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1309 lines
35 KiB
1309 lines
35 KiB
#include "levels/drlg_l1.h" |
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#include "engine/load_file.hpp" |
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#include "engine/point.hpp" |
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#include "engine/random.hpp" |
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#include "engine/rectangle.hpp" |
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#include "levels/crypt.h" |
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#include "levels/gendung.h" |
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#include "player.h" |
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#include "quests.h" |
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#include "utils/bitset2d.hpp" |
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namespace devilution { |
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namespace { |
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/** Marks where walls may not be added to the level */ |
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Bitset2d<DMAXX, DMAXY> Chamber; |
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/** Specifies whether to generate a horizontal or vertical layout. */ |
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bool VerticalLayout; |
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/** Specifies whether to generate a room at position 1 in the Cathedral. */ |
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bool HasChamber1; |
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/** Specifies whether to generate a room at position 2 in the Cathedral. */ |
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bool HasChamber2; |
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/** Specifies whether to generate a room at position 3 in the Cathedral. */ |
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bool HasChamber3; |
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/** Contains shadows for 2x2 blocks of base tile IDs in the Cathedral. */ |
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const ShadowStruct SPATS[37] = { |
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// clang-format off |
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// strig, s1, s2, s3, nv1, nv2, nv3 |
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{ 7, 13, 0, 13, 144, 0, 142 }, |
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{ 16, 13, 0, 13, 144, 0, 142 }, |
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{ 15, 13, 0, 13, 145, 0, 142 }, |
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{ 5, 13, 13, 13, 152, 140, 139 }, |
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{ 5, 13, 1, 13, 143, 146, 139 }, |
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{ 5, 13, 13, 2, 143, 140, 148 }, |
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{ 5, 0, 1, 2, 0, 146, 148 }, |
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{ 5, 13, 11, 13, 143, 147, 139 }, |
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{ 5, 13, 13, 12, 143, 140, 149 }, |
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{ 5, 13, 11, 12, 150, 147, 149 }, |
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{ 5, 13, 1, 12, 143, 146, 149 }, |
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{ 5, 13, 11, 2, 143, 147, 148 }, |
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{ 9, 13, 13, 13, 144, 140, 142 }, |
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{ 9, 13, 1, 13, 144, 146, 142 }, |
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{ 9, 13, 11, 13, 151, 147, 142 }, |
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{ 8, 13, 0, 13, 144, 0, 139 }, |
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{ 8, 13, 0, 12, 143, 0, 149 }, |
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{ 8, 0, 0, 2, 0, 0, 148 }, |
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{ 11, 0, 0, 13, 0, 0, 139 }, |
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{ 11, 13, 0, 13, 139, 0, 139 }, |
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{ 11, 2, 0, 13, 148, 0, 139 }, |
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{ 11, 12, 0, 13, 149, 0, 139 }, |
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{ 11, 13, 11, 12, 139, 0, 149 }, |
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{ 14, 0, 0, 13, 0, 0, 139 }, |
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{ 14, 13, 0, 13, 139, 0, 139 }, |
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{ 14, 2, 0, 13, 148, 0, 139 }, |
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{ 14, 12, 0, 13, 149, 0, 139 }, |
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{ 14, 13, 11, 12, 139, 0, 149 }, |
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{ 10, 0, 13, 0, 0, 140, 0 }, |
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{ 10, 13, 13, 0, 140, 140, 0 }, |
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{ 10, 0, 1, 0, 0, 146, 0 }, |
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{ 10, 13, 11, 0, 140, 147, 0 }, |
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{ 12, 0, 13, 0, 0, 140, 0 }, |
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{ 12, 13, 13, 0, 140, 140, 0 }, |
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{ 12, 0, 1, 0, 0, 146, 0 }, |
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{ 12, 13, 11, 0, 140, 147, 0 }, |
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{ 3, 13, 11, 12, 150, 0, 0 } |
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// clang-format on |
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}; |
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// BUGFIX: This array should contain an additional 0 (207 elements). |
