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#include "levels/drlg_l1.h"
#include <cstdint>
#include "engine/load_file.hpp"
#include "engine/point.hpp"
#include "engine/random.hpp"
#include "engine/rectangle.hpp"
#include "levels/crypt.h"
#include "levels/gendung.h"
#include "player.h"
#include "quests.h"
#include "utils/bitset2d.hpp"
#include "utils/is_of.hpp"
namespace devilution {
namespace {
/** Marks where walls may not be added to the level */
Bitset2d<DMAXX, DMAXY> Chamber;
/** 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;
/** 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 },
}
};
/** 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 },
}
};
/** 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 },
}
};
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,
VCorner = 16,
HCorner = 17,
DirtHwall = 18,
DirtVwall = 19,
VDirtCorner = 20,
HDirtCorner = 21,
Dirt = 22,
DirtHwallEnd = 23,
DirtVwallEnd = 24,
VDoor = 25,
HDoor = 26,
HFenceVWall = 27,
HDoorVDoor = 28,
DFence = 29,
VDoorEnd = 30,
HDoorEnd = 31,
VFenceEnd = 32,
VArchEnd2 = 33,
HArchVWall2 = 34,
VFence = 35,
HFence = 36,
HWallVFence = 37,
HArchVFence = 38,
HArchVDoor = 39,
HArchVWall3 = 40,
DWall2 = 41,
HWallVArch2 = 42,
DWall3 = 43,
EntranceStairs = 64,
VWall2 = 79,
HWall2 = 80,
DWall4 = 82,
VWallEnd2 = 84,
VWall4 = 89,
VWall5 = 90,
HWall4 = 91,
HWall5 = 92,
VWall8 = 100,
Floor12 = 139,
Floor13 = 140,
Floor14 = 141,
Floor15 = 142,
Floor16 = 143,
Floor17 = 144,
Floor18 = 145,
VWall17 = 146,
VArch5 = 147,
HWallShadow = 148,
HArchShadow = 149,
Floor19 = 150,
Floor20 = 151,
Floor21 = 152,
HArchShadow2 = 153,
HWallShadow2 = 154,
Floor22 = 162,
Floor23 = 163,
DirtHWall2 = 199,
DirtVWall2 = 200,
DirtCorner2 = 202,
DirtHWallEnd2 = 204,
DirtVWallEnd2 = 205,
// clang-format on
};
/** Contains shadows for 2x2 blocks of base tile IDs in the Cathedral. */
const ShadowStruct ShadowPatterns[37] = {
// clang-format off
// strig, s1, s2, s3, nv1, nv2, nv3
{ HWallEnd, Floor, 0, Floor, Floor17, 0, Floor15 },
{ VCorner, Floor, 0, Floor, Floor17, 0, Floor15 },
{ Pillar, Floor, 0, Floor, Floor18, 0, Floor15 },
{ DArch, Floor, Floor, Floor, Floor21, Floor13, Floor12 },
{ DArch, Floor, VWall, Floor, Floor16, VWall17, Floor12 },
{ DArch, Floor, Floor, HWall, Floor16, Floor13, HWallShadow },
{ DArch, 0, VWall, HWall, 0, VWall17, HWallShadow },
{ DArch, Floor, VArch, Floor, Floor16, VArch5, Floor12 },
{ DArch, Floor, Floor, HArch, Floor16, Floor13, HArchShadow },
{ DArch, Floor, VArch, HArch, Floor19, VArch5, HArchShadow },
{ DArch, Floor, VWall, HArch, Floor16, VWall17, HArchShadow },
{ DArch, Floor, VArch, HWall, Floor16, VArch5, HWallShadow },
{ VArchEnd, Floor, Floor, Floor, Floor17, Floor13, Floor15 },
{ VArchEnd, Floor, VWall, Floor, Floor17, VWall17, Floor15 },
{ VArchEnd, Floor, VArch, Floor, Floor20, VArch5, Floor15 },
{ HArchEnd, Floor, 0, Floor, Floor17, 0, Floor12 },
{ HArchEnd, Floor, 0, HArch, Floor16, 0, HArchShadow },
{ HArchEnd, 0, 0, HWall, 0, 0, HWallShadow },
{ VArch, 0, 0, Floor, 0, 0, Floor12 },
{ VArch, Floor, 0, Floor, Floor12, 0, Floor12 },
{ VArch, HWall, 0, Floor, HWallShadow, 0, Floor12 },
{ VArch, HArch, 0, Floor, HArchShadow, 0, Floor12 },
{ VArch, Floor, VArch, HArch, Floor12, 0, HArchShadow },
{ HWallVArch, 0, 0, Floor, 0, 0, Floor12 },
{ HWallVArch, Floor, 0, Floor, Floor12, 0, Floor12 },
{ HWallVArch, HWall, 0, Floor, HWallShadow, 0, Floor12 },
{ HWallVArch, HArch, 0, Floor, HArchShadow, 0, Floor12 },
{ HWallVArch, Floor, VArch, HArch, Floor12, 0, HArchShadow },
{ HArchVWall, 0, Floor, 0, 0, Floor13, 0 },
{ HArchVWall, Floor, Floor, 0, Floor13, Floor13, 0 },
{ HArchVWall, 0, VWall, 0, 0, VWall17, 0 },
{ HArchVWall, Floor, VArch, 0, Floor13, VArch5, 0 },
{ HArch, 0, Floor, 0, 0, Floor13, 0 },
