{
{ 0, 0, 0, 0, 0, 0 },
{ 0, 202, 200, 200, 84, 0 },
{ 0, 199, 203, 203, 83, 0 },
{ 0, 85, 206, 80, 81, 0 },
{ 0, 0, 134, 135, 0, 0 },
{ 0, 0, 0, 0, 0, 0 },
}
};
const Miniset VWallSection {
{ 1, 3 },
{
{ 1 },
{ 1 },
{ 1 },
},
{
{ 91 },
{ 90 },
{ 89 },
}
};
const Miniset HWallSection {
{ 3, 1 },
{ { 2, 2, 2 } },
{ { 94, 93, 92 } }
};
const Miniset CryptFloorLave {
{ 3, 3 },
{
{ 13, 13, 13 },
{ 13, 13, 13 },
{ 13, 13, 13 },
},
{
{ 0, 0, 0 },
{ 0, 101, 0 },
{ 0, 0, 0 },
}
};
const Miniset CryptPillar1 {
{ 3, 3 },
{
{ 13, 13, 13 },
{ 13, 13, 13 },
{ 13, 13, 13 },
},
{
{ 0, 0, 0 },
{ 0, 167, 0 },
{ 0, 0, 0 },
}
};
const Miniset CryptPillar2 {
{ 3, 3 },
{
{ 13, 13, 13 },
{ 13, 13, 13 },
{ 13, 13, 13 },
},
{
{ 0, 0, 0 },
{ 0, 168, 0 },
{ 0, 0, 0 },
}
};
const Miniset CryptPillar3 {
{ 3, 3 },
{
{ 13, 13, 13 },
{ 13, 13, 13 },
{ 13, 13, 13 },
},
{
{ 0, 0, 0 },
{ 0, 169, 0 },
{ 0, 0, 0 },
}
};
const Miniset CryptPillar4 {
{ 3, 3 },
{
{ 13, 13, 13 },
{ 13, 13, 13 },
{ 13, 13, 13 },
},
{
{ 0, 0, 0 },
{ 0, 170, 0 },
{ 0, 0, 0 },
}
};
const Miniset CryptPillar5 {
{ 3, 3 },
{
{ 13, 13, 13 },
{ 13, 13, 13 },
{ 13, 13, 13 },
},
{
{ 0, 0, 0 },
{ 0, 171, 0 },
{ 0, 0, 0 },
}
};
const Miniset CryptStar {
{ 3, 3 },
{
{ 13, 13, 13 },
{ 13, 13, 13 },
{ 13, 13, 13 },
},
{
{ 0, 0, 0 },
{ 0, 172, 0 },
{ 0, 0, 0 },
}
};
const Miniset UberRoomPattern {
{ 4, 6 },
{},
{
{ 115, 130, 6, 13 },
{ 129, 108, 1, 13 },
{ 1, 107, 103, 13 },
{ 146, 106, 102, 13 },
{ 129, 168, 1, 13 },
{ 7, 2, 3, 13 },
}
};
const Miniset CornerstoneRoomPattern {
{ 5, 5 },
{},
{
{ 4, 2, 2, 2, 6 },
{ 1, 111, 172, 13, 1 },
{ 1, 172, 13, 13, 25 },
{ 1, 13, 13, 13, 1 },
{ 7, 2, 2, 2, 3 },
}
};
/**
* A lookup table for the 16 possible patterns of a 2x2 area,
* where each cell either contains a SW wall or it doesn't.
*/
BYTE L5ConvTbl[16] = { 22, 13, 1, 13, 2, 13, 13, 13, 4, 13, 1, 13, 2, 13, 16, 13 };
enum Tile : uint8_t {
// clang-format off
VWall = 1,
HWall = 2,
Corner = 3,
DWall = 4,
DArch = 5,
VWallEnd = 6,
HWallEnd = 7,
HArchEnd = 8,
VArchEnd = 9,
HArchVWall = 10,
VArch = 11,
HArch = 12,
Floor = 13,
HWallVArch = 14,
Pillar = 15,
Pillar1 = 16,
Pillar2 = 17,
DirtCorner = 21,
VDoor = 25,
HDoor = 26,
HFenceVWall = 27,
HDoorVDoor = 28,
DFence = 29,
VDoorEnd = 30,
HDoorEnd = 31,
VFenceEnd = 32,
VFence = 35,
HFence = 36,
HWallVFence = 37,
HArchVFence = 38,
HArchVDoor = 39,
EntranceStairs = 64,
// clang-format on
};
enum CathedralTile : uint8_t {
// clang-format off
HWallShadow = 148,
HArchShadow = 149,
HArchShadow2 = 153,
HWallShadow2 = 154,
// clang-format on
};
enum CryptTile : uint8_t {
// clang-format off
VWall5 = 89,
VWall6 = 90,
VWall7 = 91,
HWall5 = 92,
HWall6 = 93,
HWall7 = 94,
VArch5 = 95,
HArch5 = 96,
Floor6 = 97,
Floor7 = 98,
Floor8 = 99,
Floor9 = 100,
Floor10 = 101,
VWall2 = 112,
HWall2 = 113,
Corner2 = 114,
DWall2 = 115,
DArch2 = 116,
VWallEnd2 = 117,
HWallEnd2 = 118,
HArchEnd2 = 119,
VArchEnd2 = 120,
HArchVWall2 = 121,
VArch2 = 122,
HArch2 = 123,
Floor2 = 124,
HWallVArch2 = 125,
Pillar3 = 126,
Pillar4 = 127,
Pillar5 = 128,
VWall3 = 129,
HWall3 = 130,
Corner3 = 131,
DWall3 = 132,
DArch3 = 133,
VWallEnd3 = 134,
HWallEnd3 = 135,
HArchEnd3 = 136,
VArchEnd3 = 137,
HArchVWall3 = 138,
VArch3 = 139,
HArch3 = 140,
Floor3 = 141,
HWallVArch3 = 142,
Pillar6 = 143,
Pillar7 = 144,
Pillar8 = 145,
VWall4 = 146,
HWall4 = 147,
Corner4 = 148,
DWall4 = 149,
DArch4 = 150,
VWallEnd4 = 151,
HWallEnd4 = 152,
HArchEnd4 = 153,
VArchEnd4 = 154,
HArchVWall4 = 155,
VArch4 = 156,
HArch4 = 157,
Floor4 = 158,
HWallVArch4 = 159,
Pillar9 = 160,
Pillar10 = 161,
Pillar11 = 162,
Floor11 = 163,
Floor12 = 164,
Floor13 = 165,
Floor14 = 166,
PillarHalf = 167,
VWall8 = 173,
VWall9 = 174,
VWall10 = 175,
VWall11 = 176,
VWall12 = 177,
VWall13 = 178,
HWall8 = 179,
HWall9 = 180,
HWall10 = 181,
HWall11 = 182,
HWall12 = 183,
HWall13 = 184,
VArch6 = 185,
VArch7 = 186,
HArch6 = 187,
HArch7 = 188,
Floor15 = 189,
Floor16 = 190,
Floor17 = 191,
Pillar12 = 192,
Floor18 = 193,
Floor19 = 194,
Floor20 = 195,
Floor21 = 196,
Floor22 = 197,
Floor23 = 198,
VDemon = 199,
HDemon = 200,
VSuccubus = 201,
HSuccubus = 202,
Shadow1 = 203,
Shadow2 = 204,
Shadow3 = 205,
Shadow4 = 206,
Shadow5 = 207,
Shadow6 = 208,
Shadow7 = 209,
Shadow8 = 210,
Shadow9 = 211,
Shadow10 = 212,
Shadow11 = 213,
Shadow12 = 214,
Shadow13 = 215,
Shadow14 = 216,
Shadow15 = 217,
// clang-format on
};
void InitCryptPieces()
{
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) {
if (dPiece[i][j] == 77) {
dSpecial[i][j] = 1;
} else if (dPiece[i][j] == 80) {
dSpecial[i][j] = 2;
}
}
}
}
void ApplyCryptShadowsPatterns()
{
for (int j = 1; j < DMAXY; j++) {
for (int i = 1; i < DMAXX; i++) {
switch (dungeon[i][j]) {
case DArch:
case DArch2:
case DArch3:
if (dungeon[i - 1][j] == Floor)
dungeon[i - 1][j] = Shadow1;
if (dungeon[i - 1][j - 1] == Floor)
dungeon[i - 1][j - 1] = Shadow2;
if (dungeon[i][j - 1] == Floor)
dungeon[i][j - 1] = Shadow3;
break;
case HWallEnd:
case HWallEnd2:
