/** * @file town.h * * Implementation of functionality for rendering the town, towners and calling other render routines. */ #include "town.h" #include "drlg_l1.h" #include "engine/load_file.hpp" #include "engine/random.hpp" #include "init.h" #include "player.h" #include "quests.h" #include "trigs.h" namespace devilution { namespace { /** * @brief Load level data into dPiece * @param path Path of dun file * @param xi upper left destination * @param yy upper left destination */ void FillSector(const char *path, int xi, int yy) { auto dunData = LoadFileInMem(path); int width = SDL_SwapLE16(dunData[0]); int height = SDL_SwapLE16(dunData[1]); const uint16_t *tileLayer = &dunData[2]; for (int j = 0; j < height; j++) { int xx = xi; for (int i = 0; i < width; i++) { int v1 = 0; int v2 = 0; int v3 = 0; int v4 = 0; int tileId = SDL_SwapLE16(tileLayer[j * width + i]) - 1; if (tileId >= 0) { MegaTile mega = pMegaTiles[tileId]; v1 = SDL_SwapLE16(mega.micro1) + 1; v2 = SDL_SwapLE16(mega.micro2) + 1; v3 = SDL_SwapLE16(mega.micro3) + 1; v4 = SDL_SwapLE16(mega.micro4) + 1; } dPiece[xx + 0][yy + 0] = v1; dPiece[xx + 1][yy + 0] = v2; dPiece[xx + 0][yy + 1] = v3; dPiece[xx + 1][yy + 1] = v4; xx += 2; } yy += 2; } } /** * @brief Load a tile in to dPiece * @param megas Map from mega tiles to macro tiles * @param xx upper left destination * @param yy upper left destination * @param t tile id */ void FillTile(int xx, int yy, int t) { MegaTile mega = pMegaTiles[t - 1]; dPiece[xx + 0][yy + 0] = SDL_SwapLE16(mega.micro1) + 1; dPiece[xx + 1][yy + 0] = SDL_SwapLE16(mega.micro2) + 1; dPiece[xx + 0][yy + 1] = SDL_SwapLE16(mega.micro3) + 1; dPiece[xx + 1][yy + 1] = SDL_SwapLE16(mega.micro4) + 1; } /** * @brief Update the map to show the closed hive */ void TownCloseHive() { dPiece[78][60] = 0x48a; dPiece[79][60] = 0x4eb; dPiece[78][61] = 0x4ec; dPiece[79][61] = 0x4ed; dPiece[78][62] = 0x4ee; dPiece[79][62] = 0x4ef; dPiece[78][63] = 0x4f0; dPiece[79][63] = 0x4f1; dPiece[78][64] = 0x4f2; dPiece[79][64] = 0x4f3; dPiece[78][65] = 0x4f4; dPiece[80][60] = 0x4f5; dPiece[81][60] = 0x4f6; dPiece[80][61] = 0x4f7; dPiece[81][61] = 0x4f8; dPiece[82][60] = 0x4f9; dPiece[83][60] = 0x4fa; dPiece[82][61] = 0x4fb; dPiece[83][61] = 0x4fc; dPiece[80][62] = 0x4fd; dPiece[81][62] = 0x4fe; dPiece[80][63] = 0x4ff; dPiece[81][63] = 0x500; dPiece[80][64] = 0x501; dPiece[81][64] = 0x502; dPiece[80][65] = 0x503; dPiece[81][65] = 0x504; dPiece[82][64] = 0x509; dPiece[83][64] = 0x50a; dPiece[82][65] = 0x50b; dPiece[83][65] = 0x50c; dPiece[82][62] = 0x505; dPiece[83][62] = 0x506; dPiece[82][63] = 0x507; dPiece[83][63] = 0x508; dPiece[84][61] = 0x118; dPiece[84][62] = 0x118; dPiece[84][63] = 0x118; dPiece[85][60] = 0x118; dPiece[85][61] = 0x118; dPiece[85][63] = 8; dPiece[85][64] = 8; dPiece[86][60] = 0xd9; dPiece[86][61] = 0x18; dPiece[85][62] = 0x13; dPiece[84][64] = 0x118; SetDungeonMicros(); } /** * @brief Update the map to show the closed grave */ void TownCloseGrave() { dPiece[36][21] = 0x52b; dPiece[37][21] = 0x52c; dPiece[36][22] = 0x52d; dPiece[37][22] = 0x52e; dPiece[36][23] = 0x52f; dPiece[37][23] = 0x530; dPiece[36][24] = 0x531; dPiece[37][24] = 0x532; dPiece[35][21] = 0x53b; dPiece[34][21] = 0x53c; SetDungeonMicros(); } /** * @brief Initialize all of the levels data */ void DrlgTPass3() { for (int yy = 0; yy < MAXDUNY; yy += 2) { for (int xx = 0; xx < MAXDUNX; xx += 2) { dPiece[xx][yy] = 0; dPiece[xx + 1][yy] = 0; dPiece[xx][yy + 1] = 0; dPiece[xx + 1][yy + 1] = 0; } } FillSector("Levels\\TownData\\Sector1s.DUN", 46, 46); FillSector("Levels\\TownData\\Sector2s.DUN", 46, 0); FillSector("Levels\\TownData\\Sector3s.DUN", 0, 46); FillSector("Levels\\TownData\\Sector4s.DUN", 0, 0); if (!IsWarpOpen(DTYPE_CATACOMBS)) { FillTile(48, 20, 320); } if (!IsWarpOpen(DTYPE_CAVES)) { FillTile(16, 68, 