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/**
* @file gendung.h
*
* Interface of general dungeon generation code.
*/
#pragma once
#include <cstdint>
#include <memory>
#include "engine.h"
#include "engine/cel_sprite.hpp"
#include "engine/point.hpp"
#include "engine/rectangle.hpp"
#include "scrollrt.h"
#include "utils/attributes.h"
#include "utils/enum_traits.h"
#include "utils/stdcompat/optional.hpp"
namespace devilution {
#define DMAXX 40
#define DMAXY 40
#define MAXDUNX (16 + DMAXX * 2 + 16)
#define MAXDUNY (16 + DMAXY * 2 + 16)
#define MAXTHEMES 50
#define MAXTILES 2048
enum _setlevels : int8_t {
SL_NONE,
SL_SKELKING,
SL_BONECHAMB,
SL_MAZE,
SL_POISONWATER,
SL_VILEBETRAYER,
SL_LAST = SL_VILEBETRAYER,
};
enum dungeon_type : int8_t {
DTYPE_TOWN,
DTYPE_CATHEDRAL,
DTYPE_CATACOMBS,
DTYPE_CAVES,
DTYPE_HELL,
DTYPE_NEST,
DTYPE_CRYPT,
DTYPE_LAST = DTYPE_CRYPT,
DTYPE_NONE = -1,
};
enum lvl_entry : uint8_t {
ENTRY_MAIN,
ENTRY_PREV,
ENTRY_SETLVL,
ENTRY_RTNLVL,
ENTRY_LOAD,
ENTRY_WARPLVL,
ENTRY_TWARPDN,
ENTRY_TWARPUP,
};
enum class DungeonFlag : uint8_t {
// clang-format off
None = 0, // Only used by lighting/automap
Missile = 1 << 0,
Visible = 1 << 1,
DeadPlayer = 1 << 2,
Populated = 1 << 3,
// 1 << 4 and 1 << 5 were used as workarounds for a bug with horizontal movement (relative to the screen) for monsters and players respectively
Lit = 1 << 6,
Explored = 1 << 7,
SavedFlags = (Populated | Lit | Explored), // ~(Missile | Visible | DeadPlayer)
LoadedFlags = (Missile | Visible | DeadPlayer | Populated | Lit | Explored)
// clang-format on
};
use_enum_as_flags(DungeonFlag);
enum _difficulty : uint8_t {
DIFF_NORMAL,
DIFF_NIGHTMARE,
DIFF_HELL,
DIFF_LAST = DIFF_HELL,
};
struct ScrollStruct {
/** @brief Tile offset of camera. */
Point tile;
/** @brief Pixel offset of camera. */
Displacement offset;
/** @brief Move direction of camera. */
ScrollDirection _sdir;
};
struct THEME_LOC {
Rectangle room;
int16_t ttval;
};
struct MegaTile {
uint16_t micro1;
uint16_t micro2;
uint16_t micro3;
uint16_t micro4;
};
struct MICROS {
uint16_t mt[16];
};
struct ShadowStruct {
uint8_t strig;
uint8_t s1;
uint8_t s2;
uint8_t s3;
uint8_t nv1;
uint8_t nv2;
uint8_t nv3;
};
/** Contains the tile IDs of the map. */
extern DVL_API_FOR_TEST uint8_t dungeon[DMAXX][DMAXY];
/** Contains a backup of the tile IDs of the map. */
extern uint8_t pdungeon[DMAXX][DMAXY];
/** Tile that may not be overwritten by the level generator */
extern bool Protected[DMAXX][DMAXY];
extern Rectangle SetPieceRoom;
/** Specifies the active set quest piece in coordinate. */
extern Rectangle SetPiece;
/** Contains the contents of the single player quest DUN file. */
extern std::unique_ptr<uint16_t[]> pSetPiece;
extern std::optional<OwnedCelSprite> pSpecialCels;
/** Specifies the tile definitions of the active dungeon type; (e.g. levels/l1data/l1.til). */
extern DVL_API_FOR_TEST std::unique_ptr<MegaTile[]> pMegaTiles;
extern std::unique_ptr<uint16_t[]> pLevelPieces;