case HWallEnd3:
case HWallEnd4:
case Pillar:
case Pillar2:
case Pillar3:
case Pillar5:
case Pillar9:
if (dungeon[i - 1][j] == Floor)
dungeon[i - 1][j] = Shadow4;
if (dungeon[i - 1][j - 1] == Floor)
dungeon[i - 1][j - 1] = Shadow5;
break;
case HArchEnd:
case HArchEnd2:
case HArchEnd3:
case HArchEnd4:
case HWallVArch:
case HWallVArch2:
case HWallVArch3:
case HWallVArch4:
case VArch:
case VArch4:
case VArch5:
case VArch6:
case VArch7:
if (dungeon[i - 1][j] == Floor)
dungeon[i - 1][j] = Shadow1;
if (dungeon[i - 1][j - 1] == Floor)
dungeon[i - 1][j - 1] = Shadow2;
break;
case VArchEnd:
case VArchEnd2:
case VArchEnd4:
if (dungeon[i - 1][j] == Floor)
dungeon[i - 1][j] = Shadow4;
if (dungeon[i - 1][j - 1] == Floor)
dungeon[i - 1][j - 1] = Shadow5;
if (dungeon[i][j - 1] == Floor)
dungeon[i][j - 1] = Shadow3;
break;
case HArch:
case HArch2:
case HArchVWall:
case HArchVWall2:
case HArchVWall3:
case HArchVWall4:
if (dungeon[i][j - 1] == Floor)
dungeon[i][j - 1] = Shadow3;
break;
case HArch5:
case HArch6:
if (dungeon[i][j - 1] == Floor)
dungeon[i][j - 1] = Shadow6;
break;
case VArch2:
if (dungeon[i - 1][j] == Floor)
dungeon[i - 1][j] = Shadow9;
if (dungeon[i - 1][j - 1] == Floor)
dungeon[i - 1][j - 1] = Shadow10;
break;
case VArchEnd3:
if (dungeon[i - 1][j] == Floor)
dungeon[i - 1][j] = CryptTile::Shadow11;
if (dungeon[i - 1][j - 1] == Floor)
dungeon[i - 1][j - 1] = CryptTile::Shadow12;
if (dungeon[i][j - 1] == Floor)
dungeon[i][j - 1] = Shadow3;
break;
case VArch3:
if (dungeon[i - 1][j] == Floor)
dungeon[i - 1][j] = Shadow13;
if (dungeon[i - 1][j - 1] == Floor)
dungeon[i - 1][j - 1] = Shadow14;
break;
case HArch3:
case HArch4:
if (dungeon[i][j - 1] == Floor)
dungeon[i][j - 1] = Shadow15;
break;
case Pillar6:
case Pillar8:
if (dungeon[i - 1][j] == Floor)
dungeon[i - 1][j] = CryptTile::Shadow11;
if (dungeon[i - 1][j - 1] == Floor)
dungeon[i - 1][j - 1] = CryptTile::Shadow12;
break;
case DArch4:
if (dungeon[i - 1][j] == Floor)
dungeon[i - 1][j] = Shadow1;
if (dungeon[i - 1][j - 1] == Floor)
dungeon[i - 1][j - 1] = Shadow2;
if (dungeon[i][j - 1] == Floor)
dungeon[i][j - 1] = Shadow15;
break;
case Pillar11:
case Pillar12:
case PillarHalf:
if (dungeon[i - 1][j] == Floor)
dungeon[i - 1][j] = Shadow7;
if (dungeon[i - 1][j - 1] == Floor)
dungeon[i - 1][j - 1] = Shadow8;
break;
}
}
}
}
void ApplyShadowsPatterns()
{
uint8_t sd[2][2];
for (int y = 1; y < DMAXY; y++) {
for (int x = 1; x < DMAXX; x++) {
sd[0][0] = BSTYPES[dungeon[x][y]];
sd[1][0] = BSTYPES[dungeon[x - 1][y]];
sd[0][1] = BSTYPES[dungeon[x][y - 1]];
sd[1][1] = BSTYPES[dungeon[x - 1][y - 1]];
for (const auto &shadow : SPATS) {
if (shadow.strig != sd[0][0])
continue;
if (shadow.s1 != 0 && shadow.s1 != sd[1][1])
continue;
if (shadow.s2 != 0 && shadow.s2 != sd[0][1])
continue;
if (shadow.s3 != 0 && shadow.s3 != sd[1][0])
continue;
if (shadow.nv1 != 0 && !Protected[x - 1][y - 1]) {
dungeon[x - 1][y - 1] = shadow.nv1;
}
if (shadow.nv2 != 0 && !Protected[x][y - 1]) {
dungeon[x][y - 1] = shadow.nv2;
}
if (shadow.nv3 != 0 && !Protected[x - 1][y]) {
dungeon[x - 1][y] = shadow.nv3;
}
}
}
}
for (int y = 1; y < DMAXY; y++) {
for (int x = 1; x < DMAXX; x++) {
if (Protected[x - 1][y])
continue;
if (dungeon[x - 1][y] == 139) {
uint8_t tnv3 = 139;
if (IsAnyOf(dungeon[x][y], DFence, VFenceEnd, VFence, HWallVFence, HArchVFence, HArchVDoor)) {
tnv3 = 141;
}
dungeon[x - 1][y] = tnv3;
}
if (dungeon[x - 1][y] == HArchShadow) {
uint8_t tnv3 = HArchShadow;
if (IsAnyOf(dungeon[x][y], DFence, VFenceEnd, VFence, HWallVFence, HArchVFence, HArchVDoor)) {
tnv3 = HArchShadow2;
}
dungeon[x - 1][y] = tnv3;
}
if (dungeon[x - 1][y] == HWallShadow) {
uint8_t tnv3 = HWallShadow;
if (IsAnyOf(dungeon[x][y], DFence, VFenceEnd, VFence, HWallVFence, HArchVFence, HArchVDoor)) {
tnv3 = HWallShadow2;
}
dungeon[x - 1][y] = tnv3;
}
}
}
}
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 compatability)
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;
}
void PlaceMiniSetRandom(const Miniset &miniset, int rndper)
{
int sw = miniset.size.width;
int sh = miniset.size.height;
for (int sy = 0; sy < DMAXY - sh; sy++) {
for (int sx = 0; sx < DMAXX - sw; sx++) {
if (!miniset.matches({ sx, sy }, false))
continue;
if (!CanReplaceTile(miniset.replace[0][0], { sx, sy }))
continue;
if (GenerateRnd(100) >= rndper)
continue;
miniset.place({ sx, sy });
}
}
}
void PlaceMiniSetRandom1x1(uint8_t search, uint8_t replace, int rndper)
{
PlaceMiniSetRandom({ { 1, 1 }, { search }, { replace } }, rndper);
}
void FillFloor()
{
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) {
if (!Protected[i][j] && dungeon[i][j] == Tile::Floor) {
int rv = GenerateRnd(3);
if (rv == 1)
dungeon[i][j] = 162;
if (rv == 2)
dungeon[i][j] = 163;
}
}
}
}
void LoadQuestSetPieces()
{
if (Quests[Q_BUTCHER].IsAvailable()) {
pSetPiece = LoadFileInMem<uint16_t>("Levels\\L1Data\\rnd6.DUN");
} else if (Quests[Q_SKELKING].IsAvailable() && !gbIsMultiplayer) {