332); FillTile(16, 70, 331); } if (!IsWarpOpen(DTYPE_HELL)) { for (int x = 36; x < 46; x++) { FillTile(x, 78, GenerateRnd(4) + 1); } } if (gbIsHellfire) { if (IsWarpOpen(DTYPE_NEST)) { TownOpenHive(); } else { TownCloseHive(); } if (IsWarpOpen(DTYPE_CRYPT)) TownOpenGrave(); else TownCloseGrave(); } if (Quests[Q_PWATER]._qactive != QUEST_DONE && Quests[Q_PWATER]._qactive != QUEST_NOTAVAIL) { FillTile(60, 70, 342); } else { FillTile(60, 70, 71); } } } // namespace /** * @brief Update the map to show the open hive */ void TownOpenHive() { dPiece[78][60] = 0x48a; dPiece[79][60] = 0x48b; dPiece[78][61] = 0x48c; dPiece[79][61] = 0x50e; dPiece[78][62] = 0x4ee; dPiece[78][63] = 0x4f0; dPiece[79][62] = 0x510; dPiece[79][63] = 0x511; dPiece[79][64] = 0x512; dPiece[78][64] = 0x11a; dPiece[78][65] = 0x11c; dPiece[79][65] = 0x11d; dPiece[80][60] = 0x513; dPiece[80][61] = 0x515; dPiece[81][61] = 0x516; dPiece[82][60] = 0x517; dPiece[83][60] = 0x518; dPiece[82][61] = 0x519; dPiece[83][61] = 0x51a; dPiece[80][62] = 0x51b; dPiece[81][62] = 0x51c; dPiece[80][63] = 0x51d; dPiece[81][63] = 0x51e; dPiece[80][64] = 0x51f; dPiece[81][64] = 0x520; dPiece[80][65] = 0x521; dPiece[81][65] = 0x522; dPiece[82][64] = 0x527; dPiece[83][64] = 0x528; dPiece[82][65] = 0x529; dPiece[83][65] = 0x52a; dPiece[82][62] = 0x523; dPiece[83][62] = 0x524; dPiece[82][63] = 0x525; dPiece[83][63] = 0x526; dPiece[84][61] = 0x118; dPiece[84][62] = 0x118; dPiece[84][63] = 0x118; dPiece[85][60] = 0x118; dPiece[85][61] = 0x118; dPiece[85][63] = 8; dPiece[85][64] = 8; dPiece[86][60] = 0xd9; dPiece[86][61] = 0x18; dPiece[85][62] = 0x13; dPiece[84][64] = 0x118; SetDungeonMicros(); } /** * @brief Update the map to show the open grave */ void TownOpenGrave() { dPiece[36][21] = 0x533; dPiece[37][21] = 0x534; dPiece[36][22] = 0x535; dPiece[37][22] = 0x536; dPiece[36][23] = 0x537; dPiece[37][23] = 0x538; dPiece[36][24] = 0x539; dPiece[37][24] = 0x53a; dPiece[35][21] = 0x53b; dPiece[34][21] = 0x53c; SetDungeonMicros(); } /** * @brief Initialize town level * @param entry Methode of entry */ void CreateTown(lvl_entry entry) { dminx = 10; dminy = 10; dmaxx = 84; dmaxy = 84; DRLG_InitTrans(); DRLG_Init_Globals(); if (entry == ENTRY_MAIN) { // New game ViewX = 75; ViewY = 68; } else if (entry == ENTRY_PREV) { // Cathedral ViewX = 25; ViewY = 31; } else if (entry == ENTRY_TWARPUP) { if (TWarpFrom == 5) { ViewX = 49; ViewY = 22; } if (TWarpFrom == 9) { ViewX = 18; ViewY = 69; } if (TWarpFrom == 13) { ViewX = 41; ViewY = 81; } if (TWarpFrom == 21) { ViewX = 36; ViewY = 25; } if (TWarpFrom == 17) { ViewX = 79; ViewY = 62; } } DrlgTPass3(); memset(dFlags, 0, sizeof(dFlags)); memset(dLight, 0, sizeof(dLight)); memset(dFlags, 0, sizeof(dFlags)); memset(dPlayer, 0, sizeof(dPlayer)); memset(dMonster, 0, sizeof(dMonster)); memset(dObject, 0, sizeof(dObject)); memset(dItem, 0, sizeof(dItem)); memset(dSpecial, 0, sizeof(dSpecial)); for (int y = 0; y < MAXDUNY; y++) { for (int x = 0; x < MAXDUNX; x++) { if (dPiece[x][y] == 360) { dSpecial[x][y] = 1; } else if (dPiece[x][y] == 358) { dSpecial[x][y] = 2; } else if (dPiece[x][y] == 129) { dSpecial[x][y] = 6; } else if (dPiece[x][y] == 130) { dSpecial[x][y] = 7; } else if (dPiece[x][y] == 128) { dSpecial[x][y] = 8; } else if (dPiece[x][y] == 117) { dSpecial[x][y] = 9; } else if (dPiece[x][y] == 157) { dSpecial[x][y] = 10; } else if (dPiece[x][y] == 158) { dSpecial[x][y] = 11; } else if (dPiece[x][y] == 156) { dSpecial[x][y] = 12; } else if (dPiece[x][y] == 162) { dSpecial[x][y] = 13; } else if (dPiece[x][y] == 160) { dSpecial[x][y] = 14; } else if (dPiece[x][y] == 214) { dSpecial[x][y] = 15; } else if (dPiece[x][y] == 212) { dSpecial[x][y] = 16; } else if (dPiece[x][y] == 217) { dSpecial[x][y] = 17; } else if (dPiece[x][y] == 216) { dSpecial[x][y] = 18; } } } } } // namespace devilution