Devilution
Diablo devolved - magic behind the 1996 computer game
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Go to the source code of this file.
Functions | |
static void | InitL3Dungeon () |
static BOOL | DRLG_L3FillRoom (int x1, int y1, int x2, int y2) |
static void | DRLG_L3CreateBlock (int x, int y, int obs, int dir) |
static void | DRLG_L3FloorArea (int x1, int y1, int x2, int y2) |
static void | DRLG_L3FillDiags () |
static void | DRLG_L3FillSingles () |
static void | DRLG_L3FillStraights () |
static void | DRLG_L3Edges () |
static int | DRLG_L3GetFloorArea () |
static void | DRLG_L3MakeMegas () |
static void | DRLG_L3River () |
static BOOL | DRLG_L3Spawn (int x, int y, int *totarea) |
static BOOL | DRLG_L3SpawnEdge (int x, int y, int *totarea) |
static void | DRLG_L3Pool () |
Flood fills dirt and wall tiles looking for an area of at most 40 tiles and disconnected from the map edge. More... | |
static void | DRLG_L3PoolFix () |
static BOOL | DRLG_L3PlaceMiniSet (const BYTE *miniset, int tmin, int tmax, int cx, int cy, BOOL setview, int ldir) |
static void | DRLG_L3PlaceRndSet (const BYTE *miniset, int rndper) |
static BOOL | WoodVertU (int i, int y) |
static BOOL | WoodVertD (int i, int y) |
static BOOL | WoodHorizL (int x, int j) |
static BOOL | WoodHorizR (int x, int j) |
void | AddFenceDoors () |
void | FenceDoorFix () |
static void | DRLG_L3Wood () |
BOOL | DRLG_L3Anvil () |
void | FixL3Warp () |
void | FixL3HallofHeroes () |
void | DRLG_L3LockRec (int x, int y) |
BOOL | DRLG_L3Lockout () |
static void | DRLG_L3 (int entry) |
static void | DRLG_L3Pass3 () |
void | CreateL3Dungeon (DWORD rseed, int entry) |
void | LoadL3Dungeon (char *sFileName, int vx, int vy) |
void | LoadPreL3Dungeon (char *sFileName, int vx, int vy) |
Variables | |
DEVILUTION_BEGIN_NAMESPACE BOOLEAN | lavapool |
int | abyssx |
int | lockoutcnt |
BOOLEAN | lockout [DMAXX][DMAXY] |
const BYTE | L3ConvTbl [16] = { 8, 11, 3, 10, 1, 9, 12, 12, 6, 13, 4, 13, 2, 14, 5, 7 } |
const BYTE | L3UP [20] = { 3, 3, 8, 8, 0, 10, 10, 0, 7, 7, 0, 51, 50, 0, 48, 49, 0, 0, 0, 0 } |
const BYTE | L3DOWN [20] = { 3, 3, 8, 9, 7, 8, 9, 7, 0, 0, 0, 0, 47, 0, 0, 46, 0, 0, 0, 0 } |
const BYTE | L3HOLDWARP [20] = { 3, 3, 8, 8, 0, 10, 10, 0, 7, 7, 0, 125, 125, 0, 125, 125, 0, 0, 0, 0 } |
const BYTE | L3TITE1 [34] = { 4, 4, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 57, 58, 0, 0, 56, 55, 0, 0, 0, 0, 0 } |
const BYTE | L3TITE2 [34] = { 4, 4, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 61, 62, 0, 0, 60, 59, 0, 0, 0, 0, 0 } |
const BYTE | L3TITE3 [34] = { 4, 4, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 65, 66, 0, 0, 64, 63, 0, 0, 0, 0, 0 } |
const BYTE | L3TITE6 [42] = { 5, 4, 7, 7, 7, 7, 7, 7, 7, 7, 0, 7, 7, 7, 7, 0, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 77, 78, 0, 0, 0, 76, 74, 75, 0, 0, 0, 0, 0, 0 } |
const BYTE | L3TITE7 [42] = { 4, 5, 7, 7, 7, 7, 7, 7, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 83, 0, 0, 0, 82, 80, 0, 0, 81, 79, 0, 0, 0, 0, 0 } |
const BYTE | L3TITE8 [20] = { 3, 3, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 52, 0, 0, 0, 0 } |
const BYTE | L3TITE9 [20] = { 3, 3, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 53, 0, 0, 0, 0 } |
const BYTE | L3TITE10 [20] = { 3, 3, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 54, 0, 0, 0, 0 } |
const BYTE | L3TITE11 [20] = { 3, 3, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 67, 0, 0, 0, 0 } |
const BYTE | L3TITE12 [6] = { 2, 1, 9, 7, 68, 0 } |
const BYTE | L3TITE13 [6] = { 1, 2, 10, 7, 69, 0 } |
const BYTE | L3CREV1 [6] = { 2, 1, 8, 7, 84, 85 } |
const BYTE | L3CREV2 [6] = { 2, 1, 8, 11, 86, 87 } |
const BYTE | L3CREV3 [6] = { 1, 2, 8, 10, 89, 88 } |
const BYTE | L3CREV4 [6] = { 2, 1, 8, 7, 90, 91 } |
const BYTE | L3CREV5 [6] = { 1, 2, 8, 11, 92, 93 } |
const BYTE | L3CREV6 [6] = { 1, 2, 8, 10, 95, 94 } |
const BYTE | L3CREV7 [6] = { 2, 1, 8, 7, 96, 101 } |
const BYTE | L3CREV8 [6] = { 1, 2, 2, 8, 102, 97 } |
const BYTE | L3CREV9 [6] = { 2, 1, 3, 8, 103, 98 } |
const BYTE | L3CREV10 [6] = { 2, 1, 4, 8, 104, 99 } |
const BYTE | L3CREV11 [6] = { 1, 2, 6, 8, 105, 100 } |
const BYTE | L3ISLE1 [14] = { 2, 3, 5, 14, 4, 9, 13, 12, 7, 7, 7, 7, 7, 7 } |
const BYTE | L3ISLE2 [14] = { 3, 2, 5, 2, 14, 13, 10, 12, 7, 7, 7, 7, 7, 7 } |
const BYTE | L3ISLE3 [14] = { 2, 3, 5, 14, 4, 9, 13, 12, 29, 30, 25, 28, 31, 32 } |
const BYTE | L3ISLE4 [14] = { 3, 2, 5, 2, 14, 13, 10, 12, 29, 26, 30, 31, 27, 32 } |
const BYTE | L3ISLE5 [10] = { 2, 2, 5, 14, 13, 12, 7, 7, 7, 7 } |
const BYTE | L3XTRA1 [4] = { 1, 1, 7, 106 } |
const BYTE | L3XTRA2 [4] = { 1, 1, 7, 107 } |
const BYTE | L3XTRA3 [4] = { 1, 1, 7, 108 } |
const BYTE | L3XTRA4 [4] = { 1, 1, 9, 109 } |
const BYTE | L3XTRA5 [4] = { 1, 1, 10, 110 } |
const BYTE | L3ANVIL [244] |
Implementation of the caves level generation algorithms.
Definition in file drlg_l3.cpp.