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/** Maps tile IDs to their corresponding base tile ID. */ |
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const BYTE BSTYPES[] = { |
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0, 1, 2, 3, 4, 5, 6, 7, 8, 9, |
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10, 11, 12, 13, 14, 15, 16, 17, 0, 0, |
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0, 0, 0, 0, 0, 1, 2, 10, 4, 5, |
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6, 7, 8, 9, 10, 11, 12, 14, 5, 14, |
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10, 4, 14, 4, 5, 0, 0, 0, 0, 0, |
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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0, 0, 0, 0, 0, 0, 0, 0, 0, 1, |
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2, 3, 4, 1, 6, 7, 16, 17, 2, 1, |
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1, 2, 2, 1, 1, 2, 2, 2, 2, 2, |
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1, 1, 11, 1, 13, 13, 13, 1, 2, 1, |
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2, 1, 2, 1, 2, 2, 2, 2, 12, 0, |
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0, 11, 1, 11, 1, 13, 0, 0, 0, 0, |
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0, 0, 0, 13, 13, 13, 13, 13, 13, 13, |
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13, 13, 13, 13, 13, 13, 1, 11, 2, 12, |
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13, 13, 13, 12, 2, 1, 2, 2, 4, 14, |
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4, 10, 13, 13, 4, 4, 1, 1, 4, 2, |
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2, 13, 13, 13, 13, 25, 26, 28, 30, 31, |
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41, 43, 40, 41, 42, 43, 25, 41, 43, 28, |
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28, 1, 2, 25, 26, 22, 22, 25, 26, 0, |
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0, 0, 0, 0, 0, 0, 0 |
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}; |
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// BUGFIX: This array should contain an additional 0 (207 elements) (fixed). |
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/** Maps tile IDs to their corresponding undecorated tile ID. */ |
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const BYTE L5BTYPES[] = { |
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0, 1, 2, 3, 4, 5, 6, 7, 8, 9, |
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10, 11, 12, 13, 14, 15, 16, 17, 0, 0, |
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0, 0, 0, 0, 0, 25, 26, 0, 28, 0, |
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30, 31, 0, 0, 0, 0, 0, 0, 0, 0, |
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40, 41, 42, 43, 0, 0, 0, 0, 0, 0, |
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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0, 0, 0, 0, 0, 0, 0, 0, 0, 79, |
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80, 0, 82, 0, 0, 0, 0, 0, 0, 79, |
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0, 80, 0, 0, 79, 80, 0, 2, 2, 2, |
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1, 1, 11, 25, 13, 13, 13, 1, 2, 1, |
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2, 1, 2, 1, 2, 2, 2, 2, 12, 0, |
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0, 11, 1, 11, 1, 13, 0, 0, 0, 0, |
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0, 0, 0, 13, 13, 13, 13, 13, 13, 0, |
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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0, 0, 0, 0, 0, 0, 0 |
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}; |
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/** Miniset: stairs up on a corner wall. */ |
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const Miniset STAIRSUP { |
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{ 4, 4 }, |
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{ |
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{ 13, 13, 13, 13 }, |
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{ 2, 2, 2, 2 }, |
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{ 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13 }, |
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}, |
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{ |
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{ 0, 66, 6, 0 }, |
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{ 63, 64, 65, 0 }, |
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{ 0, 67, 68, 0 }, |
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{ 0, 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: stairs down. */ |
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const Miniset STAIRSDOWN { |
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{ 4, 3 }, |
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{ |
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{ 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13 }, |
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}, |
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{ |
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{ 62, 57, 58, 0 }, |
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{ 61, 59, 60, 0 }, |
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{ 0, 0, 0, 0 }, |
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} |
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}; |
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/** Miniset: candlestick. */ |
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const Miniset LAMPS { |
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{ 2, 2 }, |
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{ |
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{ 13, 0 }, |
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{ 13, 13 }, |
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}, |