extern std::unique_ptr<byte[]> pDungeonCels;
/**
* List of transparency masks to use for dPieces
*/
extern std::array<uint8_t, MAXTILES + 1> block_lvid;
/**
* List of light blocking dPieces
*/
extern std::array<bool, MAXTILES + 1> nBlockTable;
/**
* List of path blocking dPieces
*/
extern DVL_API_FOR_TEST std::array<bool, MAXTILES + 1> nSolidTable;
/**
* List of transparent dPieces
*/
extern std::array<bool, MAXTILES + 1> nTransTable;
/**
* List of missile blocking dPieces
*/
extern std::array<bool, MAXTILES + 1> nMissileTable;
extern std::array<bool, MAXTILES + 1> nTrapTable;
/** Specifies the minimum X,Y-coordinates of the map. */
extern Point dminPosition;
/** Specifies the maximum X,Y-coordinates of the map. */
extern Point dmaxPosition;
/** Specifies the active dungeon type of the current game. */
extern DVL_API_FOR_TEST dungeon_type leveltype;
/** Specifies the active dungeon level of the current game. */
extern DVL_API_FOR_TEST uint8_t currlevel;
extern bool setlevel;
/** Specifies the active quest level of the current game. */
extern _setlevels setlvlnum;
/** Specifies the player viewpoint X-coordinate of the map. */
extern dungeon_type setlvltype;
/** Specifies the player viewpoint X,Y-coordinates of the map. */
extern DVL_API_FOR_TEST Point ViewPosition;
extern ScrollStruct ScrollInfo;
extern int MicroTileLen;
extern char TransVal;
/** Specifies the active transparency indices. */
extern bool TransList[256];
/** Contains the piece IDs of each tile on the map. */
extern DVL_API_FOR_TEST int dPiece[MAXDUNX][MAXDUNY];
/** Specifies the dungeon piece information for a given coordinate and block number. */
extern MICROS dpiece_defs_map_2[MAXDUNX][MAXDUNY];
/** Specifies the transparency at each coordinate of the map. */
extern DVL_API_FOR_TEST int8_t dTransVal[MAXDUNX][MAXDUNY];
extern DVL_API_FOR_TEST char dLight[MAXDUNX][MAXDUNY];
extern char dPreLight[MAXDUNX][MAXDUNY];
/** Holds various information about dungeon tiles, @see DungeonFlag */
extern DungeonFlag dFlags[MAXDUNX][MAXDUNY];
/** Contains the player numbers (players array indices) of the map. */
extern int8_t dPlayer[MAXDUNX][MAXDUNY];
/**
* Contains the NPC numbers of the map. The NPC number represents a
* towner number (towners array index) in Tristram and a monster number
* (monsters array index) in the dungeon.
*/
extern int16_t dMonster[MAXDUNX][MAXDUNY];
/**
* Contains the dead numbers (deads array indices) and dead direction of
* the map, encoded as specified by the pseudo-code below.
* dDead[x][y] & 0x1F - index of dead
* dDead[x][y] >> 0x5 - direction
*/
extern DVL_API_FOR_TEST int8_t dCorpse[MAXDUNX][MAXDUNY];
/** Contains the object numbers (objects array indices) of the map. */
extern DVL_API_FOR_TEST int8_t dObject[MAXDUNX][MAXDUNY];
/**
* Contains the arch frame numbers of the map from the special tileset
* (e.g. "levels/l1data/l1s.cel"). Note, the special tileset of Tristram (i.e.
* "levels/towndata/towns.cel") contains trees rather than arches.
