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Dungeon Generation
Carmina16 edited this page Feb 18, 2018
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4 revisions
Each main quest dungeon and 14 province dungeons in each province have their seed:
getLocSeed(province, dunId) <-
X, Y <- getDungeonXY(province, dunId) # 16 last entries in CITYDATA.0x
seed <- (Y << 16) + X + province
return (~rol32(seed, 5)) & 0xFFFFFFFF
Main quest dungeons have unique MIF files. Their names are generated as follows:
s <- String(seed)
mif <- s[:8] + ".MIF"
SEED, W, H
are the seed and width/height set for the particular dungeon. X coordinate increases to the left.
srand(SEED)
depth <- 1 + rnd() mod 2
if isArtifactDungeon() then depth <- 4
newSeed <- getRandomSeed()
transitions <- []
for i <- 0 to depth - 1
do
tY <- rnd() mod H
tX <- rnd() mod W
trBlock <- 10 * tY + tX
while trBlock in transitions
transitions.append(trBlock)
for i <- 0 to depth - 1
srand(newSeed + i)
tileset <- rnd() mod 4
dY <- 0
for row <- 0 to H - 1
dX <- 0
for col <- 0 to W - 1
block <- tileset * 8 + rnd() mod 8
get a 'block' level from RANDOM1.MIF and paste in into level 'i' at dX, dY
dX <- dX + 32
dY <- dY + 32
draw a wall of 0x7800 blocks around each level
for each item in 'transitions', put up and down voxels in corresponding blocks
The local offset to possible up/down voxel position is (probably) 10, 10. The concrete voxel values should be taken from the INF file for RANDOM1.MIF
.
The 14 named dungeons in each province have the width of 2 blocks and height of 1.
Wilderness dungeons use the following seed and have the width and height of 2 blocks.
getWildernessSeed(cityId, wildBlockX, wildBlockY) <-
(to do)