{ HArch, Floor, Floor, 0, Floor13, Floor13, 0 },
{ HArch, 0, VWall, 0, 0, VWall17, 0 },
{ HArch, Floor, VArch, 0, Floor13, VArch5, 0 },
{ Corner, Floor, VArch, HArch, Floor19, 0, 0 }
// clang-format on
};
/** Maps tile IDs to their corresponding base tile ID. */
const uint8_t BaseTypes[207] = {
0,
VWall, HWall, Corner, DWall, DArch, VWallEnd, HWallEnd, HArchEnd, VArchEnd,
HArchVWall, VArch, HArch, Floor, HWallVArch, Pillar, VCorner, HCorner,
0, 0, 0, 0, 0, 0, 0,
VWall, HWall, HArchVWall, DWall, DArch, VWallEnd, HWallEnd, HArchEnd,
VArchEnd, HArchVWall, VArch, HArch, HWallVArch, DArch, HWallVArch,
HArchVWall, DWall, HWallVArch, DWall, DArch,
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,
VWall, HWall, Corner, DWall, VWall, VWallEnd, HWallEnd, VCorner, HCorner,
HWall, VWall, VWall, HWall, HWall, VWall, VWall, HWall, HWall, HWall, HWall,
HWall, VWall, VWall, VArch, VWall, Floor, Floor, Floor, VWall, HWall, VWall,
HWall, VWall, HWall, VWall, HWall, HWall, HWall, HWall, HArch,
0, 0,
VArch, VWall, VArch, VWall, Floor,
0, 0, 0, 0, 0, 0, 0,
Floor, Floor, Floor, Floor, Floor, Floor, Floor, Floor, Floor, Floor, Floor,
Floor, Floor, VWall, VArch, HWall, HArch, Floor, Floor, Floor, HArch, HWall,
VWall, HWall, HWall, DWall, HWallVArch, DWall, HArchVWall, Floor, Floor,
DWall, DWall, VWall, VWall, DWall, HWall, HWall, Floor, Floor, Floor, Floor,
VDoor, HDoor, HDoorVDoor, VDoorEnd, HDoorEnd, DWall2, DWall3, HArchVWall3,
DWall2, HWallVArch2, DWall3, VDoor, DWall2, DWall3, HDoorVDoor, HDoorVDoor,
VWall, HWall, VDoor, HDoor, Dirt, Dirt, VDoor, HDoor,
0, 0, 0, 0, 0, 0, 0, 0
};
/** Maps tile IDs to their corresponding undecorated tile ID. */
const uint8_t TileDecorations[207] = {
0,
VWall, HWall, Corner, DWall, DArch, VWallEnd, HWallEnd, HArchEnd, VArchEnd,
HArchVWall, VArch, HArch, Floor, HWallVArch, Pillar, VCorner, HCorner,
0, 0, 0, 0, 0, 0, 0,
VDoor, HDoor,
0,
HDoorVDoor,
0,
VDoorEnd, HDoorEnd,
0, 0, 0, 0, 0, 0, 0, 0,
HArchVWall3, DWall2, HWallVArch2, DWall3,
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,
VWall2, HWall2,
0,
DWall4,
0, 0, 0, 0, 0, 0,
VWall2,
0,
HWall2,
0, 0,
VWall2, HWall2,
0,
HWall, HWall, HWall, VWall, VWall, VArch, VDoor, Floor, Floor, Floor, VWall,
HWall, VWall, HWall, VWall, HWall, VWall, HWall, HWall, HWall, HWall, HArch,
0, 0,
VArch, VWall, VArch, VWall, Floor,
0, 0, 0, 0, 0, 0, 0,
Floor, Floor, Floor, Floor, Floor, Floor,
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
};
void ApplyShadowsPatterns()
{
uint8_t slice[2][2];
for (int y = 1; y < DMAXY; y++) {
for (int x = 1; x < DMAXX; x++) {
slice[0][0] = BaseTypes[dungeon[x][y]];
slice[1][0] = BaseTypes[dungeon[x - 1][y]];
slice[0][1] = BaseTypes[dungeon[x][y - 1]];
slice[1][1] = BaseTypes[dungeon[x - 1][y - 1]];
for (const auto &shadow : ShadowPatterns) {
if (shadow.strig != slice[0][0])
continue;
if (shadow.s1 != 0 && shadow.s1 != slice[1][1])
continue;
if (shadow.s2 != 0 && shadow.s2 != slice[0][1])
continue;
if (shadow.s3 != 0 && shadow.s3 != slice[1][0])
continue;
if (shadow.nv1 != 0 && !Protected.test(x - 1, y - 1)) {
dungeon[x - 1][y - 1] = shadow.nv1;
}
if (shadow.nv2 != 0 && !Protected.test(x, y - 1)) {
dungeon[x][y - 1] = shadow.nv2;
}
if (shadow.nv3 != 0 && !Protected.test(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.test(x - 1, y))
continue;
if (dungeon[x - 1][y] == Floor12) {
Tile tnv3 = Floor12;
if (IsAnyOf(dungeon[x][y], DFence, VFenceEnd, VFence, HWallVFence, HArchVFence, HArchVDoor)) {
tnv3 = Floor14;
}
dungeon[x - 1][y] = tnv3;
}
if (dungeon[x - 1][y] == HArchShadow) {
Tile 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) {
Tile 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 < VWallEnd2 || replace > VWall8) {
return true;
}
// BUGFIX: p2 is a workaround for a bug, only p1 should have been used (fixing this breaks compatibility)