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{ |
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{ 129, 0 }, |
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{ 130, 128 }, |
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} |
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}; |
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/** Miniset: Poisoned Water Supply entrance. */ |
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const Miniset PWATERIN { |
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{ 6, 6 }, |
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{ |
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{ 13, 13, 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13, 13, 13 }, |
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{ 13, 13, 13, 13, 13, 13 }, |
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}, |
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{ |
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{ 0, 0, 0, 0, 0, 0 }, |
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{ 0, 202, 200, 200, 84, 0 }, |
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{ 0, 199, 203, 203, 83, 0 }, |
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{ 0, 85, 206, 80, 81, 0 }, |
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{ 0, 0, 134, 135, 0, 0 }, |
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{ 0, 0, 0, 0, 0, 0 }, |
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} |
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}; |
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/** |
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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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BYTE L5ConvTbl[16] = { 22, 13, 1, 13, 2, 13, 13, 13, 4, 13, 1, 13, 2, 13, 16, 13 }; |
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enum Tile : uint8_t { |
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// clang-format off |
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VWall = 1, |
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HWall = 2, |
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Corner = 3, |
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DWall = 4, |
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DArch = 5, |
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VWallEnd = 6, |
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HWallEnd = 7, |
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HArchEnd = 8, |
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VArchEnd = 9, |
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HArchVWall = 10, |
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VArch = 11, |
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HArch = 12, |
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Floor = 13, |
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HWallVArch = 14, |
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Pillar = 15, |
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Pillar1 = 16, |
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Pillar2 = 17, |
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DirtCorner = 21, |
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VDoor = 25, |
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HDoor = 26, |
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HFenceVWall = 27, |
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HDoorVDoor = 28, |
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DFence = 29, |
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VDoorEnd = 30, |
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HDoorEnd = 31, |
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VFenceEnd = 32, |
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VFence = 35, |
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HFence = 36, |
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HWallVFence = 37, |
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HArchVFence = 38, |
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HArchVDoor = 39, |
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EntranceStairs = 64, |
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HWallShadow = 148, |
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HArchShadow = 149, |
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HArchShadow2 = 153, |
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HWallShadow2 = 154, |
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// clang-format on |
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}; |
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void ApplyShadowsPatterns() |
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{ |
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uint8_t sd[2][2]; |
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for (int y = 1; y < DMAXY; y++) { |
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for (int x = 1; x < DMAXX; x++) { |
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sd[0][0] = BSTYPES[dungeon[x][y]]; |
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sd[1][0] = BSTYPES[dungeon[x - 1][y]]; |
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sd[0][1] = BSTYPES[dungeon[x][y - 1]]; |
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sd[1][1] = BSTYPES[dungeon[x - 1][y - 1]]; |
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for (const auto &shadow : SPATS) { |
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if (shadow.strig != sd[0][0]) |
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continue; |
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if (shadow.s1 != 0 && shadow.s1 != sd[1][1]) |
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continue; |
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if (shadow.s2 != 0 && shadow.s2 != sd[0][1]) |
