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https://github.com/pret/pmd-red.git
synced 2026-09-30 15:16:54 -04:00
GenerateKecleonShop
This commit is contained in:
+254
-15
@@ -10,7 +10,7 @@
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extern const u8 gUnknown_80F6DCC[];
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extern struct FileArchive gDungeonFileArchive;
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extern u8 gUnknown_202F1AA;
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extern bool8 gUnknown_202F1AA;
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extern u8 gUnknown_202F1AB;
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extern u8 gUnknown_202F1AC;
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extern u8 gUnknown_202F1A8;
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@@ -25,15 +25,7 @@ extern s32 gUnknown_202F1D0;
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extern s32 gUnknown_202F1CC;
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extern Position gUnknown_202F1D8;
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struct UnkStruct_202F1B8
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{
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s32 unk0;
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s32 unk4;
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s32 unk8;
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s32 unkC;
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};
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extern struct UnkStruct_202F1B8 gUnknown_202F1B8;
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extern struct MinMaxPosition gUnknown_202F1B8;
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extern void sub_804FD30(void);
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extern void sub_804FD30(void);
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@@ -42,7 +34,8 @@ extern void sub_804FCCC(void);
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extern void GenerateOneRoomMonsterHouseFloor(void);
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extern void sub_804FBE8(void);
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extern void sub_804FC74(void);
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extern void sub_804E9DC(void);
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void sub_804EB30(void);
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void sub_804E9DC(void);
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extern void GenerateTwoRoomsWithMonsterHouseFloor(void);
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extern u8 sub_8043D10();
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extern bool8 sub_8050C30(s32 a0, s32 a1, u8 a2);
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@@ -107,7 +100,7 @@ void sub_804AFAC(void)
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UnkDungeonGlobal_unk1C574 *unkPtr = &gDungeon->unk1C574;
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gDungeon->unk13568 = OpenFileAndGetFileDataPtr(gUnknown_80F6DCC, &gDungeonFileArchive);
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gUnknown_202F1AA = 0;
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gUnknown_202F1AA = FALSE;
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gUnknown_202F1AB = 0;
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gUnknown_202F1AC = 0;
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gUnknown_202F1A8 = (gDungeonWaterType[gDungeon->tileset] == DUNGEON_WATER_TYPE_WATER);
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@@ -1015,7 +1008,7 @@ struct GridCell
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bool8 hasSecondaryStructure;
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bool8 isRoom;
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bool8 isConnected;
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bool8 unk12;
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bool8 isKecleonShop;
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bool8 unk13;
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bool8 isMonsterHouse;
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bool8 unk15;
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@@ -2052,7 +2045,7 @@ void InitDungeonGrid(struct GridCell grid[GRID_CELL_LEN][GRID_CELL_LEN], s32 gri
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grid[x][y].isConnected = FALSE;
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grid[x][y].unk15 = FALSE;
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grid[x][y].isMonsterHouse = FALSE;
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grid[x][y].unk12 = FALSE;
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grid[x][y].isKecleonShop = FALSE;
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grid[x][y].connectedToRight = FALSE;
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grid[x][y].connectedToLeft = FALSE;
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grid[x][y].connectedToBottom = FALSE;
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@@ -2317,7 +2310,7 @@ void CreateRoomsAndAnchors(struct GridCell grid[GRID_CELL_LEN][GRID_CELL_LEN], s
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SetTerrainNormal(GetTileSafe(pt_x, pt_y));
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// Set the room index to 0xFE for anchor
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GetTileSafe(pt_x, pt_y)->room = 0xFE;
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GetTileSafe(pt_x, pt_y)->room = ROOM_0xFE;
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}
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}
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}
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@@ -3526,4 +3519,250 @@ void SetTerrainObstacleChecked(Tile *tile, bool8 useSecondaryTerrain, u8 roomInd
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}
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}
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void sub_804E9DC(void)
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{
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s32 x, y;
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for (x = 0; x < DUNGEON_MAX_SIZE_X; x++) {
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for (y = 0; y < DUNGEON_MAX_SIZE_Y; y++) {
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if (GetTerrainType(GetTile(x, y)) != TERRAIN_TYPE_NORMAL)
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continue;
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if (GetTile(x, y)->room == CORRIDOR_ROOM) {
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if (x > 0) {
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Tile *tile = GetTileSafe(x - 1, y);
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if (tile->room != CORRIDOR_ROOM) {
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tile->terrainType |= TERRAIN_TYPE_NATURAL_JUNCTION;
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if (GetTerrainType(tile) == TERRAIN_TYPE_SECONDARY) {
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SetTerrainType(tile, TERRAIN_TYPE_NORMAL);
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}
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}
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}
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if (y > 0) {
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Tile *tile = GetTileSafe(x, y - 1);
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if (tile->room != CORRIDOR_ROOM) {
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// Yes, these |= have to be duplicated in order to match. Either it's an error and they wanted to use a different flag, or just copy-pasted it twice.