constexpr auto ComparisonWithBoundsCheck = [](Point p1, Point p2) {
return (p1.x >= 0 && p1.x < DMAXX && p1.y >= 0 && p1.y < DMAXY)
&& (p2.x >= 0 && p2.x < DMAXX && p2.y >= 0 && p2.y < DMAXY)
&& (dungeon[p1.x][p1.y] >= VWallEnd2 && dungeon[p2.x][p2.y] <= VWall8);
};
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 FillFloor()
{
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) {
if (dungeon[i][j] != Floor || Protected.test(i, j))
continue;
const int rv = RandomIntLessThan(3);
if (rv == 1)
dungeon[i][j] = Floor22;
else if (rv == 2)
dungeon[i][j] = Floor23;
}
}
}
void InitSetPiece()
{
std::unique_ptr<uint16_t[]> setPieceData;
if (Quests[Q_BUTCHER].IsAvailable()) {
setPieceData = LoadFileInMem<uint16_t>("levels\\l1data\\rnd6.dun");
} else if (Quests[Q_SKELKING].IsAvailable() && !UseMultiplayerQuests()) {
setPieceData = LoadFileInMem<uint16_t>("levels\\l1data\\skngdo.dun");
} else if (Quests[Q_LTBANNER].IsAvailable()) {
setPieceData = LoadFileInMem<uint16_t>("levels\\l1data\\banner2.dun");
} else {
return; // no setpiece needed for this level
}
const WorldTilePosition setPiecePosition = SelectChamber();
PlaceDunTiles(setPieceData.get(), setPiecePosition, Floor);
SetPiece = { setPiecePosition, GetDunSize(setPieceData.get()) };
}
void InitDungeonPieces()
{
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) {
int8_t pc;
if (IsAnyOf(dPiece[i][j], 11, 70, 320, 210, 340, 417)) {
pc = 1;
} else if (IsAnyOf(dPiece[i][j], 10, 248, 324, 343, 330, 420)) {
pc = 2;
} else if (dPiece[i][j] == 252) {
pc = 3;
} else if (dPiece[i][j] == 254) {
pc = 4;
} else if (dPiece[i][j] == 258) {
pc = 5;
} else if (dPiece[i][j] == 266) {
pc = 6;
} else {
continue;
}
dSpecial[i][j] = pc;
}
}
}
void InitDungeonFlags()
{
memset(dungeon, Dirt, sizeof(dungeon));
Protected.reset();
Chamber.reset();
}
void MapRoom(Rectangle room)
{
for (int y = 0; y < room.size.height; y++) {
for (int x = 0; x < room.size.width; x++) {
DungeonMask.set(room.position.x + x, room.position.y + y);
}
}
}
bool CheckRoom(Rectangle room)
{
for (int j = 0; j < room.size.height; j++) {
for (int i = 0; i < room.size.width; i++) {
if (i + room.position.x < 0 || i + room.position.x >= DMAXX || j + room.position.y < 0 || j + room.position.y >= DMAXY) {
return false;
}
if (DungeonMask.test(i + room.position.x, j + room.position.y)) {
return false;
}
}
}
return true;
}
void GenerateRoom(Rectangle area, bool verticalLayout)
{
const bool rotate = FlipCoin(4);
verticalLayout = (!verticalLayout && rotate) || (verticalLayout && !rotate);
bool placeRoom1;
Rectangle room1;
for (int num = 0; num < 20; num++) {
const int32_t randomWidth = (GenerateRnd(5) + 2) & ~1;
const int32_t randomHeight = (GenerateRnd(5) + 2) & ~1;
room1.size = { randomWidth, randomHeight };
room1.position = area.position;
if (verticalLayout) {
room1.position += Displacement { -room1.size.width, area.size.height / 2 - room1.size.height / 2 };
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)
} else {
room1.position += Displacement { area.size.width / 2 - room1.size.width / 2, -room1.size.height };
placeRoom1 = CheckRoom({ room1.position + Displacement { -1, -1 }, { room1.size.width + 2, room1.size.height + 1 } });
}
if (placeRoom1)
break;
}
if (placeRoom1)
MapRoom({ room1.position, { std::min(DMAXX - room1.position.x, room1.size.width), std::min(DMAXX - room1.position.y, room1.size.height) } });
bool placeRoom2;
Rectangle room2 = room1;
if (verticalLayout) {
room2.position.x = area.position.x + area.size.width;
placeRoom2 = CheckRoom({ room2.position + Displacement { 0, -1 }, { room2.size.width + 1, room2.size.height + 2 } });
} else {
room2.position.y = area.position.y + area.size.height;
placeRoom2 = CheckRoom({ room2.position + Displacement { -1, 0 }, { room2.size.width + 2, room2.size.height + 1 } });