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continue; |
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if (shadow.s3 != 0 && shadow.s3 != sd[1][0]) |
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continue; |
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if (shadow.nv1 != 0 && !Protected.test(x - 1, y - 1)) { |
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dungeon[x - 1][y - 1] = shadow.nv1; |
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} |
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if (shadow.nv2 != 0 && !Protected.test(x, y - 1)) { |
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dungeon[x][y - 1] = shadow.nv2; |
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} |
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if (shadow.nv3 != 0 && !Protected.test(x - 1, y)) { |
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dungeon[x - 1][y] = shadow.nv3; |
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} |
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} |
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} |
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} |
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for (int y = 1; y < DMAXY; y++) { |
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for (int x = 1; x < DMAXX; x++) { |
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if (Protected.test(x - 1, y)) |
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continue; |
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if (dungeon[x - 1][y] == 139) { |
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uint8_t tnv3 = 139; |
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if (IsAnyOf(dungeon[x][y], DFence, VFenceEnd, VFence, HWallVFence, HArchVFence, HArchVDoor)) { |
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tnv3 = 141; |
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} |
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dungeon[x - 1][y] = tnv3; |
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} |
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if (dungeon[x - 1][y] == HArchShadow) { |
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uint8_t tnv3 = HArchShadow; |
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if (IsAnyOf(dungeon[x][y], DFence, VFenceEnd, VFence, HWallVFence, HArchVFence, HArchVDoor)) { |
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tnv3 = HArchShadow2; |
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} |
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dungeon[x - 1][y] = tnv3; |
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} |
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if (dungeon[x - 1][y] == HWallShadow) { |
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uint8_t tnv3 = HWallShadow; |
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if (IsAnyOf(dungeon[x][y], DFence, VFenceEnd, VFence, HWallVFence, HArchVFence, HArchVDoor)) { |
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tnv3 = HWallShadow2; |
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} |
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dungeon[x - 1][y] = tnv3; |
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} |
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} |
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} |
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} |
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bool CanReplaceTile(uint8_t replace, Point tile) |
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{ |
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if (replace < 84 || replace > 100) { |
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return true; |
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} |
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// BUGFIX: p2 is a workaround for a bug, only p1 should have been used (fixing this breaks compatability) |
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constexpr auto ComparisonWithBoundsCheck = [](Point p1, Point p2) { |
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return (p1.x >= 0 && p1.x < DMAXX && p1.y >= 0 && p1.y < DMAXY) |
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&& (p2.x >= 0 && p2.x < DMAXX && p2.y >= 0 && p2.y < DMAXY) |
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&& (dungeon[p1.x][p1.y] >= 84 && dungeon[p2.x][p2.y] <= 100); |
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}; |
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if (ComparisonWithBoundsCheck(tile + Direction::NorthWest, tile + Direction::NorthWest) |
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|| ComparisonWithBoundsCheck(tile + Direction::SouthEast, tile + Direction::NorthWest) |
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|| ComparisonWithBoundsCheck(tile + Direction::SouthWest, tile + Direction::NorthWest) |
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|| ComparisonWithBoundsCheck(tile + Direction::NorthEast, tile + Direction::NorthWest)) { |
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return false; |
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} |
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return true; |
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} |
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void FillFloor() |
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{ |
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for (int j = 0; j < DMAXY; j++) { |
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for (int i = 0; i < DMAXX; i++) { |
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if (!Protected.test(i, j) && dungeon[i][j] == Tile::Floor) { |
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int rv = GenerateRnd(3); |