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tile->terrainType |= TERRAIN_TYPE_NATURAL_JUNCTION;
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tile->terrainType |= TERRAIN_TYPE_NATURAL_JUNCTION;
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if (GetTerrainType(tile) == TERRAIN_TYPE_SECONDARY) {
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SetTerrainType(tile, TERRAIN_TYPE_NORMAL);
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}
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}
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}
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if (y < DUNGEON_MAX_SIZE_Y - 1) {
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Tile *tile = GetTileSafe(x, y + 1);
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if (tile->room != CORRIDOR_ROOM) {
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tile->terrainType |= TERRAIN_TYPE_NATURAL_JUNCTION;
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tile->terrainType |= TERRAIN_TYPE_NATURAL_JUNCTION;
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if (GetTerrainType(tile) == TERRAIN_TYPE_SECONDARY) {
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SetTerrainType(tile, TERRAIN_TYPE_NORMAL);
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}
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}
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}
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if (x < DUNGEON_MAX_SIZE_X - 1) {
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Tile *tile = GetTileSafe(x + 1, y);
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if (tile->room != CORRIDOR_ROOM) {
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tile->terrainType |= TERRAIN_TYPE_NATURAL_JUNCTION;
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tile->terrainType |= TERRAIN_TYPE_NATURAL_JUNCTION;
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if (GetTerrainType(tile) == TERRAIN_TYPE_SECONDARY) {
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SetTerrainType(tile, TERRAIN_TYPE_NORMAL);
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}
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}
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}
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}
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else if (GetTile(x, y)->room == ROOM_0xFE) {
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GetTileSafe(x, y)->room = CORRIDOR_ROOM;
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}
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}
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}
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sub_804EB30();
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}
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void sub_804EB30(void)
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{
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s32 i;
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s32 x, y;
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Dungeon *dungeon = gDungeon;
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for (i = 0; i < MAX_ROOM_COUNT; i++) {
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dungeon->naturalJunctionListCounts[i] = 0;
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}
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for (x = 0; x < DUNGEON_MAX_SIZE_X; x++) {
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for (y = 0; y < DUNGEON_MAX_SIZE_Y; y++) {
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if (GetTile(x, y)->terrainType & TERRAIN_TYPE_NATURAL_JUNCTION) {
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u32 roomIndex = GetTile(x, y)->room;
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if (roomIndex < MAX_ROOM_COUNT && dungeon->naturalJunctionListCounts[roomIndex] < MAX_ROOM_COUNT) {
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dungeon->naturalJunctionList[roomIndex][dungeon->naturalJunctionListCounts[roomIndex]].x = x;
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dungeon->naturalJunctionList[roomIndex][dungeon->naturalJunctionListCounts[roomIndex]].y = y;
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dungeon->naturalJunctionListCounts[roomIndex]++;
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}
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}
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}
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}
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}
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/*
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* GenerateKecleonShop - Potentially generate a kecleon shop on the floor.
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*
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* To spawn a kecleon shop, the floor cannot have a monster house, must not be a rescue floor, and must roll
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* the percentage chance of kecleon_chance.
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*
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* Grid cells indices are shuffled, then each is checked to meet the conditions to spawn a kecleon shop in that cell:
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* The room must be valid, connected, have no other special features, and have dimensions of at least 5x4.
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*
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* Once the first room (if any) is found that meets these conditions, the room is assigned as a kecleon shop.
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* The kecleon shop will occupy the whole room interior, with a one tile margin from the room walls.
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* Kecleon shop tiles restrict monster and stair spawns.