}
if (placeRoom2)
MapRoom(room2);
if (placeRoom1)
GenerateRoom(room1, !verticalLayout);
if (placeRoom2)
GenerateRoom(room2, !verticalLayout);
}
/**
* @brief Generate a boolean dungoen room layout
*/
void FirstRoom()
{
DungeonMask.reset();
VerticalLayout = FlipCoin();
HasChamber1 = !FlipCoin();
HasChamber2 = !FlipCoin();
HasChamber3 = !FlipCoin();
if (!HasChamber1 || !HasChamber3)
HasChamber2 = true;
Rectangle chamber1 { { 1, 15 }, { 10, 10 } };
const Rectangle chamber2 { { 15, 15 }, { 10, 10 } };
Rectangle chamber3 { { 29, 15 }, { 10, 10 } };
Rectangle hallway { { 1, 17 }, { 38, 6 } };
if (!HasChamber1) {
hallway.position.x += 17;
hallway.size.width -= 17;
}
if (!HasChamber3)
hallway.size.width -= 16;
if (VerticalLayout) {
std::swap(chamber1.position.x, chamber1.position.y);
std::swap(chamber3.position.x, chamber3.position.y);
std::swap(hallway.position.x, hallway.position.y);
std::swap(hallway.size.width, hallway.size.height);
}
if (HasChamber1)
MapRoom(chamber1);
if (HasChamber2)
MapRoom(chamber2);
if (HasChamber3)
MapRoom(chamber3);
MapRoom(hallway);
if (HasChamber1)
GenerateRoom(chamber1, VerticalLayout);
if (HasChamber2)
GenerateRoom(chamber2, VerticalLayout);
if (HasChamber3)
GenerateRoom(chamber3, VerticalLayout);
}
/**
* @brief Find the number of mega tiles used by layout
*/
inline size_t FindArea()
{
return DungeonMask.count();
}
void MakeDmt()
{
for (int j = 0; j < DMAXY - 1; j++) {
for (int i = 0; i < DMAXX - 1; i++) {
if (DungeonMask.test(i, j))
dungeon[i][j] = Floor;
else if (!DungeonMask.test(i + 1, j + 1) && DungeonMask.test(i, j + 1) && DungeonMask.test(i + 1, j))
dungeon[i][j] = Floor; // Remove diagonal corners
else if (DungeonMask.test(i + 1, j + 1) && DungeonMask.test(i, j + 1) && DungeonMask.test(i + 1, j))
dungeon[i][j] = VCorner;
else if (DungeonMask.test(i, j + 1))
dungeon[i][j] = HWall;
else if (DungeonMask.test(i + 1, j))
dungeon[i][j] = VWall;
else if (DungeonMask.test(i + 1, j + 1))
dungeon[i][j] = DWall;
else
dungeon[i][j] = Dirt;
}
}
}
int HorizontalWallOk(Point position)
{
int length;
for (length = 1; dungeon[position.x + length][position.y] == Floor; length++) {
if (dungeon[position.x + length][position.y - 1] != Floor || dungeon[position.x + length][position.y + 1] != Floor || 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, Corner, DWall, DArch, VWallEnd, HWallEnd, VCorner, HCorner, DirtHwall, DirtVwall, VDirtCorner, HDirtCorner, DirtHwallEnd, DirtVwallEnd))
return -1;
return length;
}
int VerticalWallOk(Point position)
{
int length;
for (length = 1; dungeon[position.x][position.y + length] == Floor; length++) {
if (dungeon[position.x - 1][position.y + length] != Floor || dungeon[position.x + 1][position.y + length] != Floor || 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, Corner, DWall, DArch, VWallEnd, HWallEnd, VCorner, HCorner, DirtHwall, DirtVwall, VDirtCorner, HDirtCorner, DirtHwallEnd, DirtVwallEnd))
return -1;
return length;
}
void HorizontalWall(Point position, Tile start, int maxX)
{
Tile wallTile = HWall;
Tile doorTile = HDoor;
switch (GenerateRnd(4)) {
case 2: // Add arch
wallTile = HArch;
doorTile = HArch;
if (start == HWall)
start = HArch;
else if (start == DWall)
start = HArchVWall;
break;
case 3: // Add Fence
wallTile = HFence;
if (start == HWall)
start = HFence;
else if (start == DWall)
start = HFenceVWall;
break;
default:
break;
}
if (GenerateRnd(6) == 5)
doorTile = HArch;
dungeon[position.x][position.y] = start;
for (int x = 1; x < maxX; x++) {
dungeon[position.x + x][position.y] = wallTile;
}
const int x = GenerateRnd(maxX - 1) + 1;
dungeon[position.x + x][position.y] = doorTile;
if (doorTile == HDoor) {
Protected.set(position.x + x, position.y);
}
}
void VerticalWall(Point position, Tile start, int maxY)
{