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if (rv == 1) |
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dungeon[i][j] = 162; |
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if (rv == 2) |
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dungeon[i][j] = 163; |
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} |
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} |
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} |
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} |
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void LoadQuestSetPieces() |
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{ |
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if (Quests[Q_BUTCHER].IsAvailable()) { |
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pSetPiece = LoadFileInMem<uint16_t>("Levels\\L1Data\\rnd6.DUN"); |
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} else if (Quests[Q_SKELKING].IsAvailable() && !gbIsMultiplayer) { |
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pSetPiece = LoadFileInMem<uint16_t>("Levels\\L1Data\\SKngDO.DUN"); |
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} else if (Quests[Q_LTBANNER].IsAvailable()) { |
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pSetPiece = LoadFileInMem<uint16_t>("Levels\\L1Data\\Banner2.DUN"); |
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} |
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} |
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void InitDungeonPieces() |
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{ |
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for (int j = 0; j < MAXDUNY; j++) { |
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for (int i = 0; i < MAXDUNX; i++) { |
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int8_t pc; |
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if (IsAnyOf(dPiece[i][j], 11, 70, 320, 210, 340, 417)) { |
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pc = 1; |
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} else if (IsAnyOf(dPiece[i][j], 10, 248, 324, 343, 330, 420)) { |
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pc = 2; |
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} else if (dPiece[i][j] == 252) { |
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pc = 3; |
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} else if (dPiece[i][j] == 254) { |
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pc = 4; |
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} else if (dPiece[i][j] == 258) { |
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pc = 5; |
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} else if (dPiece[i][j] == 266) { |
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pc = 6; |
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} else { |
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continue; |
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} |
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dSpecial[i][j] = pc; |
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} |
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} |
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} |
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void InitDungeonFlags() |
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{ |
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memset(dungeon, 22, sizeof(dungeon)); |
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Protected.reset(); |
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Chamber.reset(); |
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} |
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void MapRoom(Rectangle room) |
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{ |
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for (int y = 0; y < room.size.height; y++) { |
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for (int x = 0; x < room.size.width; x++) { |
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DungeonMask.set(room.position.x + x, room.position.y + y); |
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} |
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} |
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} |
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bool CheckRoom(Rectangle room) |
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{ |
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for (int j = 0; j < room.size.height; j++) { |
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for (int i = 0; i < room.size.width; i++) { |
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if (i + room.position.x < 0 || i + room.position.x >= DMAXX || j + room.position.y < 0 || j + room.position.y >= DMAXY) { |
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return false; |
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} |
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if (DungeonMask.test(i + room.position.x, j + room.position.y)) { |
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return false; |
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} |
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} |
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} |
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return true; |
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} |
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void GenerateRoom(Rectangle area, bool verticalLayout) |
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{ |
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bool rotate = GenerateRnd(4) == 0; |
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verticalLayout = (!verticalLayout && rotate) || (verticalLayout && !rotate); |
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bool placeRoom1; |
