#include "all.h" DEVILUTION_BEGIN_NAMESPACE /** * @brief Load level data into dPiece * @param P3Tiles Tile set * @param pSector Sector data * @param xi upper left destination * @param yi upper left destination * @param w width of sector * @param h height of sector */ void T_FillSector(BYTE *P3Tiles, BYTE *pSector, int xi, int yi, int w, int h) { int i, j, xx, yy, nMap; long v1, v2, v3, v4, ii; WORD *Sector; ii = 4; yy = yi; for (j = 0; j < h; j++) { xx = xi; for (i = 0; i < w; i++) { WORD *Map; Map = (WORD *)&pSector[ii]; nMap = SDL_SwapLE16(*Map); if (nMap) { Sector = (((WORD *)&P3Tiles[(nMap - 1) * 8])); v1 = SDL_SwapLE16(*(Sector + 0)) + 1; v2 = SDL_SwapLE16(*(Sector + 1)) + 1; v3 = SDL_SwapLE16(*(Sector + 2)) + 1; v4 = SDL_SwapLE16(*(Sector + 3)) + 1; } else { v1 = 0; v2 = 0; v3 = 0; v4 = 0; } dPiece[xx][yy] = v1; dPiece[xx + 1][yy] = v2; dPiece[xx][yy + 1] = v3; dPiece[xx + 1][yy + 1] = v4; xx += 2; ii += 2; } yy += 2; } } /** * @brief Load a tile in to dPiece * @param P3Tiles Tile set * @param xx upper left destination * @param yy upper left destination * @param t tile id */ void T_FillTile(BYTE *P3Tiles, int xx, int yy, int t) { long v1, v2, v3, v4; WORD *Tiles; Tiles = ((WORD *)&P3Tiles[(t - 1) * 8]); v1 = SDL_SwapLE16(*(Tiles + 0)) + 1; v2 = SDL_SwapLE16(*(Tiles + 1)) + 1; v3 = SDL_SwapLE16(*(Tiles + 2)) + 1; v4 = SDL_SwapLE16(*(Tiles + 3)) + 1; dPiece[xx][yy] = v1; dPiece[xx + 1][yy] = v2; dPiece[xx][yy + 1] = v3; dPiece[xx + 1][yy + 1] = v4; } /** * @brief Initialize all of the levels data */ void T_Pass3() { int xx, yy, x; BYTE *P3Tiles, *pSector; for (yy = 0; yy < MAXDUNY; yy += 2) { for (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; } } P3Tiles = LoadFileInMem("Levels\\TownData\\Town.TIL", NULL); pSector = LoadFileInMem("Levels\\TownData\\Sector1s.DUN", NULL); T_FillSector(P3Tiles, pSector, 46, 46, 25, 25); mem_free_dbg(pSector); pSector = LoadFileInMem("Levels\\TownData\\Sector2s.DUN", NULL); T_FillSector(P3Tiles, pSector, 46, 0, 25, 23); mem_free_dbg(pSector); pSector = LoadFileInMem("Levels\\TownData\\Sector3s.DUN", NULL); T_FillSector(P3Tiles, pSector, 0, 46, 23, 25); mem_free_dbg(pSector); pSector = LoadFileInMem("Levels\\TownData\\Sector4s.DUN", NULL); T_FillSector(P3Tiles, pSector, 0, 0, 23, 23); mem_free_dbg(pSector); #ifndef SPAWN if (gbMaxPlayers == 1) { if (!(plr[myplr].pTownWarps & 1)) { #endif T_FillTile(P3Tiles, 48, 20, 320); #ifndef SPAWN } if (!(plr[myplr].pTownWarps & 2)) { #endif T_FillTile(P3Tiles, 16, 68, 332); T_FillTile(P3Tiles, 16, 70, 331); #ifndef SPAWN } if (!(plr[myplr].pTownWarps & 4)) { #endif for (x = 36; x < 46; x++) { T_FillTile(P3Tiles, x, 78, random_(0, 4) + 1); } #ifndef SPAWN } } #endif if (quests[QTYPE_PW]._qactive != 3 && quests[QTYPE_PW]._qactive) { T_FillTile(P3Tiles, 60, 70, 342); } else { T_FillTile(P3Tiles, 60, 70, 71); } mem_free_dbg(P3Tiles); } /** * @brief Initialize town level * @param entry Methode of entry */ void CreateTown(int entry) { int x, y; dminx = 10; dminy = 10; dmaxx = 84; dmaxy = 84; DRLG_InitTrans(); DRLG_Init_Globals(); if (entry == 0) { ViewX = 75; ViewY = 68; } else if (entry == 1) { ViewX = 25; ViewY = 31; } else if (entry == 7) { if (TWarpFrom == 5) { ViewX = 49; ViewY = 22; } if (TWarpFrom == 9) { ViewX = 18; ViewY = 69; } if (TWarpFrom == 13) { ViewX = 41; ViewY = 81; } } T_Pass3(); 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(dArch, 0, sizeof(dArch)); for (y = 0; y < MAXDUNY; y++) { for (x = 0; x < MAXDUNX; x++) { if (dPiece[x][y] == 360) { dArch[x][y] = 1; } else if (dPiece[x][y] == 358) { dArch[x][y] = 2; } else if (dPiece[x][y] == 129) { dArch[x][y] = 6; } else if (dPiece[x][y] == 130) { dArch[x][y] = 7; } else if (dPiece[x][y] == 128) { dArch[x][y] = 8; } else if (dPiece[x][y] == 117) { dArch[x][y] = 9; } else if (dPiece[x][y] == 157) { dArch[x][y] = 10; } else if (dPiece[x][y] == 158) { dArch[x][y] = 11; } else if (dPiece[x][y] == 156) { dArch[x][y] = 12; } else if (dPiece[x][y] == 162) { dArch[x][y] = 13; } else if (dPiece[x][y] == 160) { dArch[x][y] = 14; } else if (dPiece[x][y] == 214) { dArch[x][y] = 15; } else if (dPiece[x][y] == 212) { dArch[x][y] = 16; } else if (dPiece[x][y] == 217) { dArch[x][y] = 17; } else if (dPiece[x][y] == 216) { dArch[x][y] = 18; } } } } DEVILUTION_END_NAMESPACE