pSetPiece = LoadFileInMem<uint16_t>("Levels\\L1Data\\SKngDO.DUN");
} else if (Quests[Q_LTBANNER].IsAvailable()) {
pSetPiece = LoadFileInMem<uint16_t>("Levels\\L1Data\\Banner2.DUN");
}
}
void InitDungeonPieces()
{
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) {
int8_t pc;
if (IsAnyOf(dPiece[i][j], 12, 71, 321, 211, 341, 418)) {
pc = 1;
} else if (IsAnyOf(dPiece[i][j], 11, 249, 325, 344, 331, 421)) {
pc = 2;
} else if (dPiece[i][j] == 253) {
pc = 3;
} else if (dPiece[i][j] == 255) {
pc = 4;
} else if (dPiece[i][j] == 259) {
pc = 5;
} else if (dPiece[i][j] == 267) {
pc = 6;
} else {
continue;
}
dSpecial[i][j] = pc;
}
}
}
void InitDungeonFlags()
{
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) {
dungeon[i][j] = 0;
Protected[i][j] = false;
Chamber[i][j] = false;
}
}
}
void MapRoom(int x, int y, int width, int height)
{
for (int j = 0; j < height; j++) {
for (int i = 0; i < width; i++) {
dungeon[x + i][y + j] = Tile::VWall;
}
}
}
bool CheckRoom(int x, int y, int width, int height)
{
for (int j = 0; j < height; j++) {
for (int i = 0; i < width; i++) {
if (i + x < 0 || i + x >= DMAXX || j + y < 0 || j + y >= DMAXY) {
return false;
}
if (dungeon[i + x][j + y] != 0) {
return false;
}
}
}
return true;
}
void GenerateRoom(int x, int y, int w, int h, int dir)
{
int dirProb = GenerateRnd(4);
int num = 0;
bool ran;
if ((dir == 1 && dirProb == 0) || (dir != 1 && dirProb != 0)) {
int cw;
int ch;
int cx1;
int cy1;
do {
cw = (GenerateRnd(5) + 2) & ~1;
ch = (GenerateRnd(5) + 2) & ~1;
cx1 = x - cw;
cy1 = h / 2 + y - ch / 2;
ran = CheckRoom(cx1 - 1, cy1 - 1, ch + 2, cw + 1); /// BUGFIX: swap args 3 and 4 ("ch+2" and "cw+1") (workaround applied below)
num++;
} while (!ran && num < 20);
if (ran)
MapRoom(cx1, cy1, std::min(DMAXX - cx1, cw), std::min(DMAXX - cy1, ch));
int cx2 = x + w;
bool ran2 = CheckRoom(cx2, cy1 - 1, cw + 1, ch + 2);
if (ran2)
MapRoom(cx2, cy1, cw, ch);
if (ran)
GenerateRoom(cx1, cy1, cw, ch, 1);
if (ran2)
GenerateRoom(cx2, cy1, cw, ch, 1);
return;
}
int width;
int height;
int rx;
int ry;
do {
width = (GenerateRnd(5) + 2) & ~1;
height = (GenerateRnd(5) + 2) & ~1;
rx = w / 2 + x - width / 2;
ry = y - height;
ran = CheckRoom(rx - 1, ry - 1, width + 2, height + 1);
num++;
} while (!ran && num < 20);
if (ran)
MapRoom(rx, ry, width, height);
int ry2 = y + h;
bool ran2 = CheckRoom(rx - 1, ry2, width + 2, height + 1);
if (ran2)
MapRoom(rx, ry2, width, height);
if (ran)
GenerateRoom(rx, ry, width, height, 0);
if (ran2)
GenerateRoom(rx, ry2, width, height, 0);
}
void FirstRoom()
{
VerticalLayout = GenerateRnd(2) == 0;
HasChamber1 = (GenerateRnd(2) != 0);
HasChamber2 = (GenerateRnd(2) != 0);
HasChamber3 = (GenerateRnd(2) != 0);
if (!HasChamber1 || !HasChamber3)
HasChamber2 = true;
if (VerticalLayout) {
int ys = 1;
int ye = DMAXY - 1;
if (HasChamber1)
MapRoom(15, 1, 10, 10);
else
ys = 18;
if (HasChamber2)
MapRoom(15, 15, 10, 10);
if (HasChamber3)
MapRoom(15, 29, 10, 10);
else
ye = 22;
for (int y = ys; y < ye; y++) {
dungeon[17][y] = Tile::VWall;
dungeon[18][y] = Tile::VWall;
dungeon[19][y] = Tile::VWall;
dungeon[20][y] = Tile::VWall;
dungeon[21][y] = Tile::VWall;
dungeon[22][y] = Tile::VWall;
}
if (HasChamber1)
GenerateRoom(15, 1, 10, 10, 0);
if (HasChamber2)
GenerateRoom(15, 15, 10, 10, 0);
if (HasChamber3)
GenerateRoom(15, 29, 10, 10, 0);
} else {
int xs = 1;
int xe = DMAXX - 1;
if (HasChamber1)
MapRoom(1, 15, 10, 10);
else
xs = 18;
if (HasChamber2)
MapRoom(15, 15, 10, 10);
if (HasChamber3)
MapRoom(29, 15, 10, 10);
else
xe = 22;
for (int x = xs; x < xe; x++) {
dungeon[x][17] = Tile::VWall;
dungeon[x][18] = Tile::VWall;
dungeon[x][19] = Tile::VWall;
dungeon[x][20] = Tile::VWall;
dungeon[x][21] = Tile::VWall;
dungeon[x][22] = Tile::VWall;
}
if (HasChamber1)
GenerateRoom(1, 15, 10, 10, 1);
if (HasChamber2)
GenerateRoom(15, 15, 10, 10, 1);
if (HasChamber3)
GenerateRoom(29, 15, 10, 10, 1);
}
}
int FindArea()
{
int rv = 0;
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) { // NOLINT(modernize-loop-convert)
if (dungeon[i][j] == Tile::VWall)
rv++;
}
}
return rv;
}
void MakeDungeon()
{
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) {
int i2 = i * 2;
int j2 = j * 2;
L5dungeon[i2][j2] = dungeon[i][j];
L5dungeon[i2][j2 + 1] = dungeon[i][j];
L5dungeon[i2 + 1][j2] = dungeon[i][j];
L5dungeon[i2 + 1][j2 + 1] = dungeon[i][j];
}
}
}
void MakeDmt()
{
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) { // NOLINT(modernize-loop-convert)
dungeon[i][j] = 22;
}
}
int dmty = 1;
for (int j = 0; dmty <= 77; j++, dmty += 2) {
int dmtx = 1;
for (int i = 0; dmtx <= 77; i++, dmtx += 2) {
int val = 8 * L5dungeon[dmtx + 1][dmty + 1]
+ 4 * L5dungeon[dmtx][dmty + 1]
+ 2 * L5dungeon[dmtx + 1][dmty]
+ L5dungeon[dmtx][dmty];
dungeon[i][j] = L5ConvTbl[val];
}
}
}
int HorizontalWallOk(int i, int j)
{
int x;
for (x = 1; dungeon[i + x][j] == 13; x++) {
if (dungeon[i + x][j - 1] != 13 || dungeon[i + x][j + 1] != 13 || Protected[i + x][j] || Chamber[i + x][j])
