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/**
* @file portal.cpp
*
* Implementation of functionality for handling town portals.
*/
#include "portal.h"
#include "lighting.h"
#include "misdat.h"
#include "missiles.h"
#include "multi.h"
#include "player.h"
namespace devilution {
/** In-game state of portals. */
Portal Portals[MAXPORTAL];
namespace {
/** Current portal number (a portal array index). */
int portalindex;
/** Coordinate of each players portal in town. */
Point WarpDrop[MAXPORTAL] = {
{ 57, 40 },
{ 59, 40 },
{ 61, 40 },
{ 63, 40 },
};
} // namespace
void InitPortals()
{
for (int i = 0; i < MAXPORTAL; i++) {
if (delta_portal_inited(i))
Portals[i].open = false;
}
}
void SetPortalStats(int i, bool o, int x, int y, int lvl, dungeon_type lvltype)
{
Portals[i].open = o;
Portals[i].position = { x, y };
Portals[i].level = lvl;
Portals[i].ltype = lvltype;
Portals[i].setlvl = false;
}
void AddWarpMissile(int i, Point position)
{
MissilesData[MIS_TOWN].mlSFX = SFX_NONE;
int mi = AddMissile({ 0, 0 }, position, Direction::South, MIS_TOWN, TARGET_MONSTERS, i, 0, 0);
if (mi == -1)
return;
auto &missile = Missiles[mi];
SetMissDir(missile, 1);
if (currlevel != 0)
missile._mlid = AddLight(missile.position.tile, 15);
MissilesData[MIS_TOWN].mlSFX = LS_SENTINEL;
}
void SyncPortals()
{
for (int i = 0; i < MAXPORTAL; i++) {
if (!Portals[i].open)
continue;
if (currlevel == 0)
AddWarpMissile(i, WarpDrop[i]);
else {
int lvl = currlevel;
if (setlevel)
lvl = setlvlnum;
if (Portals[i].level == lvl && Portals[i].setlvl == setlevel)
AddWarpMissile(i, Portals[i].position);
}
}
}
void AddInTownPortal(int i)
{
AddWarpMissile(i, WarpDrop[i]);
}
void ActivatePortal(int i, Point position, int lvl, dungeon_type dungeonType, bool isSetLevel)
{
Portals[i].open = true;
if (lvl != 0) {
Portals[i].position = position;
Portals[i].level = lvl;
Portals[i].ltype = dungeonType;
Portals[i].setlvl = isSetLevel;
}
}
void DeactivatePortal(int i)
{
Portals[i].open = false;
}
bool PortalOnLevel(int i)
{
if (Portals[i].level == currlevel)
return true;
return currlevel == 0;
}
void RemovePortalMissile(int id)
{
for (int i = 0; i < ActiveMissileCount; i++) {
int mi = ActiveMissiles[i];
auto &missile = Missiles[mi];
if (missile._mitype == MIS_TOWN && missile._misource == id) {
dFlags[missile.position.tile.x][missile.position.tile.y] &= ~BFLAG_MISSILE;
if (Portals[id].level != 0)
AddUnLight(missile._mlid);
DeleteMissile(i);
}
}
}
void SetCurrentPortal(int p)
{
portalindex = p;
}
void GetPortalLevel()
{
if (currlevel != 0) {
setlevel = false;
currlevel = 0;
Players[MyPlayerId].plrlevel = 0;
leveltype = DTYPE_TOWN;
return;
}
if (Portals[portalindex].setlvl) {
setlevel = true;
setlvlnum = (_setlevels)Portals[portalindex].level;
currlevel = Portals[portalindex].level;
Players[MyPlayerId].plrlevel = setlvlnum;
leveltype = Portals[portalindex].ltype;
} else {
setlevel = false;
currlevel = Portals[portalindex].level;
Players[MyPlayerId].plrlevel = currlevel;
leveltype = Portals[portalindex].ltype;
}
if (portalindex == MyPlayerId) {
NetSendCmd(true, CMD_DEACTIVATEPORTAL);
DeactivatePortal(portalindex);
}
}
void GetPortalLvlPos()
{
if (currlevel == 0) {
ViewPosition = WarpDrop[portalindex] + Displacement { 1, 1 };
} else {
ViewPosition = Portals[portalindex].position;
if (portalindex != MyPlayerId) {
ViewPosition.x++;
ViewPosition.y++;
}
}
}
bool PosOkPortal(int lvl, int x, int y)
{
for (auto &portal : Portals) {
if (portal.open && portal.level == lvl && ((portal.position.x == x && portal.position.y == y) || (portal.position.x == x - 1 && portal.position.y == y - 1)))
return true;
}
return false;
}
} // namespace devilution