Tile wallTile = VWall;
Tile doorTile = VDoor;
switch (GenerateRnd(4)) {
case 2: // Add arch
wallTile = VArch;
doorTile = VArch;
if (start == VWall)
start = VArch;
else if (start == DWall)
start = HWallVArch;
break;
case 3: // Add Fence
wallTile = VFence;
if (start == VWall)
start = VFence;
else if (start == DWall)
start = HWallVFence;
break;
default:
break;
}
if (GenerateRnd(6) == 5)
doorTile = VArch;
dungeon[position.x][position.y] = start;
for (int y = 1; y < maxY; y++) {
dungeon[position.x][position.y + y] = wallTile;
}
const int y = GenerateRnd(maxY - 1) + 1;
dungeon[position.x][position.y + y] = doorTile;
if (doorTile == 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))
continue;
if (dungeon[i][j] == Corner) {
DiscardRandomValues(1);
const int maxX = HorizontalWallOk({ i, j });
if (maxX != -1) {
HorizontalWall({ i, j }, HWall, maxX);
}
}
if (dungeon[i][j] == Corner) {
DiscardRandomValues(1);
const int maxY = VerticalWallOk({ i, j });
if (maxY != -1) {
VerticalWall({ i, j }, VWall, maxY);
}
}
if (dungeon[i][j] == VWallEnd) {
DiscardRandomValues(1);
const int maxX = HorizontalWallOk({ i, j });
if (maxX != -1) {
HorizontalWall({ i, j }, DWall, maxX);
}
}
if (dungeon[i][j] == HWallEnd) {
DiscardRandomValues(1);
const int maxY = VerticalWallOk({ i, j });
if (maxY != -1) {
VerticalWall({ i, j }, DWall, maxY);
}
}
if (dungeon[i][j] == HWall) {
DiscardRandomValues(1);
const int maxX = HorizontalWallOk({ i, j });
if (maxX != -1) {
HorizontalWall({ i, j }, HWall, maxX);
}
}
if (dungeon[i][j] == VWall) {
DiscardRandomValues(1);
const int maxY = VerticalWallOk({ i, j });
if (maxY != -1) {
VerticalWall({ i, j }, VWall, maxY);
}
}
}
}
}
void GenerateChamber(Point position, bool connectPrevious, bool connectNext, bool verticalLayout)
{
if (connectPrevious) {
if (verticalLayout) {
dungeon[position.x + 2][position.y] = HArch;
dungeon[position.x + 3][position.y] = HArch;
dungeon[position.x + 4][position.y] = Corner;
dungeon[position.x + 7][position.y] = VArchEnd;
dungeon[position.x + 8][position.y] = HArch;
dungeon[position.x + 9][position.y] = HWall;
} else {
dungeon[position.x][position.y + 2] = VArch;
dungeon[position.x][position.y + 3] = VArch;
dungeon[position.x][position.y + 4] = Corner;
dungeon[position.x][position.y + 7] = HArchEnd;
dungeon[position.x][position.y + 8] = VArch;
dungeon[position.x][position.y + 9] = VWall;
}
}
if (connectNext) {
if (verticalLayout) {
position.y += 11;
dungeon[position.x + 2][position.y] = HArchVWall;
dungeon[position.x + 3][position.y] = HArch;
dungeon[position.x + 4][position.y] = HArchEnd;
dungeon[position.x + 7][position.y] = DArch;
dungeon[position.x + 8][position.y] = HArch;
if (dungeon[position.x + 9][position.y] != DWall)
dungeon[position.x + 9][position.y] = HDirtCorner;
position.y -= 11;
} else {
position.x += 11;
dungeon[position.x][position.y + 2] = HWallVArch;
dungeon[position.x][position.y + 3] = VArch;
dungeon[position.x][position.y + 4] = VArchEnd;
dungeon[position.x][position.y + 7] = DArch;
dungeon[position.x][position.y + 8] = VArch;
if (dungeon[position.x][position.y + 9] != DWall)
dungeon[position.x][position.y + 9] = HDirtCorner;
position.x -= 11;
}
}
for (int y = 1; y < 11; y++) {
for (int x = 1; x < 11; x++) {
dungeon[position.x + x][position.y + y] = Floor;
Chamber.set(position.x + x, position.y + y);
}
}
dungeon[position.x + 4][position.y + 4] = Pillar;
dungeon[position.x + 7][position.y + 4] = Pillar;
dungeon[position.x + 4][position.y + 7] = Pillar;
dungeon[position.x + 7][position.y + 7] = Pillar;
}
void GenerateHall(Point start, int length, bool verticalLayout)
{
if (verticalLayout) {
for (int i = start.y; i < start.y + length; i++) {
dungeon[start.x][i] = VArch;
dungeon[start.x + 3][i] = VArch;
}
} else {
for (int i = start.x; i < start.x + length; i++) {