break;
}
bool wallok = false;
if (dungeon[i + x][j] >= 3 && dungeon[i + x][j] <= 7)
wallok = true;
if (dungeon[i + x][j] >= 16 && dungeon[i + x][j] <= 24)
wallok = true;
if (dungeon[i + x][j] == 22)
wallok = false;
if (x == 1)
wallok = false;
if (wallok)
return x;
return -1;
}
int VerticalWallOk(int i, int j)
{
int y;
for (y = 1; dungeon[i][j + y] == 13; y++) {
if (dungeon[i - 1][j + y] != 13 || dungeon[i + 1][j + y] != 13 || Protected[i][j + y] || Chamber[i][j + y])
break;
}
bool wallok = false;
if (dungeon[i][j + y] >= 3 && dungeon[i][j + y] <= 7)
wallok = true;
if (dungeon[i][j + y] >= 16 && dungeon[i][j + y] <= 24)
wallok = true;
if (dungeon[i][j + y] == 22)
wallok = false;
if (y == 1)
wallok = false;
if (wallok)
return y;
return -1;
}
void HorizontalWall(int i, int j, Tile p, int dx)
{
Tile dt = Tile::HWall;
Tile wt = Tile::HDoor;
switch (GenerateRnd(4)) {
case 2: // Add arch
dt = Tile::HArch;
wt = Tile::HArch;
if (p == Tile::HWall)
p = Tile::HArch;
else if (p == Tile::DWall)
p = Tile::HArchVWall;
break;
case 3: // Add Fence
dt = Tile::HFence;
if (p == Tile::HWall)
p = Tile::HFence;
else if (p == Tile::DWall)
p = Tile::HFenceVWall;
break;
default:
break;
}
if (GenerateRnd(6) == 5)
wt = Tile::HArch;
dungeon[i][j] = p;
for (int xx = 1; xx < dx; xx++) {
dungeon[i + xx][j] = dt;
}
int xx = GenerateRnd(dx - 1) + 1;
dungeon[i + xx][j] = wt;
if (wt == Tile::HDoor) {
Protected[i + xx][j] = true;
}
}
void VerticalWall(int i, int j, Tile p, int dy)
{
Tile dt = Tile::VWall;
Tile wt = Tile::VDoor;
switch (GenerateRnd(4)) {
case 2: // Add arch
dt = Tile::VArch;
wt = Tile::VArch;
if (p == Tile::VWall)
p = Tile::VArch;
else if (p == Tile::DWall)
p = Tile::HWallVArch;
break;
case 3: // Add Fence
dt = Tile::VFence;
if (p == Tile::VWall)
p = Tile::VFence;
else if (p == Tile::DWall)
p = Tile::HWallVFence;
break;
default:
break;
}
if (GenerateRnd(6) == 5)
wt = Tile::VArch;
dungeon[i][j] = p;
for (int yy = 1; yy < dy; yy++) {
dungeon[i][j + yy] = dt;
}
int yy = GenerateRnd(dy - 1) + 1;
dungeon[i][j + yy] = wt;
if (wt == Tile::VDoor) {
Protected[i][j + yy] = true;
}
}
void AddWall()
{
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) {
if (!Protected[i][j] && !Chamber[i][j]) {
if (dungeon[i][j] == Tile::Corner) {
AdvanceRndSeed();
int x = HorizontalWallOk(i, j);
if (x != -1) {
HorizontalWall(i, j, Tile::HWall, x);
}
}
if (dungeon[i][j] == Tile::Corner) {
AdvanceRndSeed();
int y = VerticalWallOk(i, j);
if (y != -1) {
VerticalWall(i, j, Tile::VWall, y);
}
}
if (dungeon[i][j] == Tile::VWallEnd) {
AdvanceRndSeed();
int x = HorizontalWallOk(i, j);
if (x != -1) {
HorizontalWall(i, j, Tile::DWall, x);
}
}
if (dungeon[i][j] == Tile::HWallEnd) {
AdvanceRndSeed();
int y = VerticalWallOk(i, j);
if (y != -1) {
VerticalWall(i, j, Tile::DWall, y);
}
}
if (dungeon[i][j] == Tile::HWall) {
AdvanceRndSeed();
int x = HorizontalWallOk(i, j);
if (x != -1) {
HorizontalWall(i, j, Tile::HWall, x);
}
}
if (dungeon[i][j] == Tile::VWall) {
AdvanceRndSeed();
int y = VerticalWallOk(i, j);
if (y != -1) {
VerticalWall(i, j, Tile::VWall, y);
}
}
}
}
}
}
void GenerateChamber(int sx, int sy, bool topflag, bool bottomflag, bool leftflag, bool rightflag)
{
if (topflag) {
dungeon[sx + 2][sy] = Tile::HArch;
dungeon[sx + 3][sy] = Tile::HArch;
dungeon[sx + 4][sy] = Tile::Corner;
dungeon[sx + 7][sy] = Tile::VArchEnd;
dungeon[sx + 8][sy] = Tile::HArch;
dungeon[sx + 9][sy] = Tile::HWall;
}
if (bottomflag) {
sy += 11;
dungeon[sx + 2][sy] = Tile::HArchVWall;
dungeon[sx + 3][sy] = Tile::HArch;
dungeon[sx + 4][sy] = Tile::HArchEnd;
dungeon[sx + 7][sy] = Tile::DArch;
dungeon[sx + 8][sy] = Tile::HArch;
if (dungeon[sx + 9][sy] != Tile::DWall) {
dungeon[sx + 9][sy] = Tile::DirtCorner;
}
sy -= 11;
}
if (leftflag) {
dungeon[sx][sy + 2] = Tile::VArch;
dungeon[sx][sy + 3] = Tile::VArch;
dungeon[sx][sy + 4] = Tile::Corner;
dungeon[sx][sy + 7] = Tile::HArchEnd;
dungeon[sx][sy + 8] = Tile::VArch;
dungeon[sx][sy + 9] = Tile::VWall;
}
if (rightflag) {
sx += 11;
dungeon[sx][sy + 2] = Tile::HWallVArch;
dungeon[sx][sy + 3] = Tile::VArch;
dungeon[sx][sy + 4] = Tile::VArchEnd;
dungeon[sx][sy + 7] = Tile::DArch;
dungeon[sx][sy + 8] = Tile::VArch;
if (dungeon[sx][sy + 9] != Tile::DWall) {
dungeon[sx][sy + 9] = Tile::DirtCorner;
}
sx -= 11;
}
for (int j = 1; j < 11; j++) {
for (int i = 1; i < 11; i++) {
dungeon[i + sx][j + sy] = Tile::Floor;
Chamber[i + sx][j + sy] = true;
}
}
dungeon[sx + 4][sy + 4] = Tile::Pillar;
dungeon[sx + 7][sy + 4] = Tile::Pillar;
dungeon[sx + 4][sy + 7] = Tile::Pillar;
dungeon[sx + 7][sy + 7] = Tile::Pillar;
}
void GenerateHall(int x1, int y1, int x2, int y2)
{
if (y1 == y2) {
for (int i = x1; i < x2; i++) {
dungeon[i][y1] = Tile::HArch;
dungeon[i][y1 + 3] = Tile::HArch;
}
return;
}
for (int i = y1; i < y2; i++) {
dungeon[x1][i] = Tile::VArch;
dungeon[x1 + 3][i] = Tile::VArch;
}
}
void FixTilesPatterns()
{
// BUGFIX: Bounds checks are required in all loop bodies.