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Rectangle room1; |
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for (int num = 0; num < 20; num++) { |
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room1.size = { (GenerateRnd(5) + 2) & ~1, (GenerateRnd(5) + 2) & ~1 }; |
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room1.position = area.position; |
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if (verticalLayout) { |
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room1.position += Displacement { -room1.size.width, area.size.height / 2 - room1.size.height / 2 }; |
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placeRoom1 = CheckRoom({ room1.position + Displacement { -1, -1 }, { room1.size.height + 2, room1.size.width + 1 } }); /// BUGFIX: swap height and width ({ room1.size.width + 1, room1.size.height + 2 }) (workaround applied below) |
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} else { |
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room1.position += Displacement { area.size.width / 2 - room1.size.width / 2, -room1.size.height }; |
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placeRoom1 = CheckRoom({ room1.position + Displacement { -1, -1 }, { room1.size.width + 2, room1.size.height + 1 } }); |
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} |
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if (placeRoom1) |
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break; |
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} |
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|
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if (placeRoom1) |
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MapRoom({ room1.position, { std::min(DMAXX - room1.position.x, room1.size.width), std::min(DMAXX - room1.position.y, room1.size.height) } }); |
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|
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bool placeRoom2; |
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Rectangle room2 = room1; |
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if (verticalLayout) { |
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room2.position.x = area.position.x + area.size.width; |
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placeRoom2 = CheckRoom({ room2.position + Displacement { 0, -1 }, { room2.size.width + 1, room2.size.height + 2 } }); |
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} else { |
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room2.position.y = area.position.y + area.size.height; |
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placeRoom2 = CheckRoom({ room2.position + Displacement { -1, 0 }, { room2.size.width + 2, room2.size.height + 1 } }); |
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} |
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|
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if (placeRoom2) |
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MapRoom(room2); |
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if (placeRoom1) |
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GenerateRoom(room1, !verticalLayout); |
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if (placeRoom2) |
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GenerateRoom(room2, !verticalLayout); |
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} |
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|
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/** |
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* @brief Generate a boolean dungoen room layout |
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*/ |
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void FirstRoom() |
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{ |
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DungeonMask.reset(); |
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|
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VerticalLayout = !FlipCoin(); |
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HasChamber1 = FlipCoin(); |
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HasChamber2 = FlipCoin(); |
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HasChamber3 = FlipCoin(); |
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|
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if (!HasChamber1 || !HasChamber3) |
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HasChamber2 = true; |
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|
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Rectangle chamber1 { { 15, 15 }, { 10, 10 } }; |
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Rectangle chamber2 { { 15, 15 }, { 10, 10 } }; |
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Rectangle chamber3 { { 15, 15 }, { 10, 10 } }; |
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Rectangle hallway { { 1, 1 }, { DMAXX - 2, DMAXY - 2 } }; |
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|
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if (VerticalLayout) { |
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chamber1.position.y = 1; |
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chamber3.position.y = 29; |
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hallway.position.x = 17; |
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hallway.size.width = 6; |
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|
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if (!HasChamber1) { |
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hallway.position.y += 17; |
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hallway.size.height -= 17; |
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} |
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|
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if (!HasChamber3) |