dungeon[i][start.y] = HArch;
dungeon[i][start.y + 3] = HArch;
}
}
}
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] == HWall && dungeon[i + 1][j] == Dirt)
dungeon[i + 1][j] = DirtHwallEnd;
if (dungeon[i][j] == Floor && dungeon[i + 1][j] == Dirt)
dungeon[i + 1][j] = DirtHwall;
if (dungeon[i][j] == Floor && dungeon[i + 1][j] == HWall)
dungeon[i + 1][j] = HWallEnd;
if (dungeon[i][j] == VWallEnd && dungeon[i + 1][j] == Dirt)
dungeon[i + 1][j] = DirtVwallEnd;
}
if (j + 1 < DMAXY) {
if (dungeon[i][j] == VWall && dungeon[i][j + 1] == Dirt)
dungeon[i][j + 1] = DirtVwallEnd;
if (dungeon[i][j] == Floor && dungeon[i][j + 1] == VWall)
dungeon[i][j + 1] = VWallEnd;
if (dungeon[i][j] == Floor && dungeon[i][j + 1] == Dirt)
dungeon[i][j + 1] = DirtVwall;
}
}
}
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) {
if (i + 1 < DMAXX) {
if (dungeon[i][j] == Floor && dungeon[i + 1][j] == DirtVwall)
dungeon[i + 1][j] = HDirtCorner;
if (dungeon[i][j] == Floor && dungeon[i + 1][j] == Dirt)
dungeon[i + 1][j] = VDirtCorner;
if (dungeon[i][j] == HWallEnd && dungeon[i + 1][j] == Dirt)
dungeon[i + 1][j] = DirtHwallEnd;
if (dungeon[i][j] == Floor && dungeon[i + 1][j] == DirtVwallEnd)
dungeon[i + 1][j] = HDirtCorner;
if (dungeon[i][j] == DirtVwall && dungeon[i + 1][j] == Dirt)
dungeon[i + 1][j] = VDirtCorner;
if (dungeon[i][j] == HWall && dungeon[i + 1][j] == DirtVwall)
dungeon[i + 1][j] = HDirtCorner;
if (dungeon[i][j] == DirtVwall && dungeon[i + 1][j] == VWall)
dungeon[i + 1][j] = VWallEnd;
if (dungeon[i][j] == HWallEnd && dungeon[i + 1][j] == DirtVwall)
dungeon[i + 1][j] = HDirtCorner;
if (dungeon[i][j] == HWall && dungeon[i + 1][j] == VWall)
dungeon[i + 1][j] = VWallEnd;
if (dungeon[i][j] == Corner && dungeon[i + 1][j] == Dirt)
dungeon[i + 1][j] = DirtVwallEnd;
if (dungeon[i][j] == HDirtCorner && dungeon[i + 1][j] == VWall)
dungeon[i + 1][j] = VWallEnd;
if (dungeon[i][j] == HWallEnd && dungeon[i + 1][j] == VWall)
dungeon[i + 1][j] = VWallEnd;
if (dungeon[i][j] == HWallEnd && dungeon[i + 1][j] == DirtVwallEnd)
dungeon[i + 1][j] = HDirtCorner;
if (dungeon[i][j] == DWall && dungeon[i + 1][j] == VCorner)
dungeon[i + 1][j] = HCorner;
if (dungeon[i][j] == HWallEnd && dungeon[i + 1][j] == Floor)
dungeon[i + 1][j] = HCorner;
if (dungeon[i][j] == HWall && dungeon[i + 1][j] == DirtVwallEnd)
dungeon[i + 1][j] = HDirtCorner;
if (dungeon[i][j] == HWall && dungeon[i + 1][j] == Floor)
dungeon[i + 1][j] = HCorner;
}
if (i > 0) {
if (dungeon[i][j] == DirtHwallEnd && dungeon[i - 1][j] == Dirt)
dungeon[i - 1][j] = DirtVwall;
if (dungeon[i][j] == DirtVwall && dungeon[i - 1][j] == DirtHwallEnd)
dungeon[i - 1][j] = HDirtCorner;
if (dungeon[i][j] == VWallEnd && dungeon[i - 1][j] == Dirt)
dungeon[i - 1][j] = DirtVwallEnd;
if (dungeon[i][j] == VWallEnd && dungeon[i - 1][j] == DirtHwallEnd)
dungeon[i - 1][j] = HDirtCorner;
}
if (j + 1 < DMAXY) {
if (dungeon[i][j] == VWall && dungeon[i][j + 1] == HWall)
dungeon[i][j + 1] = HWallEnd;
if (dungeon[i][j] == VWallEnd && dungeon[i][j + 1] == DirtHwall)
dungeon[i][j + 1] = HDirtCorner;
if (dungeon[i][j] == DirtHwall && dungeon[i][j + 1] == HWall)
dungeon[i][j + 1] = HWallEnd;
if (dungeon[i][j] == VWallEnd && dungeon[i][j + 1] == HWall)
dungeon[i][j + 1] = HWallEnd;
if (dungeon[i][j] == HDirtCorner && dungeon[i][j + 1] == HWall)
dungeon[i][j + 1] = HWallEnd;
if (dungeon[i][j] == VWallEnd && dungeon[i][j + 1] == Dirt)
dungeon[i][j + 1] = DirtVwallEnd;
if (dungeon[i][j] == VWallEnd && dungeon[i][j + 1] == Floor)
dungeon[i][j + 1] = VCorner;
if (dungeon[i][j] == VWall && dungeon[i][j + 1] == Floor)
dungeon[i][j + 1] = VCorner;
if (dungeon[i][j] == Floor && dungeon[i][j + 1] == VCorner)
dungeon[i][j + 1] = HCorner;
}
if (j > 0) {
if (dungeon[i][j] == VWallEnd && dungeon[i][j - 1] == Dirt)
dungeon[i][j - 1] = HWallEnd;