// See https://github.com/diasurgical/devilutionX/pull/401
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) {
if (i + 1 < DMAXX) {
if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 22)
dungeon[i + 1][j] = 23;
if (dungeon[i][j] == 13 && dungeon[i + 1][j] == 22)
dungeon[i + 1][j] = 18;
if (dungeon[i][j] == 13 && dungeon[i + 1][j] == 2)
dungeon[i + 1][j] = 7;
if (dungeon[i][j] == 6 && dungeon[i + 1][j] == 22)
dungeon[i + 1][j] = 24;
}
if (j + 1 < DMAXY) {
if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 22)
dungeon[i][j + 1] = 24;
if (dungeon[i][j] == 13 && dungeon[i][j + 1] == 1)
dungeon[i][j + 1] = 6;
if (dungeon[i][j] == 13 && dungeon[i][j + 1] == 22)
dungeon[i][j + 1] = 19;
}
}
}
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) {
if (i + 1 < DMAXX) {
if (dungeon[i][j] == 13 && dungeon[i + 1][j] == 19)
dungeon[i + 1][j] = 21;
if (dungeon[i][j] == 13 && dungeon[i + 1][j] == 22)
dungeon[i + 1][j] = 20;
if (dungeon[i][j] == 7 && dungeon[i + 1][j] == 22)
dungeon[i + 1][j] = 23;
if (dungeon[i][j] == 13 && dungeon[i + 1][j] == 24)
dungeon[i + 1][j] = 21;
if (dungeon[i][j] == 19 && dungeon[i + 1][j] == 22)
dungeon[i + 1][j] = 20;
if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 19)
dungeon[i + 1][j] = 21;
if (dungeon[i][j] == 19 && dungeon[i + 1][j] == 1)
dungeon[i + 1][j] = 6;
if (dungeon[i][j] == 7 && dungeon[i + 1][j] == 19)
dungeon[i + 1][j] = 21;
if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 1)
dungeon[i + 1][j] = 6;
if (dungeon[i][j] == 3 && dungeon[i + 1][j] == 22)
dungeon[i + 1][j] = 24;
if (dungeon[i][j] == 21 && dungeon[i + 1][j] == 1)
dungeon[i + 1][j] = 6;
if (dungeon[i][j] == 7 && dungeon[i + 1][j] == 1)
dungeon[i + 1][j] = 6;
if (dungeon[i][j] == 7 && dungeon[i + 1][j] == 24)
dungeon[i + 1][j] = 21;
if (dungeon[i][j] == 4 && dungeon[i + 1][j] == 16)
dungeon[i + 1][j] = 17;
if (dungeon[i][j] == 7 && dungeon[i + 1][j] == 13)
dungeon[i + 1][j] = 17;
if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 24)
dungeon[i + 1][j] = 21;
if (dungeon[i][j] == 2 && dungeon[i + 1][j] == 13)
dungeon[i + 1][j] = 17;
}
if (i > 0) {
if (dungeon[i][j] == 23 && dungeon[i - 1][j] == 22)
dungeon[i - 1][j] = 19;
if (dungeon[i][j] == 19 && dungeon[i - 1][j] == 23)
dungeon[i - 1][j] = 21;
if (dungeon[i][j] == 6 && dungeon[i - 1][j] == 22)
dungeon[i - 1][j] = 24;
if (dungeon[i][j] == 6 && dungeon[i - 1][j] == 23)
dungeon[i - 1][j] = 21;
}
if (j + 1 < DMAXY) {
if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 2)
dungeon[i][j + 1] = 7;
if (dungeon[i][j] == 6 && dungeon[i][j + 1] == 18)
dungeon[i][j + 1] = 21;
if (dungeon[i][j] == 18 && dungeon[i][j + 1] == 2)
dungeon[i][j + 1] = 7;
if (dungeon[i][j] == 6 && dungeon[i][j + 1] == 2)
dungeon[i][j + 1] = 7;
if (dungeon[i][j] == 21 && dungeon[i][j + 1] == 2)
dungeon[i][j + 1] = 7;
if (dungeon[i][j] == 6 && dungeon[i][j + 1] == 22)
dungeon[i][j + 1] = 24;
if (dungeon[i][j] == 6 && dungeon[i][j + 1] == 13)
dungeon[i][j + 1] = 16;
if (dungeon[i][j] == 1 && dungeon[i][j + 1] == 13)
dungeon[i][j + 1] = 16;
if (dungeon[i][j] == 13 && dungeon[i][j + 1] == 16)
dungeon[i][j + 1] = 17;
}
if (j > 0) {
if (dungeon[i][j] == 6 && dungeon[i][j - 1] == 22)
dungeon[i][j - 1] = 7;
if (dungeon[i][j] == 6 && dungeon[i][j - 1] == 22)
dungeon[i][j - 1] = 24;
if (dungeon[i][j] == 7 && dungeon[i][j - 1] == 24)
dungeon[i][j - 1] = 21;
if (dungeon[i][j] == 18 && dungeon[i][j - 1] == 24)
dungeon[i][j - 1] = 21;
}
}
}
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) {
if (j + 1 < DMAXY && dungeon[i][j] == 4 && dungeon[i][j + 1] == 2)
dungeon[i][j + 1] = 7;
if (i + 1 < DMAXX && dungeon[i][j] == 2 && dungeon[i + 1][j] == 19)
dungeon[i + 1][j] = 21;
if (j + 1 < DMAXY && dungeon[i][j] == 18 && dungeon[i][j + 1] == 22)
dungeon[i][j + 1] = 20;
}
}
}
void Substitution()
{
for (int y = 0; y < DMAXY; y++) {
for (int x = 0; x < DMAXX; x++) {
if (GenerateRnd(4) == 0) {
uint8_t c = L5BTYPES[dungeon[x][y]];
if (c != 0 && !Protected[x][y]) {
int rv = GenerateRnd(16);
int i = -1;
while (rv >= 0) {
i++;
if (i == sizeof(L5BTYPES)) {
i = 0;
}
if (c == L5BTYPES[i]) {
rv--;
}
}
// BUGFIX: Add `&& y > 0` to the if statement. (fixed)
if (i == 89 && y > 0) {
if (L5BTYPES[dungeon[x][y - 1]] != 79 || Protected[x][y - 1])
i = 79;
else
dungeon[x][y - 1] = 90;
}
// BUGFIX: Add `&& x + 1 < DMAXX` to the if statement. (fixed)
if (i == 91 && x + 1 < DMAXX) {
if (L5BTYPES[dungeon[x + 1][y]] != 80 || Protected[x + 1][y])
i = 80;
else
dungeon[x + 1][y] = 92;
}
dungeon[x][y] = i;
}
}
}
}
}
Point SelectChamber()
{
int chamber;
if (!HasChamber1)
chamber = GenerateRnd(2) != 0 ? 3 : 2;
else if (!HasChamber2)
chamber = GenerateRnd(2) != 0 ? 1 : 3;
else if (!HasChamber3)
chamber = GenerateRnd(2) != 0 ? 1 : 2;
else
chamber = GenerateRnd(3) + 1;
switch (chamber) {
case 1:
return VerticalLayout ? Point { 16, 2 } : Point { 2, 16 };
case 3:
return VerticalLayout ? Point { 16, 30 } : Point { 30, 16 };
default:
return { 16, 16 };
}
}
void SetCryptRoom()
{
Point position = SelectChamber();
UberRow = 2 * position.x + 6;
UberCol = 2 * position.y + 8;
IsUberRoomOpened = false;
IsUberLeverActivated = false;
SetPiece = { position, UberRoomPattern.size };
UberRoomPattern.place(position, true);
}