*/
extern char dSpecial[MAXDUNX][MAXDUNY];
extern int themeCount;
extern THEME_LOC themeLoc[MAXTHEMES];
dungeon_type GetLevelType(int level);
void CreateDungeon(uint32_t rseed, lvl_entry entry);
constexpr bool InDungeonBounds(Point position)
{
return position.x >= 0 && position.x < MAXDUNX && position.y >= 0 && position.y < MAXDUNY;
}
/**
* @brief Checks if a given tile contains at least one missile
* @param position Coordinates of the dungeon tile to check
* @return true if a missile exists at this position
*/
constexpr bool TileContainsMissile(Point position)
{
return InDungeonBounds(position) && HasAnyOf(dFlags[position.x][position.y], DungeonFlag::Missile);
}
/**
* @brief Checks if a given tile contains a player corpse
* @param position Coordinates of the dungeon tile to check
* @return true if a dead player exists at this position
*/
constexpr bool TileContainsDeadPlayer(Point position)
{
return InDungeonBounds(position) && HasAnyOf(dFlags[position.x][position.y], DungeonFlag::DeadPlayer);
}
/**
* @brief Check if a given tile contains a decorative object (or similar non-pathable set piece)
*
* This appears to include stairs so that monsters do not spawn or path onto them, but players can path to them to navigate between layers
*
* @param position Coordinates of the dungeon tile to check
* @return true if a set piece was spawned at this position
*/
constexpr bool TileContainsSetPiece(Point position)
{
return InDungeonBounds(position) && HasAnyOf(dFlags[position.x][position.y], DungeonFlag::Populated);
}
/**
* @brief Checks if any player can currently see this tile
*
* Currently only used by monster AI routines so basic monsters out of sight can be ignored until they're likely to interact with the player
*
* @param position Coordinates of the dungeon tile to check
* @return true if the tile is within at least one players vision
*/
constexpr bool IsTileVisible(Point position)
{
return InDungeonBounds(position) && HasAnyOf(dFlags[position.x][position.y], DungeonFlag::Visible);
}
/**
* @brief Checks if a light source is illuminating this tile
* @param position Coordinates of the dungeon tile to check
* @return true if the tile is within the radius of at least one light source
*/
constexpr bool IsTileLit(Point position)
{
return InDungeonBounds(position) && HasAnyOf(dFlags[position.x][position.y], DungeonFlag::Lit);
}
struct Miniset {
Size size;
/* these are indexed as [y][x] */
uint8_t search[6][6];
uint8_t replace[6][6];
/**
* @param respectProtected Match bug from Crypt levels
*/
bool matches(Point position, bool respectProtected = true) const
{
for (int yy = 0; yy < size.height; yy++) {
for (int xx = 0; xx < size.width; xx++) {
if (search[yy][xx] != 0 && dungeon[xx + position.x][yy + position.y] != search[yy][xx])
return false;
if (respectProtected && Protected[xx + position.x][yy + position.y])
return false;
}
}
return true;
}
void place(Point position, bool protect = false) const
{
for (int y = 0; y < size.height; y++) {
for (int x = 0; x < size.width; x++) {
if (replace[y][x] == 0)
continue;
dungeon[x + position.x][y + position.y] = replace[y][x];
if (protect)
Protected[x + position.x][y + position.y] = true;
}
}
}
};
void FillSolidBlockTbls();
void SetDungeonMicros();
void DRLG_InitTrans();
void DRLG_MRectTrans(Point origin, Point extent);
void DRLG_MRectTrans(Rectangle area);
void DRLG_RectTrans(Rectangle area);
void DRLG_CopyTrans(int sx, int sy, int dx, int dy);
void DRLG_InitSetPC();
void DRLG_SetPC();
void Make_SetPC(Rectangle area);
/**
* @param tries Tiles to try, 1600 will scan the full map
* @param drlg1Quirk Match buggy behaviour of Diablo's Cathedral
*/
std::optional<Point> PlaceMiniSet(const Miniset &miniset, int tries = 199, bool drlg1Quirk = false);
void PlaceDunTiles(const uint16_t *dunData, Point position, int floorId = 0);
void DRLG_PlaceThemeRooms(int minSize, int maxSize, int floor, int freq, bool rndSize);
void DRLG_HoldThemeRooms();
void DRLG_LPass3(int lv);
void DRLG_Init_Globals();
bool SkipThemeRoom(int x, int y);
void InitLevels();
void FloodTransparencyValues(uint8_t floorID);
} // namespace devilution