if (dungeon[i][j] == VWallEnd && dungeon[i][j - 1] == Dirt)
dungeon[i][j - 1] = DirtVwallEnd;
if (dungeon[i][j] == HWallEnd && dungeon[i][j - 1] == DirtVwallEnd)
dungeon[i][j - 1] = HDirtCorner;
if (dungeon[i][j] == DirtHwall && dungeon[i][j - 1] == DirtVwallEnd)
dungeon[i][j - 1] = HDirtCorner;
}
}
}
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) {
if (j + 1 < DMAXY && dungeon[i][j] == DWall && dungeon[i][j + 1] == HWall)
dungeon[i][j + 1] = HWallEnd;
if (i + 1 < DMAXX && dungeon[i][j] == HWall && dungeon[i + 1][j] == DirtVwall)
dungeon[i + 1][j] = HDirtCorner;
if (j + 1 < DMAXY && dungeon[i][j] == DirtHwall && dungeon[i][j + 1] == Dirt)
dungeon[i][j + 1] = VDirtCorner;
}
}
}
void Substitution()
{
for (int y = 0; y < DMAXY; y++) {
for (int x = 0; x < DMAXX; x++) {
if (FlipCoin(4)) {
const uint8_t c = TileDecorations[dungeon[x][y]];
if (c != 0 && !Protected.test(x, y)) {
int rv = GenerateRnd(16);
int i = -1;
while (rv >= 0) {
i++;
if (i == sizeof(TileDecorations)) {
i = 0;
}
if (c == TileDecorations[i]) {
rv--;
}
}
// BUGFIX: Add `&& y > 0` to the if statement. (fixed)
if (i == VWall4 && y > 0) {
if (TileDecorations[dungeon[x][y - 1]] != VWall2 || Protected.test(x, y - 1))
i = VWall2;
else
dungeon[x][y - 1] = VWall5;
}
// BUGFIX: Add `&& x + 1 < DMAXX` to the if statement. (fixed)
if (i == HWall4 && x + 1 < DMAXX) {
if (TileDecorations[dungeon[x + 1][y]] != HWall2 || Protected.test(x + 1, y))
i = HWall2;
else
dungeon[x + 1][y] = HWall5;
}
dungeon[x][y] = i;
}
}
}
}
}
void FillChambers()
{
Point chamber1 { 0, 14 };
Point chamber3 { 28, 14 };
Point hall1 { 12, 18 };
Point hall2 { 26, 18 };
if (VerticalLayout) {
std::swap(chamber1.x, chamber1.y);
std::swap(chamber3.x, chamber3.y);
std::swap(hall1.x, hall1.y);
std::swap(hall2.x, hall2.y);
}
if (HasChamber1)
GenerateChamber(chamber1, false, true, VerticalLayout);
if (HasChamber2)
GenerateChamber({ 14, 14 }, HasChamber1, HasChamber3, VerticalLayout);
if (HasChamber3)
GenerateChamber(chamber3, true, false, VerticalLayout);
if (HasChamber2) {
if (HasChamber1)
GenerateHall(hall1, 2, VerticalLayout);
if (HasChamber3)
GenerateHall(hall2, 2, VerticalLayout);
} else {
GenerateHall(hall1, 16, VerticalLayout);
}
if (leveltype == DTYPE_CRYPT) {
if (currlevel == 24) {
SetCryptRoom();
} else if (CornerStone.isAvailable()) {
SetCornerRoom();
}
} else {
InitSetPiece();
}
}
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] == DirtHwallEnd && j > 0 && dungeon[i][j - 1] == DirtHwall) {
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] == DirtVwallEnd && i + 1 < DMAXY && dungeon[i + 1][j] == DirtVwall) {
dTransVal[xx][yy + 1] = dTransVal[xx][yy];
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
}
if (dungeon[i][j] == DirtHwall) {
dTransVal[xx + 1][yy] = dTransVal[xx][yy];
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
}
if (dungeon[i][j] == DirtVwall) {
dTransVal[xx][yy + 1] = dTransVal[xx][yy];
dTransVal[xx + 1][yy + 1] = dTransVal[xx][yy];
}
if (dungeon[i][j] == VDirtCorner) {
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] == HDirtCorner && dungeon[i + 1][j] != DirtVwall) {
dungeon[i][j] = DirtCorner2;
}
if (dungeon[i][j] == DirtVwall && dungeon[i + 1][j] != DirtVwall) {
dungeon[i][j] = DirtVWall2;
}
if (dungeon[i][j] == DirtVwallEnd && dungeon[i + 1][j] != DirtVwall) {
dungeon[i][j] = DirtVWallEnd2;
}
if (dungeon[i][j] == DirtHwall && dungeon[i][j + 1] != DirtHwall) {
dungeon[i][j] = DirtHWall2;
}
if (dungeon[i][j] == HDirtCorner && dungeon[i][j + 1] != DirtHwall) {
dungeon[i][j] = DirtCorner2;
}
if (dungeon[i][j] == DirtHwallEnd && dungeon[i][j + 1] != DirtHwall) {
dungeon[i][j] = DirtHWallEnd2;
}
}
}
}
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] == HCorner && dungeon[i - 1][j] == Floor && dungeon[i][j - 1] == VWall) {