void SetCornerRoom()
{
Point position = SelectChamber();
SetPiece = { position, CornerstoneRoomPattern.size };
CornerstoneRoomPattern.place(position, true);
}
void FillChambers()
{
if (!VerticalLayout) {
if (HasChamber1)
GenerateChamber(0, 14, false, false, false, true);
if (!HasChamber3)
GenerateChamber(14, 14, false, false, true, false);
else if (!HasChamber1)
GenerateChamber(14, 14, false, false, false, true);
else if (HasChamber1 && HasChamber2 && HasChamber3)
GenerateChamber(14, 14, false, false, true, true);
if (HasChamber3)
GenerateChamber(28, 14, false, false, true, false);
if (HasChamber1 && HasChamber2)
GenerateHall(12, 18, 14, 18);
if (HasChamber2 && HasChamber3)
GenerateHall(26, 18, 28, 18);
if (!HasChamber2)
GenerateHall(12, 18, 28, 18);
} else {
if (HasChamber1)
GenerateChamber(14, 0, false, true, false, false);
if (!HasChamber3)
GenerateChamber(14, 14, true, false, false, false);
else if (!HasChamber1)
GenerateChamber(14, 14, false, true, false, false);
else if (HasChamber1 && HasChamber2 && HasChamber3)
GenerateChamber(14, 14, true, true, false, false);
if (HasChamber3)
GenerateChamber(14, 28, true, false, false, false);
if (HasChamber1 && HasChamber2)
GenerateHall(18, 12, 18, 14);
if (HasChamber2 && HasChamber3)
GenerateHall(18, 26, 18, 28);
if (!HasChamber2)
GenerateHall(18, 12, 18, 28);
}
if (leveltype == DTYPE_CRYPT) {
if (currlevel == 24) {
SetCryptRoom();
} else if (currlevel == 21) {
SetCornerRoom();
}
} else if (pSetPiece != nullptr) {
SetSetPieceRoom(SelectChamber(), Tile::Floor);
}
}
void FixTransparency()
{
int yy = 16;
for (int j = 0; j < DMAXY; j++) {
int xx = 16;
for (int i = 0; i < DMAXX; i++) {
// BUGFIX: Should check for `j > 0` first. (fixed)
if (dungeon[i][j] == 23 && j > 0 && dungeon[i][j - 1] == 18) {
dTransVal[xx + 1][yy] = dTransVal[xx][yy];
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
}
// BUGFIX: Should check for `i + 1 < DMAXY` first. (fixed)
if (dungeon[i][j] == 24 && i + 1 < DMAXY && dungeon[i + 1][j] == 19) {
dTransVal[xx][yy + 1] = dTransVal[xx][yy];
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
}
if (dungeon[i][j] == 18) {
dTransVal[xx + 1][yy] = dTransVal[xx][yy];
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
}
if (dungeon[i][j] == 19) {
dTransVal[xx][yy + 1] = dTransVal[xx][yy];
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
}
if (dungeon[i][j] == 20) {
dTransVal[xx + 1][yy] = dTransVal[xx][yy];
dTransVal[xx][yy + 1] = dTransVal[xx][yy];
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
}
xx += 2;
}
yy += 2;
}
}
void FixDirtTiles()
{
for (int j = 0; j < DMAXY - 1; j++) {
for (int i = 0; i < DMAXX - 1; i++) {
if (dungeon[i][j] == 21 && dungeon[i + 1][j] != 19) {
dungeon[i][j] = 202;
}
if (dungeon[i][j] == 19 && dungeon[i + 1][j] != 19) {
dungeon[i][j] = 200;
}
if (dungeon[i][j] == 24 && dungeon[i + 1][j] != 19) {
dungeon[i][j] = 205;
}
if (dungeon[i][j] == 18 && dungeon[i][j + 1] != 18) {
dungeon[i][j] = 199;
}
if (dungeon[i][j] == 21 && dungeon[i][j + 1] != 18) {
dungeon[i][j] = 202;
}
if (dungeon[i][j] == 23 && dungeon[i][j + 1] != 18) {
dungeon[i][j] = 204;
}
}
}
}
void FixCryptDirtTiles()
{
for (int j = 0; j < DMAXY - 1; j++) {
for (int i = 0; i < DMAXX - 1; i++) {
if (dungeon[i][j] == 19)
dungeon[i][j] = 83;
if (dungeon[i][j] == 21)
dungeon[i][j] = 85;
if (dungeon[i][j] == 23)
dungeon[i][j] = 87;
if (dungeon[i][j] == 24)
dungeon[i][j] = 88;
if (dungeon[i][j] == 18)
dungeon[i][j] = 82;
}
}
}
void FixCornerTiles()
{
for (int j = 1; j < DMAXY - 1; j++) {
for (int i = 1; i < DMAXX - 1; i++) {
if (!Protected[i][j] && dungeon[i][j] == 17 && dungeon[i - 1][j] == Tile::Floor && dungeon[i][j - 1] == Tile::VWall) {
dungeon[i][j] = 16;
// BUGFIX: Set tile as Protected
}
if (dungeon[i][j] == 202 && dungeon[i + 1][j] == Tile::Floor && dungeon[i][j + 1] == Tile::VWall) {
dungeon[i][j] = 8;
}
}
}
}
void CryptStatues(int rndper)
{
PlaceMiniSetRandom1x1(Tile::VWall, CryptTile::VDemon, rndper);
PlaceMiniSetRandom1x1(Tile::VWall, CryptTile::VSuccubus, rndper);
PlaceMiniSetRandom1x1(Tile::HWall, CryptTile::HDemon, rndper);
PlaceMiniSetRandom1x1(Tile::HWall, CryptTile::HSuccubus, rndper);
}
void CryptCracked(int rndper)
{
// clang-format off
PlaceMiniSetRandom1x1(Tile::VWall, CryptTile::VWall2, rndper);
PlaceMiniSetRandom1x1(Tile::HWall, CryptTile::HWall2, rndper);
PlaceMiniSetRandom1x1(Tile::Corner, CryptTile::Corner2, rndper);
PlaceMiniSetRandom1x1(Tile::DWall, CryptTile::DWall2, rndper);
PlaceMiniSetRandom1x1(Tile::DArch, CryptTile::DArch2, rndper);
PlaceMiniSetRandom1x1(Tile::VWallEnd, CryptTile::VWallEnd2, rndper);
PlaceMiniSetRandom1x1(Tile::HWallEnd, CryptTile::HWallEnd2, rndper);
PlaceMiniSetRandom1x1(Tile::HArchEnd, CryptTile::HArchEnd2, rndper);
PlaceMiniSetRandom1x1(Tile::VArchEnd, CryptTile::VArchEnd2, rndper);
PlaceMiniSetRandom1x1(Tile::HArchVWall, CryptTile::HArchVWall2, rndper);
PlaceMiniSetRandom1x1(Tile::VArch, CryptTile::VArch2, rndper);
PlaceMiniSetRandom1x1(Tile::HArch, CryptTile::HArch2, rndper);
PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor2, rndper);
PlaceMiniSetRandom1x1(Tile::HWallVArch, CryptTile::HWallVArch2, rndper);
PlaceMiniSetRandom1x1(Tile::Pillar, CryptTile::Pillar3, rndper);