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hallway.size.height -= 16; |
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} else { |
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chamber1.position.x = 1; |
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chamber3.position.x = 29; |
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hallway.position.y = 17; |
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hallway.size.height = 6; |
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|
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if (!HasChamber1) { |
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hallway.position.x += 17; |
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hallway.size.width -= 17; |
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} |
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|
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if (!HasChamber3) |
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hallway.size.width -= 16; |
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} |
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|
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if (HasChamber1) |
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MapRoom(chamber1); |
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if (HasChamber2) |
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MapRoom(chamber2); |
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if (HasChamber3) |
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MapRoom(chamber3); |
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|
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MapRoom(hallway); |
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|
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if (HasChamber1) |
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GenerateRoom(chamber1, VerticalLayout); |
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if (HasChamber2) |
|
GenerateRoom(chamber2, VerticalLayout); |
|
if (HasChamber3) |
|
GenerateRoom(chamber3, VerticalLayout); |
|
} |
|
|
|
/** |
|
* @brief Find the number of mega tiles used by layout |
|
*/ |
|
int FindArea() |
|
{ |
|
int rv = 0; |
|
|
|
for (int j = 0; j < DMAXY; j++) { |
|
for (int i = 0; i < DMAXX; i++) { // NOLINT(modernize-loop-convert) |
|
if (DungeonMask.test(i, j)) |
|
rv++; |
|
} |
|
} |
|
|
|
return rv; |
|
} |
|
|
|
void MakeDmt() |
|
{ |
|
for (int j = 0; j < DMAXY - 1; j++) { |
|
for (int i = 0; i < DMAXX - 1; i++) { |
|
int val = (DungeonMask.test(i + 1, j + 1) << 3) | (DungeonMask.test(i, j + 1) << 2) | (DungeonMask.test(i + 1, j) << 1) | DungeonMask.test(i, j); |
|
dungeon[i][j] = L5ConvTbl[val]; |
|
} |
|
} |
|
} |
|
|
|
int HorizontalWallOk(Point position) |
|
{ |
|
int length; |
|
for (length = 1; dungeon[position.x + length][position.y] == 13; length++) { |
|
if (dungeon[position.x + length][position.y - 1] != 13 || dungeon[position.x + length][position.y + 1] != 13 || Protected.test(position.x + length, position.y) || Chamber.test(position.x + length, position.y)) |
|
break; |
|
} |
|
|
|
if (length == 1) |
|
return -1; |
|
|
|
auto tileId = static_cast<Tile>(dungeon[position.x + length][position.y]); |
|
|
|
if (!IsAnyOf(tileId, 3, 4, 5, 6, 7, 16, 17, 18, 19, 20, 21, 23, 24)) |
|
return -1; |
|
|
|
return length; |
|
} |
|
|
|
int VerticalWallOk(Point position) |
|
{ |
|
int length; |
|
for (length = 1; dungeon[position.x][position.y + length] == 13; length++) { |
|
if (dungeon[position.x - 1][position.y + length] != 13 || dungeon[position.x + 1][position.y + length] != 13 || Protected.test(position.x, position.y + length) || Chamber.test(position.x, position.y + length)) |
|
break; |
|
} |
|
|
|
if (length == 1) |
|
return -1; |
|
|
|
auto tileId = static_cast<Tile>(dungeon[position.x][position.y + length]); |
|
|
|
if (!IsAnyOf(tileId, 3, 4, 5, 6, 7, 16, 17, 18, 19, 20, 21, 23, 24)) |
|
return -1; |
|
|
|
return length; |
|
} |
|
|
|
void HorizontalWall(Point position, Tile start, int maxX) |
|
{ |
|
Tile wallTile = Tile::HWall; |
|
Tile doorTile = Tile::HDoor; |
|
|
|
switch (GenerateRnd(4)) { |
|
case 2: // Add arch |
|
wallTile = Tile::HArch; |
|
doorTile = Tile::HArch; |
|
if (start == Tile::HWall) |
|
start = Tile::HArch; |
|
else if (start == Tile::DWall) |
|
start = Tile::HArchVWall; |
|
break; |
|
case 3: // Add Fence |
|
wallTile = Tile::HFence; |
|
if (start == Tile::HWall) |
|
start = Tile::HFence; |
|
else if (start == Tile::DWall) |
|
start = Tile::HFenceVWall; |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
if (GenerateRnd(6) == 5) |
|
doorTile = Tile::HArch; |
|
|
|
dungeon[position.x][position.y] = start; |
|
|
|
for (int x = 1; x < maxX; x++) { |
|
dungeon[position.x + x][position.y] = wallTile; |
|
} |
|
|
|
int x = GenerateRnd(maxX - 1) + 1; |
|
|
|
dungeon[position.x + x][position.y] = doorTile; |
|
if (doorTile == Tile::HDoor) { |
|
Protected.set(position.x + x, position.y); |
|
} |
|
} |
|
|
|
void VerticalWall(Point position, Tile start, int maxY) |
|
{ |
|
Tile wallTile = Tile::VWall; |
|
Tile doorTile = Tile::VDoor; |
|
|
|
switch (GenerateRnd(4)) { |
|
case 2: // Add arch |
|
wallTile = Tile::VArch; |
|
doorTile = Tile::VArch; |
|
if (start == Tile::VWall) |
|
start = Tile::VArch; |
|
else if (start == Tile::DWall) |
|
start = Tile::HWallVArch; |
|
break; |
|
case 3: // Add Fence |
|
wallTile = Tile::VFence; |
|
if (start == Tile::VWall) |
|
start = Tile::VFence; |
|
else if (start == Tile::DWall) |
|
start = Tile::HWallVFence; |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
if (GenerateRnd(6) == 5) |
|
doorTile = Tile::VArch; |
|
|
|
dungeon[position.x][position.y] = start; |
|
|
|
for (int y = 1; y < maxY; y++) { |
|
dungeon[position.x][position.y + y] = wallTile; |
|
} |
|
|
|
int y = GenerateRnd(maxY - 1) + 1; |
|
|
|
dungeon[position.x][position.y + y] = doorTile; |
