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346 lines
10 KiB
346 lines
10 KiB
/** |
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* @file gendung.h |
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* |
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* Interface of general dungeon generation code. |
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*/ |
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#pragma once |
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#include <cstdint> |
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#include <memory> |
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#include "engine.h" |
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#include "engine/cel_sprite.hpp" |
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#include "engine/point.hpp" |
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#include "engine/rectangle.hpp" |
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#include "scrollrt.h" |
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#include "utils/attributes.h" |
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#include "utils/enum_traits.h" |
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#include "utils/stdcompat/optional.hpp" |
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namespace devilution { |
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#define DMAXX 40 |
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#define DMAXY 40 |
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#define MAXDUNX (16 + DMAXX * 2 + 16) |
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#define MAXDUNY (16 + DMAXY * 2 + 16) |
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#define MAXTHEMES 50 |
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#define MAXTILES 2048 |
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enum _setlevels : int8_t { |
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SL_NONE, |
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SL_SKELKING, |
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SL_BONECHAMB, |
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SL_MAZE, |
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SL_POISONWATER, |
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SL_VILEBETRAYER, |
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SL_LAST = SL_VILEBETRAYER, |
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}; |
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enum dungeon_type : int8_t { |
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DTYPE_TOWN, |
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DTYPE_CATHEDRAL, |
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DTYPE_CATACOMBS, |
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DTYPE_CAVES, |
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DTYPE_HELL, |
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DTYPE_NEST, |
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DTYPE_CRYPT, |
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DTYPE_LAST = DTYPE_CRYPT, |
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DTYPE_NONE = -1, |
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}; |
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enum lvl_entry : uint8_t { |
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ENTRY_MAIN, |
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ENTRY_PREV, |
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ENTRY_SETLVL, |
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ENTRY_RTNLVL, |
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ENTRY_LOAD, |
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ENTRY_WARPLVL, |
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ENTRY_TWARPDN, |
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ENTRY_TWARPUP, |
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}; |
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enum class DungeonFlag : uint8_t { |
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// clang-format off |
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None = 0, // Only used by lighting/automap |
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Missile = 1 << 0, |
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Visible = 1 << 1, |
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DeadPlayer = 1 << 2, |
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Populated = 1 << 3, |
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// 1 << 4 and 1 << 5 were used as workarounds for a bug with horizontal movement (relative to the screen) for monsters and players respectively |
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Lit = 1 << 6, |
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Explored = 1 << 7, |
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SavedFlags = (Populated | Lit | Explored), // ~(Missile | Visible | DeadPlayer) |
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LoadedFlags = (Missile | Visible | DeadPlayer | Populated | Lit | Explored) |
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// clang-format on |
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}; |
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use_enum_as_flags(DungeonFlag); |
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enum _difficulty : uint8_t { |
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DIFF_NORMAL, |
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DIFF_NIGHTMARE, |
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DIFF_HELL, |
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DIFF_LAST = DIFF_HELL, |
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}; |
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struct ScrollStruct { |
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/** @brief Tile offset of camera. */ |
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Point tile; |
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/** @brief Pixel offset of camera. */ |
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Displacement offset; |
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/** @brief Move direction of camera. */ |
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ScrollDirection _sdir; |
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}; |
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struct THEME_LOC { |
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int16_t x; |
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int16_t y; |
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int16_t ttval; |
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int16_t width; |
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int16_t height; |
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}; |
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struct MegaTile { |
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uint16_t micro1; |
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uint16_t micro2; |
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uint16_t micro3; |
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uint16_t micro4; |
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}; |
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struct MICROS { |
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uint16_t mt[16]; |
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}; |
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struct ShadowStruct { |
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uint8_t strig; |
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uint8_t s1; |
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uint8_t s2; |
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uint8_t s3; |
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uint8_t nv1; |
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uint8_t nv2; |
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uint8_t nv3; |
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}; |
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/** Contains the tile IDs of the map. */ |
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extern DVL_API_FOR_TEST uint8_t dungeon[DMAXX][DMAXY]; |
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/** Contains a backup of the tile IDs of the map. */ |
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extern uint8_t pdungeon[DMAXX][DMAXY]; |
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/** Tile that may not be overwritten by the level generator */ |
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extern bool Protected[DMAXX][DMAXY]; |
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extern Rectangle SetPiecesRoom; |
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/** Specifies the active set level X-coordinate of the map. */ |
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extern int setpc_x; |
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/** Specifies the active set level Y-coordinate of the map. */ |