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*/
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void GenerateKecleonShop(struct GridCell grid[GRID_CELL_LEN][GRID_CELL_LEN], s32 gridSizeX, s32 gridSizeY, s32 chance)
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{
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s16 listX[GRID_CELL_LEN];
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s16 listY[GRID_CELL_LEN];
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s32 x, y;
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s32 i, j;
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Dungeon *dungeon = gDungeon;
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gUnknown_202F1D8.x = -1;
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gUnknown_202F1D8.y = -1;
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if (gUnknown_202F1AB || sub_8043D10() == 2 || chance == 0)
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return;
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if (chance <= DungeonRandInt(100))
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return;
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// All possible grid cells
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for (i = 0; i < GRID_CELL_LEN; i++) {
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listX[i] = i;
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listY[i] = i;
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}
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// Shuffle x indices
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for (i = 0; i < 200; i++) {
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s32 temp;
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s32 a = DungeonRandInt(GRID_CELL_LEN);
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s32 b = DungeonRandInt(GRID_CELL_LEN);
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SWAP(listX[a], listX[b], temp);
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}
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// Shuffle y indices
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for (i = 0; i < 200; i++) {
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s32 temp;
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s32 a = DungeonRandInt(GRID_CELL_LEN);
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s32 b = DungeonRandInt(GRID_CELL_LEN);
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SWAP(listY[a], listY[b], temp);
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}
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for (i = 0; i < GRID_CELL_LEN; i++) {
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x = listX[i];
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if (x >= gridSizeX)
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continue;
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for (j = 0; j < GRID_CELL_LEN; j++) {
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s32 curX, curY;
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y = listY[j];
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if (y >= gridSizeY)
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continue;
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// We've identified a random in-bounds grid cell
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// To support a kecleon shop it must be:
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// - valid
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// - not a merged room
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// - connected
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// - a room
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// - have no other special features (mazes/secondary structures)
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// - have dimensions of at least 5x4
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if (grid[x][y].isInvalid)
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continue;
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if (grid[x][y].hasBeenMerged)
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continue;
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if (grid[x][y].isMerged)
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continue;
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if (!grid[x][y].isConnected)
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continue;
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if (!grid[x][y].isRoom)
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continue;
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if (grid[x][y].hasSecondaryStructure)
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continue;
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if (grid[x][y].isMazeRoom)
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continue;
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if (grid[x][y].flagSecondaryStructure)
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continue;
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if (abs(grid[x][y].end.x - grid[x][y].start.x) < 5 || abs(grid[x][y].end.y - grid[x][y].start.y) < 4)
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continue;
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// This room can be a kecleon shop
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gUnknown_202F1AA = TRUE;
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grid[x][y].isKecleonShop = TRUE;
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// Make the shop span the whole room
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gUnknown_202F1B8.minX = grid[x][y].start.x + 1;
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gUnknown_202F1B8.maxX = grid[x][y].end.x - 1;
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gUnknown_202F1B8.minY = grid[x][y].start.y + 1;
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gUnknown_202F1B8.maxY = grid[x][y].end.y - 1;
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if (gUnknown_202F1B8.maxY - gUnknown_202F1B8.minY < 3) {
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// This should never happen?
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gUnknown_202F1B8.maxY++;
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}
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// Set to values that guarantee they'll be replaced later
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dungeon->kecleonShopPos.minX = DEFAULT_MAX_POSITION;
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dungeon->kecleonShopPos.minY = DEFAULT_MAX_POSITION;
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dungeon->kecleonShopPos.maxX = -DEFAULT_MAX_POSITION;
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dungeon->kecleonShopPos.maxY = -DEFAULT_MAX_POSITION;
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// Generate the actual shop on the interior, leaving
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// a 1-tile border from the room walls
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for (curX = gUnknown_202F1B8.minX; curX < gUnknown_202F1B8.maxX; curX++) {
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for (curY = gUnknown_202F1B8.minY; curY < gUnknown_202F1B8.maxY; curY++) {
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Tile *tile = GetTileSafe(curX, curY);
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tile->terrainType |= TERRAIN_TYPE_SHOP;
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// Restrict monsters and stairs from spawning here
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tile->unk4 &= ~(0x8);
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tile->unk4 &= ~(0x1);
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// Ensure the borders are assigned properly
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if (dungeon->kecleonShopPos.minX > curX) {
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dungeon->kecleonShopPos.minX = curX;
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}
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if (dungeon->kecleonShopPos.minY > curY) {
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dungeon->kecleonShopPos.minY = curY;
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}
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if (dungeon->kecleonShopPos.maxX < curX) {
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dungeon->kecleonShopPos.maxX = curX;
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}
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if (dungeon->kecleonShopPos.maxY < curY) {
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dungeon->kecleonShopPos.maxY = curY;
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}
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}
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}
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// Sets an unknown spawn flag for all tiles in the room
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for (curX = grid[x][y].start.x; curX < grid[x][y].end.x; curX++) {
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for (curY = grid[x][y].start.y; curY < grid[x][y].end.y; curY++) {
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GetTileSafe(curX, curY)->unk4 |= 0x10;
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}
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}
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curX = (gUnknown_202F1B8.minX + gUnknown_202F1B8.maxX) / 2;
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curY = (gUnknown_202F1B8.minY + gUnknown_202F1B8.maxY) / 2;
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gUnknown_202F1D8.x = curX;
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gUnknown_202F1D8.y = curY;
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return;
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}
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}
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}
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//
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