|
if (doorTile == Tile::VDoor) { |
|
Protected.set(position.x, position.y + y); |
|
} |
|
} |
|
|
|
void AddWall() |
|
{ |
|
for (int j = 0; j < DMAXY; j++) { |
|
for (int i = 0; i < DMAXX; i++) { |
|
if (!Protected.test(i, j) && !Chamber.test(i, j)) { |
|
if (dungeon[i][j] == Tile::Corner) { |
|
AdvanceRndSeed(); |
|
int maxX = HorizontalWallOk({ i, j }); |
|
if (maxX != -1) { |
|
HorizontalWall({ i, j }, Tile::HWall, maxX); |
|
} |
|
} |
|
if (dungeon[i][j] == Tile::Corner) { |
|
AdvanceRndSeed(); |
|
int maxY = VerticalWallOk({ i, j }); |
|
if (maxY != -1) { |
|
VerticalWall({ i, j }, Tile::VWall, maxY); |
|
} |
|
} |
|
if (dungeon[i][j] == Tile::VWallEnd) { |
|
AdvanceRndSeed(); |
|
int maxX = HorizontalWallOk({ i, j }); |
|
if (maxX != -1) { |
|
HorizontalWall({ i, j }, Tile::DWall, maxX); |
|
} |
|
} |
|
if (dungeon[i][j] == Tile::HWallEnd) { |
|
AdvanceRndSeed(); |
|
int maxY = VerticalWallOk({ i, j }); |
|
if (maxY != -1) { |
|
VerticalWall({ i, j }, Tile::DWall, maxY); |
|
} |
|
} |
|
if (dungeon[i][j] == Tile::HWall) { |
|
AdvanceRndSeed(); |
|
int maxX = HorizontalWallOk({ i, j }); |
|
if (maxX != -1) { |
|
HorizontalWall({ i, j }, Tile::HWall, maxX); |
|
} |
|
} |
|
if (dungeon[i][j] == Tile::VWall) { |
|
AdvanceRndSeed(); |
|
int maxY = VerticalWallOk({ i, j }); |
|
if (maxY != -1) { |
|
VerticalWall({ i, j }, Tile::VWall, maxY); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
void GenerateChamber(Point position, bool topflag, bool bottomflag, bool leftflag, bool rightflag) |
|
{ |
|
if (topflag) { |
|
dungeon[position.x + 2][position.y] = Tile::HArch; |
|
dungeon[position.x + 3][position.y] = Tile::HArch; |
|
dungeon[position.x + 4][position.y] = Tile::Corner; |
|
dungeon[position.x + 7][position.y] = Tile::VArchEnd; |
|
dungeon[position.x + 8][position.y] = Tile::HArch; |
|
dungeon[position.x + 9][position.y] = Tile::HWall; |
|
} |
|
if (bottomflag) { |
|
position.y += 11; |
|
dungeon[position.x + 2][position.y] = Tile::HArchVWall; |
|
dungeon[position.x + 3][position.y] = Tile::HArch; |
|
dungeon[position.x + 4][position.y] = Tile::HArchEnd; |
|
dungeon[position.x + 7][position.y] = Tile::DArch; |
|
dungeon[position.x + 8][position.y] = Tile::HArch; |
|
if (dungeon[position.x + 9][position.y] != Tile::DWall) { |
|
dungeon[position.x + 9][position.y] = Tile::DirtCorner; |
|
} |
|
position.y -= 11; |
|
} |
|
if (leftflag) { |
|
dungeon[position.x][position.y + 2] = Tile::VArch; |
|
dungeon[position.x][position.y + 3] = Tile::VArch; |
|
dungeon[position.x][position.y + 4] = Tile::Corner; |
|
dungeon[position.x][position.y + 7] = Tile::HArchEnd; |
|
dungeon[position.x][position.y + 8] = Tile::VArch; |
|
dungeon[position.x][position.y + 9] = Tile::VWall; |
|
} |
|
if (rightflag) { |
|
position.x += 11; |
|
dungeon[position.x][position.y + 2] = Tile::HWallVArch; |
|
dungeon[position.x][position.y + 3] = Tile::VArch; |
|
dungeon[position.x][position.y + 4] = Tile::VArchEnd; |
|
dungeon[position.x][position.y + 7] = Tile::DArch; |
|
dungeon[position.x][position.y + 8] = Tile::VArch; |
|
if (dungeon[position.x][position.y + 9] != Tile::DWall) { |
|
dungeon[position.x][position.y + 9] = Tile::DirtCorner; |
|
} |
|
position.x -= 11; |
|
} |
|
|
|
for (int y = 1; y < 11; y++) { |
|
for (int x = 1; x < 11; x++) { |
|
dungeon[position.x + x][position.y + y] = Tile::Floor; |
|
Chamber.set(position.x + x, position.y + y); |
|
} |
|
} |
|
|
|
dungeon[position.x + 4][position.y + 4] = Tile::Pillar; |
|
dungeon[position.x + 7][position.y + 4] = Tile::Pillar; |
|
dungeon[position.x + 4][position.y + 7] = Tile::Pillar; |
|
dungeon[position.x + 7][position.y + 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.test(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.test(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.test(x + 1, y)) |
|
i = 80; |
|
else |
|
dungeon[x + 1][y] = 92; |
|
} |
|
dungeon[x][y] = i; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
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 FixCornerTiles() |
|
{ |
|
for (int j = 1; j < DMAXY - 1; j++) { |
|
for (int i = 1; i < DMAXX - 1; i++) { |
|
if (!Protected.test(i, j) && dungeon[i][j] == 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; |
|
} |
|
} |
|
} |
|
} |
|
|
|
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 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 { |
|
FirstRoom(); |
|
} while (FindArea() < minarea); |
|
|
|
InitDungeonFlags(); |
|
MakeDmt(); |
|
FillChambers(); |
|
FixTilesPatterns(); |
|
AddWall(); |
|
FloodTransparencyValues(13); |
|
if (PlaceStairs(entry)) |
|
break; |
|
} |
|
|
|
FreeQuestSetPieces(); |
|
|
|
for (int j = 0; j < DMAXY; j++) { |
|
for (int i = 0; i < DMAXX; i++) { |
|
if (dungeon[i][j] == 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) { |
|
CryptSubstitution(); |
|
} else { |
|
Substitution(); |
|
ApplyShadowsPatterns(); |
|
|
|
int numt = GenerateRnd(5) + 5; |
|
for (int i = 0; i < numt; i++) { |
|
PlaceMiniSet(LAMPS, DMAXX * DMAXY, true); |
|
} |
|
|
|
FillFloor(); |
|
} |
|
|
|
memcpy(pdungeon, dungeon, sizeof(pdungeon)); |
|
|
|
DRLG_CheckQuests(SetPiece.position); |
|
} |
|
|
|
void Pass3() |
|
{ |
|
DRLG_LPass3(22 - 1); |
|
|
|
if (leveltype == DTYPE_CRYPT) |
|
InitCryptPieces(); |
|
else |
|
InitDungeonPieces(); |
|
} |
|
|
|
} // namespace |
|
|
|
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 }); |
|
} |
|
} |
|
} |
|
|
|
Point SelectChamber() |
|
{ |
|
int chamber; |
|
if (!HasChamber1) |
|
chamber = FlipCoin() ? 3 : 2; |
|
else if (!HasChamber2) |
|
chamber = FlipCoin() ? 1 : 3; |
|
else if (!HasChamber3) |
|
chamber = FlipCoin() ? 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 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] == 289) { |
|
UberRow = i; |
|
UberCol = j; |
|
} |
|
if (dPiece[i][j] == 316) { |
|
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
|
|
|