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extern int setpc_y; |
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/** Specifies the width of the active set level of the map. */ |
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extern int setpc_w; |
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/** Specifies the height of the active set level of the map. */ |
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extern int setpc_h; |
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/** Contains the contents of the single player quest DUN file. */ |
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extern std::unique_ptr<uint16_t[]> pSetPiece; |
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/** Specifies whether a single player quest DUN has been loaded. */ |
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extern bool setloadflag; |
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extern std::optional<OwnedCelSprite> pSpecialCels; |
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/** Specifies the tile definitions of the active dungeon type; (e.g. levels/l1data/l1.til). */ |
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extern DVL_API_FOR_TEST std::unique_ptr<MegaTile[]> pMegaTiles; |
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extern std::unique_ptr<uint16_t[]> pLevelPieces; |
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extern std::unique_ptr<byte[]> pDungeonCels; |
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/** |
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* List of transparency masks to use for dPieces |
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*/ |
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extern std::array<uint8_t, MAXTILES + 1> block_lvid; |
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/** |
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* List of light blocking dPieces |
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*/ |
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extern std::array<bool, MAXTILES + 1> nBlockTable; |
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/** |
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* List of path blocking dPieces |
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*/ |
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extern DVL_API_FOR_TEST std::array<bool, MAXTILES + 1> nSolidTable; |
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/** |
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* List of transparent dPieces |
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*/ |
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extern std::array<bool, MAXTILES + 1> nTransTable; |
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/** |
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* List of missile blocking dPieces |
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*/ |
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extern std::array<bool, MAXTILES + 1> nMissileTable; |
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extern std::array<bool, MAXTILES + 1> nTrapTable; |
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/** Specifies the minimum X,Y-coordinates of the map. */ |
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extern Point dminPosition; |
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/** Specifies the maximum X,Y-coordinates of the map. */ |
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extern Point dmaxPosition; |
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/** Specifies the active dungeon type of the current game. */ |
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extern DVL_API_FOR_TEST dungeon_type leveltype; |
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/** Specifies the active dungeon level of the current game. */ |
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extern DVL_API_FOR_TEST uint8_t currlevel; |
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extern bool setlevel; |
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/** Specifies the active quest level of the current game. */ |
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extern _setlevels setlvlnum; |
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/** Specifies the player viewpoint X-coordinate of the map. */ |
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extern dungeon_type setlvltype; |
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/** Specifies the player viewpoint X,Y-coordinates of the map. */ |
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extern DVL_API_FOR_TEST Point ViewPosition; |
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extern ScrollStruct ScrollInfo; |
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extern int MicroTileLen; |
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extern char TransVal; |
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/** Specifies the active transparency indices. */ |
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extern bool TransList[256]; |
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/** Contains the piece IDs of each tile on the map. */ |
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extern DVL_API_FOR_TEST int dPiece[MAXDUNX][MAXDUNY]; |
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/** Specifies the dungeon piece information for a given coordinate and block number. */ |
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extern MICROS dpiece_defs_map_2[MAXDUNX][MAXDUNY]; |
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/** Specifies the transparency at each coordinate of the map. */ |
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extern DVL_API_FOR_TEST int8_t dTransVal[MAXDUNX][MAXDUNY]; |
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extern DVL_API_FOR_TEST char dLight[MAXDUNX][MAXDUNY]; |
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extern char dPreLight[MAXDUNX][MAXDUNY]; |
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/** Holds various information about dungeon tiles, @see DungeonFlag */ |
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extern DungeonFlag dFlags[MAXDUNX][MAXDUNY]; |
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/** Contains the player numbers (players array indices) of the map. */ |
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extern int8_t dPlayer[MAXDUNX][MAXDUNY]; |
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/** |
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* Contains the NPC numbers of the map. The NPC number represents a |
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* towner number (towners array index) in Tristram and a monster number |
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* (monsters array index) in the dungeon. |
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*/ |
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extern int16_t dMonster[MAXDUNX][MAXDUNY]; |
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/** |
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* Contains the dead numbers (deads array indices) and dead direction of |
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* the map, encoded as specified by the pseudo-code below. |
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* dDead[x][y] & 0x1F - index of dead |
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* dDead[x][y] >> 0x5 - direction |
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*/ |
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extern DVL_API_FOR_TEST int8_t dCorpse[MAXDUNX][MAXDUNY]; |
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/** Contains the object numbers (objects array indices) of the map. */ |
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extern DVL_API_FOR_TEST int8_t dObject[MAXDUNX][MAXDUNY]; |
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/** |
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* Contains the arch frame numbers of the map from the special tileset |
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* (e.g. "levels/l1data/l1s.cel"). Note, the special tileset of Tristram (i.e. |
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* "levels/towndata/towns.cel") contains trees rather than arches. |
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*/ |
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extern char dSpecial[MAXDUNX][MAXDUNY]; |
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extern int themeCount; |
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extern THEME_LOC themeLoc[MAXTHEMES]; |
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dungeon_type GetLevelType(int level); |
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void CreateDungeon(uint32_t rseed, lvl_entry entry); |
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constexpr bool InDungeonBounds(Point position) |
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{ |
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return position.x >= 0 && position.x < MAXDUNX && position.y >= 0 && position.y < MAXDUNY; |