dungeon[i][j] = VCorner;
// BUGFIX: Set tile as Protected
}
if (dungeon[i][j] == DirtCorner2 && dungeon[i + 1][j] == Floor && dungeon[i][j + 1] == VWall) {
dungeon[i][j] = HArchEnd;
}
if (dungeon[i][j] == DirtCorner2 && dungeon[i][j + 1] == Floor && dungeon[i + 1][j] == HWall) {
dungeon[i][j] = VArchEnd;
}
}
}
}
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 {
const int8_t t = TransVal;
TransVal = 0;
const Point miniPosition = *position;
DRLG_MRectTrans({ miniPosition + Displacement { 0, 2 }, { 5, 2 } });
TransVal = t;
Quests[Q_PWATER].position = miniPosition.megaToWorld() + Displacement { 5, 6 };
if (entry == ENTRY_RTNLVL)
ViewPosition = Quests[Q_PWATER].position;
}
}
// Place stairs up
position = PlaceMiniSet(MyPlayer->pOriginalCathedral && !Quests[Q_LTBANNER].IsAvailable() ? 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 { 3, 11 };
} 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)
{
if (LevelSeeds[currlevel])
SetRndSeed(*LevelSeeds[currlevel]);
size_t minarea = 761;
switch (currlevel) {
case 1:
minarea = 533;
break;
case 2:
minarea = 693;
break;
default:
break;
}
while (true) {
DRLG_InitTrans();
do {
LevelSeeds[currlevel] = GetLCGEngineState();
FirstRoom();
} while (FindArea() < minarea);
InitDungeonFlags();
MakeDmt();
FillChambers();
FixTilesPatterns();
AddWall();
FloodTransparencyValues(13);
if (PlaceStairs(entry))
break;
}
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) {
if (dungeon[i][j] == EntranceStairs) {
const int xx = 2 * i + 16; /* todo: fix loop */
const 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();
const 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(Dirt - 1);
if (leveltype == DTYPE_CRYPT)
InitCryptPieces();
else
InitDungeonPieces();
}
} // namespace
void PlaceMiniSetRandom(const Miniset &miniset, int rndper)
{
const WorldTileCoord sw = miniset.size.width;
const WorldTileCoord sh = miniset.size.height;
for (WorldTileCoord sy = 0; sy < DMAXY - sh; sy++) {
for (WorldTileCoord sx = 0; sx < DMAXX - sw; sx++) {
if (!miniset.matches({ sx, sy }, false))
continue;
// BUGFIX: This code is copied from Cave and should not be applied for crypt
if (!CanReplaceTile(miniset.replace[0][0], { sx, sy }))
continue;
if (GenerateRnd(100) >= rndper)
continue;
miniset.place({ sx, sy });
}
}
}
WorldTilePosition SelectChamber()
{
int chamber;
if (HasChamber1 && HasChamber2 && HasChamber3) {
chamber = GenerateRnd(3) + 1;
} else if (HasChamber1 && HasChamber2) {
chamber = PickRandomlyAmong({ 2, 1 }); // Reverse order to match vanilla
} else if (HasChamber1 && HasChamber3) {
chamber = PickRandomlyAmong({ 3, 1 }); // Reverse order to match vanilla
} else if (HasChamber2 && HasChamber3) {
chamber = PickRandomlyAmong({ 2, 3 });
} else {
// The dungeon generation logic ensures that chamber 2 is available if
// either (or both of) 1 or 3 aren't, so if we ever end up with a single
// chamber layout it's always chamber 2.
chamber = 2;
}
switch (chamber) {
case 1:
return VerticalLayout ? WorldTilePosition { 16, 2 } : WorldTilePosition { 2, 16 };
case 3:
return VerticalLayout ? WorldTilePosition { 16, 30 } : WorldTilePosition { 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) {
PlaceCryptLights();
SetCryptSetPieceRoom();
}
}
void LoadPreL1Dungeon(const char *path)
{
InitDungeonFlags();
auto dunData = LoadFileInMem<uint16_t>(path);
PlaceDunTiles(dunData.get(), { 0, 0 }, Floor);
if (setlvltype == DTYPE_CATHEDRAL)
FillFloor();
memcpy(pdungeon, dungeon, sizeof(pdungeon));
}
void LoadL1Dungeon(const char *path, Point spawn)
{
LoadDungeonBase(path, spawn, Floor, Dirt);
if (setlvltype == DTYPE_CATHEDRAL)
FillFloor();
Pass3();
if (setlvltype == DTYPE_CRYPT) {
AddCryptObjects(0, 0, MAXDUNX, MAXDUNY);
PlaceCryptLights();
} else {
AddL1Objs(0, 0, MAXDUNX, MAXDUNY);
}
}
} // namespace devilution