PlaceMiniSetRandom1x1(Tile::Pillar1, CryptTile::Pillar4, rndper);
PlaceMiniSetRandom1x1(Tile::Pillar2, CryptTile::Pillar5, rndper);
// clang-format on
}
void CryptBroken(int rndper)
{
// clang-format off
PlaceMiniSetRandom1x1(Tile::VWall, CryptTile::VWall3, rndper);
PlaceMiniSetRandom1x1(Tile::HWall, CryptTile::HWall3, rndper);
PlaceMiniSetRandom1x1(Tile::Corner, CryptTile::Corner3, rndper);
PlaceMiniSetRandom1x1(Tile::DWall, CryptTile::DWall3, rndper);
PlaceMiniSetRandom1x1(Tile::DArch, CryptTile::DArch3, rndper);
PlaceMiniSetRandom1x1(Tile::VWallEnd, CryptTile::VWallEnd3, rndper);
PlaceMiniSetRandom1x1(Tile::HWallEnd, CryptTile::HWallEnd3, rndper);
PlaceMiniSetRandom1x1(Tile::HArchEnd, CryptTile::HArchEnd3, rndper);
PlaceMiniSetRandom1x1(Tile::VArchEnd, CryptTile::VArchEnd3, rndper);
PlaceMiniSetRandom1x1(Tile::HArchVWall, CryptTile::HArchVWall3, rndper);
PlaceMiniSetRandom1x1(Tile::VArch, CryptTile::VArch3, rndper);
PlaceMiniSetRandom1x1(Tile::HArch, CryptTile::HArch3, rndper);
PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor3, rndper);
PlaceMiniSetRandom1x1(Tile::HWallVArch, CryptTile::HWallVArch3, rndper);
PlaceMiniSetRandom1x1(Tile::Pillar, CryptTile::Pillar6, rndper);
PlaceMiniSetRandom1x1(Tile::Pillar1, CryptTile::Pillar7, rndper);
PlaceMiniSetRandom1x1(Tile::Pillar2, CryptTile::Pillar8, rndper);
// clang-format on
}
void CryptLeaking(int rndper)
{
// clang-format off
PlaceMiniSetRandom1x1(Tile::VWall, CryptTile::VWall4, rndper);
PlaceMiniSetRandom1x1(Tile::HWall, CryptTile::HWall4, rndper);
PlaceMiniSetRandom1x1(Tile::Corner, CryptTile::Corner4, rndper);
PlaceMiniSetRandom1x1(Tile::DWall, CryptTile::DWall4, rndper);
PlaceMiniSetRandom1x1(Tile::DArch, CryptTile::DArch4, rndper);
PlaceMiniSetRandom1x1(Tile::VWallEnd, CryptTile::VWallEnd4, rndper);
PlaceMiniSetRandom1x1(Tile::HWallEnd, CryptTile::HWallEnd4, rndper);
PlaceMiniSetRandom1x1(Tile::HArchEnd, CryptTile::HArchEnd4, rndper);
PlaceMiniSetRandom1x1(Tile::VArchEnd, CryptTile::VArchEnd4, rndper);
PlaceMiniSetRandom1x1(Tile::HArchVWall, CryptTile::HArchVWall4, rndper);
PlaceMiniSetRandom1x1(Tile::VArch, CryptTile::VArch4, rndper);
PlaceMiniSetRandom1x1(Tile::HArch, CryptTile::HArch4, rndper);
PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor4, rndper);
PlaceMiniSetRandom1x1(Tile::HWallVArch, CryptTile::HWallVArch4, rndper);
PlaceMiniSetRandom1x1(Tile::Pillar, CryptTile::Pillar9, rndper);
PlaceMiniSetRandom1x1(Tile::Pillar1, CryptTile::Pillar10, rndper);
PlaceMiniSetRandom1x1(Tile::Pillar2, CryptTile::Pillar11, rndper);
// clang-format on
}
void CryptSubstitions1(int rndper)
{
PlaceMiniSetRandom1x1(Tile::VArch, CryptTile::VArch6, rndper);
PlaceMiniSetRandom1x1(Tile::HArch, CryptTile::HArch6, rndper);
PlaceMiniSetRandom1x1(Tile::VArch, CryptTile::VArch7, rndper);
PlaceMiniSetRandom1x1(Tile::HArch, CryptTile::HArch7, rndper);
PlaceMiniSetRandom1x1(CryptTile::VWall5, CryptTile::VWall8, rndper);
PlaceMiniSetRandom1x1(CryptTile::VWall5, CryptTile::VWall9, rndper);
PlaceMiniSetRandom1x1(CryptTile::VWall6, CryptTile::VWall10, rndper);
PlaceMiniSetRandom1x1(CryptTile::VWall6, CryptTile::VWall11, rndper);
PlaceMiniSetRandom1x1(CryptTile::VWall7, CryptTile::VWall12, rndper);
PlaceMiniSetRandom1x1(CryptTile::VWall7, CryptTile::VWall13, rndper);
PlaceMiniSetRandom1x1(CryptTile::HWall5, CryptTile::HWall8, rndper);
PlaceMiniSetRandom1x1(CryptTile::HWall5, CryptTile::HWall9, rndper);
PlaceMiniSetRandom1x1(CryptTile::HWall5, CryptTile::HWall10, rndper);
PlaceMiniSetRandom1x1(CryptTile::HWall5, CryptTile::HWall11, rndper);
PlaceMiniSetRandom1x1(CryptTile::HWall5, CryptTile::HWall12, rndper);
PlaceMiniSetRandom1x1(CryptTile::HWall5, CryptTile::HWall13, rndper);
PlaceMiniSetRandom1x1(CryptTile::Floor7, CryptTile::Floor15, rndper);
PlaceMiniSetRandom1x1(CryptTile::Floor7, CryptTile::Floor16, rndper);
PlaceMiniSetRandom1x1(CryptTile::Floor6, CryptTile::Floor17, rndper);
PlaceMiniSetRandom1x1(Tile::Pillar, CryptTile::Pillar12, rndper);
PlaceMiniSetRandom1x1(CryptTile::Floor8, CryptTile::Floor18, rndper);
PlaceMiniSetRandom1x1(CryptTile::Floor8, CryptTile::Floor19, rndper);
PlaceMiniSetRandom1x1(CryptTile::Floor9, CryptTile::Floor20, rndper);
PlaceMiniSetRandom1x1(CryptTile::Floor10, CryptTile::Floor21, rndper);
PlaceMiniSetRandom1x1(CryptTile::Floor10, CryptTile::Floor22, rndper);
PlaceMiniSetRandom1x1(CryptTile::Floor10, CryptTile::Floor23, rndper);
}
void CryptSubstitions2(int rndper)
{
PlaceMiniSetRandom(CryptPillar1, rndper);
PlaceMiniSetRandom(CryptPillar2, rndper);
PlaceMiniSetRandom(CryptPillar3, rndper);
PlaceMiniSetRandom(CryptPillar4, rndper);
PlaceMiniSetRandom(CryptPillar5, rndper);
PlaceMiniSetRandom(CryptStar, rndper);
PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor11, rndper);
PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor12, rndper);
PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor13, rndper);
PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor14, rndper);
}
void CryptFloor(int rndper)
{
PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor6, rndper);
PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor7, rndper);
PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor8, rndper);
