Devilution
Diablo devolved - magic behind the 1996 computer game
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#include "all.h"
Go to the source code of this file.
Functions | |
static void | DRLG_PlaceDoor (int x, int y) |
static void | DRLG_L1Shadows () |
static int | DRLG_PlaceMiniSet (const BYTE *miniset, int tmin, int tmax, int cx, int cy, BOOL setview, int noquad, int ldir) |
static void | DRLG_L1Floor () |
static void | DRLG_L1Pass3 () |
static void | DRLG_LoadL1SP () |
static void | DRLG_FreeL1SP () |
void | DRLG_Init_Globals () |
static void | DRLG_InitL1Vals () |
void | LoadL1Dungeon (char *sFileName, int vx, int vy) |
void | LoadPreL1Dungeon (char *sFileName, int vx, int vy) |
static void | InitL5Dungeon () |
static void | L5ClearFlags () |
static void | L5drawRoom (int x, int y, int w, int h) |
static BOOL | L5checkRoom (int x, int y, int width, int height) |
static void | L5roomGen (int x, int y, int w, int h, int dir) |
static void | L5firstRoom () |
static int | L5GetArea () |
static void | L5makeDungeon () |
static void | L5makeDmt () |
static int | L5HWallOk (int i, int j) |
static int | L5VWallOk (int i, int j) |
static void | L5HorizWall (int i, int j, char p, int dx) |
static void | L5VertWall (int i, int j, char p, int dy) |
static void | L5AddWall () |
static void | DRLG_L5GChamber (int sx, int sy, BOOL topflag, BOOL bottomflag, BOOL leftflag, BOOL rightflag) |
static void | DRLG_L5GHall (int x1, int y1, int x2, int y2) |
static void | L5tileFix () |
static void | DRLG_L5Subs () |
static void | DRLG_L5SetRoom (int rx1, int ry1) |
static void | L5FillChambers () |
static void | DRLG_L5FTVR (int i, int j, int x, int y, int d) |
static void | DRLG_L5FloodTVal () |
static void | DRLG_L5TransFix () |
static void | DRLG_L5DirtFix () |
static void | DRLG_L5CornerFix () |
static void | DRLG_L5 (int entry) |
void | CreateL5Dungeon (DWORD rseed, int entry) |
Variables | |
DEVILUTION_BEGIN_NAMESPACE BYTE | L5dungeon [80][80] |
BYTE | L5dflags [DMAXX][DMAXY] |
BOOL | L5setloadflag |
int | HR1 |
int | HR2 |
int | HR3 |
int | VR1 |
int | VR2 |
int | VR3 |
BYTE * | L5pSetPiece |
const ShadowStruct | SPATS [37] |
const BYTE | BSTYPES [] |
const BYTE | L5BTYPES [] |
const BYTE | STAIRSUP [] = { 4, 4, 13, 13, 13, 13, 2, 2, 2, 2, 13, 13, 13, 13, 13, 13, 13, 13, 0, 66, 6, 0, 63, 64, 65, 0, 0, 67, 68, 0, 0, 0, 0, 0 } |
const BYTE | L5STAIRSUP [] = { 4, 4, 22, 22, 22, 22, 2, 2, 2, 2, 13, 13, 13, 13, 13, 13, 13, 13, 0, 66, 23, 0, 63, 64, 65, 0, 0, 67, 68, 0, 0, 0, 0, 0 } |
const BYTE | STAIRSDOWN [] = { 4, 3, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 62, 57, 58, 0, 61, 59, 60, 0, 0, 0, 0, 0 } |
const BYTE | LAMPS [] = { 2, 2, 13, 0, 13, 13, 129, 0, 130, 128 } |
const BYTE | 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 } |
BYTE | L5ConvTbl [16] = { 22, 13, 1, 13, 2, 13, 13, 13, 4, 13, 1, 13, 2, 13, 16, 13 } |
Implementation of the cathedral level generation algorithms.
Definition in file drlg_l1.cpp.