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} |
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/** |
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* @brief Checks if a given tile contains at least one missile |
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* @param position Coordinates of the dungeon tile to check |
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* @return true if a missile exists at this position |
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*/ |
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constexpr bool TileContainsMissile(Point position) |
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{ |
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return InDungeonBounds(position) && HasAnyOf(dFlags[position.x][position.y], DungeonFlag::Missile); |
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} |
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/** |
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* @brief Checks if a given tile contains a player corpse |
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* @param position Coordinates of the dungeon tile to check |
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* @return true if a dead player exists at this position |
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*/ |
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constexpr bool TileContainsDeadPlayer(Point position) |
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{ |
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return InDungeonBounds(position) && HasAnyOf(dFlags[position.x][position.y], DungeonFlag::DeadPlayer); |
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} |
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/** |
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* @brief Check if a given tile contains a decorative object (or similar non-pathable set piece) |
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* |
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* This appears to include stairs so that monsters do not spawn or path onto them, but players can path to them to navigate between layers |
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* |
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* @param position Coordinates of the dungeon tile to check |
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* @return true if a set piece was spawned at this position |
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*/ |
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constexpr bool TileContainsSetPiece(Point position) |
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{ |
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return InDungeonBounds(position) && HasAnyOf(dFlags[position.x][position.y], DungeonFlag::Populated); |
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} |
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/** |
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* @brief Checks if any player can currently see this tile |
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* |
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* Currently only used by monster AI routines so basic monsters out of sight can be ignored until they're likely to interact with the player |
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* |
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* @param position Coordinates of the dungeon tile to check |
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* @return true if the tile is within at least one players vision |
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*/ |
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constexpr bool IsTileVisible(Point position) |
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{ |
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return InDungeonBounds(position) && HasAnyOf(dFlags[position.x][position.y], DungeonFlag::Visible); |
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} |
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/** |
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* @brief Checks if a light source is illuminating this tile |
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* @param position Coordinates of the dungeon tile to check |
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* @return true if the tile is within the radius of at least one light source |
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*/ |
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constexpr bool IsTileLit(Point position) |
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{ |
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return InDungeonBounds(position) && HasAnyOf(dFlags[position.x][position.y], DungeonFlag::Lit); |
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} |
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struct Miniset { |
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Size size; |
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/* these are indexed as [y][x] */ |
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uint8_t search[5][5]; |
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uint8_t replace[5][5]; |
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bool matches(Point position) const |
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{ |
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for (int yy = 0; yy < size.height; yy++) { |
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for (int xx = 0; xx < size.width; xx++) { |
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if (search[yy][xx] != 0 && dungeon[xx + position.x][yy + position.y] != search[yy][xx]) |
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return false; |
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if (Protected[xx + position.x][yy + position.y]) |
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return false; |
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} |
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} |
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return true; |
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} |
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void place(Point position, bool protect = false) const |
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{ |
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for (int y = 0; y < size.height; y++) { |
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for (int x = 0; x < size.width; x++) { |
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if (replace[y][x] == 0) |
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continue; |
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dungeon[x + position.x][y + position.y] = replace[y][x]; |
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if (protect) |
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Protected[x + position.x][y + position.y] = true; |
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} |
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} |
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} |
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}; |
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void FillSolidBlockTbls(); |
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void SetDungeonMicros(); |
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void DRLG_InitTrans(); |
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void DRLG_MRectTrans(int x1, int y1, int x2, int y2); |
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void DRLG_RectTrans(int x1, int y1, int x2, int y2); |
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void DRLG_CopyTrans(int sx, int sy, int dx, int dy); |
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void DRLG_ListTrans(int num, BYTE *List); |
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void DRLG_AreaTrans(int num, BYTE *List); |
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void DRLG_InitSetPC(); |
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void DRLG_SetPC(); |
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void Make_SetPC(int x, int y, int w, int h); |
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void DRLG_PlaceThemeRooms(int minSize, int maxSize, int floor, int freq, bool rndSize); |
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void DRLG_HoldThemeRooms(); |
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void DRLG_LPass3(int lv); |
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void DRLG_Init_Globals(); |
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bool SkipThemeRoom(int x, int y); |
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void InitLevels(); |
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void FloodTransparencyValues(uint8_t floorID); |
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} // namespace devilution
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