PlaceMiniSetRandom1x1(Tile::Floor, CryptTile::Floor9, rndper);
}
bool PlaceCathedralStairs(lvl_entry entry)
{
bool success = true;
std::optional<Point> position;
// Place poison water entrance
if (Quests[Q_PWATER].IsAvailable()) {
position = PlaceMiniSet(PWATERIN, DMAXX * DMAXY, true);
if (!position) {
success = false;
} else {
int8_t t = TransVal;
TransVal = 0;
Point miniPosition = *position;
DRLG_MRectTrans({ miniPosition + Displacement { 0, 2 }, { 5, 2 } });
TransVal = t;
Quests[Q_PWATER].position = miniPosition.megaToWorld() + Displacement { 5, 7 };
if (entry == ENTRY_RTNLVL)
ViewPosition = Quests[Q_PWATER].position;
}
}
// Place stairs up
position = PlaceMiniSet(MyPlayer->pOriginalCathedral ? L5STAIRSUP : STAIRSUP, DMAXX * DMAXY, true);
if (!position) {
if (MyPlayer->pOriginalCathedral)
return false;
success = false;
} else if (entry == ENTRY_MAIN) {
ViewPosition = position->megaToWorld() + Displacement { 3, 4 };
}
// Place stairs down
if (Quests[Q_LTBANNER].IsAvailable()) {
if (entry == ENTRY_PREV)
ViewPosition = SetPiece.position.megaToWorld() + Displacement { 4, 12 };
} else {
position = PlaceMiniSet(STAIRSDOWN, DMAXX * DMAXY, true);
if (!position) {
success = false;
} else if (entry == ENTRY_PREV) {
ViewPosition = position->megaToWorld() + Displacement { 3, 3 };
}
}
return success;
}
bool PlaceCryptStairs(lvl_entry entry)
{
bool success = true;
std::optional<Point> position;
// Place stairs up
position = PlaceMiniSet(currlevel != 21 ? L5STAIRSUPHF : L5STAIRSTOWN, DMAXX * DMAXY, true);
if (!position) {
success = false;
} else if (entry == ENTRY_MAIN || entry == ENTRY_TWARPDN) {
ViewPosition = position->megaToWorld() + Displacement { 3, 5 };
}
// Place stairs down
if (currlevel != 24) {
position = PlaceMiniSet(L5STAIRSDOWN, DMAXX * DMAXY, true);
if (!position)
success = false;
else if (entry == ENTRY_PREV)
ViewPosition = position->megaToWorld() + Displacement { 3, 7 };
}
return success;
}
bool PlaceStairs(lvl_entry entry)
{
if (leveltype == DTYPE_CRYPT) {
return PlaceCryptStairs(entry);
}
return PlaceCathedralStairs(entry);
}
void GenerateLevel(lvl_entry entry)
{
int minarea = 761;
switch (currlevel) {
case 1:
minarea = 533;
break;
case 2:
minarea = 693;
break;
default:
break;
}
LoadQuestSetPieces();
while (true) {
DRLG_InitTrans();
do {
InitDungeonFlags();
FirstRoom();
} while (FindArea() < minarea);
MakeDungeon();
MakeDmt();
FillChambers();
FixTilesPatterns();
AddWall();
FloodTransparencyValues(13);
if (PlaceStairs(entry))
break;
}
FreeQuestSetPieces();
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) {
if (dungeon[i][j] == Tile::EntranceStairs) {
int xx = 2 * i + 16; /* todo: fix loop */
int yy = 2 * j + 16;
DRLG_CopyTrans(xx, yy + 1, xx, yy);
DRLG_CopyTrans(xx + 1, yy + 1, xx + 1, yy);
}
}
}
FixTransparency();
if (leveltype == DTYPE_CRYPT) {
FixCryptDirtTiles();
} else {
FixDirtTiles();
}
FixCornerTiles();
if (leveltype == DTYPE_CRYPT) {
CryptStatues(10);
PlaceMiniSetRandom1x1(Tile::VArch, CryptTile::VArch5, 95);
PlaceMiniSetRandom1x1(Tile::HArch, CryptTile::HArch5, 95);
PlaceMiniSetRandom(VWallSection, 100);
PlaceMiniSetRandom(HWallSection, 100);
PlaceMiniSetRandom(CryptFloorLave, 60);
ApplyCryptShadowsPatterns();
switch (currlevel) {
case 21:
CryptCracked(30);
CryptBroken(15);
CryptLeaking(5);
ApplyCryptShadowsPatterns();
CryptFloor(10);
CryptSubstitions1(5);
CryptSubstitions2(20);
break;
case 22:
CryptFloor(10);
CryptSubstitions1(10);
CryptSubstitions2(20);
CryptCracked(30);
CryptBroken(20);
CryptLeaking(10);
ApplyCryptShadowsPatterns();
break;
case 23:
CryptFloor(10);
CryptSubstitions1(15);
CryptSubstitions2(30);
CryptCracked(30);
CryptBroken(20);
CryptLeaking(15);
ApplyCryptShadowsPatterns();
break;
default:
CryptFloor(10);
CryptSubstitions1(20);
CryptSubstitions2(30);
CryptCracked(30);
CryptBroken(20);
CryptLeaking(20);
ApplyCryptShadowsPatterns();
break;
}
} else {
Substitution();
ApplyShadowsPatterns();
int numt = GenerateRnd(5) + 5;
for (int i = 0; i < numt; i++) {
PlaceMiniSet(LAMPS, DMAXX * DMAXY, true);
}
FillFloor();
}
memcpy(pdungeon, dungeon, sizeof(pdungeon));
DRLG_CheckQuests(SetPiece.position);
}
void Pass3()
{
DRLG_LPass3(22 - 1);
if (leveltype == DTYPE_CRYPT)
InitCryptPieces();
else
InitDungeonPieces();
}
} // namespace
void CreateL5Dungeon(uint32_t rseed, lvl_entry entry)
{
SetRndSeed(rseed);
UberRow = 0;
UberCol = 0;
GenerateLevel(entry);
Pass3();
if (leveltype == DTYPE_CRYPT) {
for (int j = dminPosition.y; j < dmaxPosition.y; j++) {
for (int i = dminPosition.x; i < dmaxPosition.x; i++) {
if (dPiece[i][j] == 290) {
UberRow = i;
UberCol = j;
}
if (dPiece[i][j] == 317) {
CornerStone.position = { i, j };
}
}
}
}
}
void LoadPreL1Dungeon(const char *path)
{
memset(dungeon, 22, sizeof(dungeon));
auto dunData = LoadFileInMem<uint16_t>(path);
PlaceDunTiles(dunData.get(), { 0, 0 }, Tile::Floor);
if (leveltype == DTYPE_CATHEDRAL)
FillFloor();
memcpy(pdungeon, dungeon, sizeof(pdungeon));
}
void LoadL1Dungeon(const char *path, Point spawn)
{
LoadDungeonBase(path, spawn, Tile::Floor, 22);
if (leveltype == DTYPE_CATHEDRAL)
FillFloor();
Pass3();
if (leveltype == DTYPE_CRYPT)
AddCryptObjects(0, 0, MAXDUNX, MAXDUNY);
else
AddL1Objs(0, 0, MAXDUNX, MAXDUNY);
}
} // namespace devilution