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/**
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* @file setmaps.cpp
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*
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* Implementation of functionality the special quest dungeons.
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*/
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#include "setmaps.h"
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#ifdef _DEBUG
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#include "debug.h"
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#endif
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#include "drlg_l1.h"
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#include "drlg_l2.h"
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#include "drlg_l3.h"
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#include "drlg_l4.h"
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#include "engine/load_file.hpp"
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#include "gendung.h"
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#include "objdat.h"
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#include "objects.h"
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#include "palette.h"
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#include "quests.h"
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#include "trigs.h"
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#include "utils/language.h"
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namespace devilution {
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/** Maps from quest level to quest level names. */
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const char *const QuestLevelNames[] = {
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"",
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N_("Skeleton King's Lair"),
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N_("Chamber of Bone"),
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N_("Maze"),
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N_("Poisoned Water Supply"),
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N_("Archbishop Lazarus' Lair"),
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};
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namespace {
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void AddSKingObjs()
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{
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constexpr Rectangle SmallSecretRoom { { 20, 7 }, { 3, 3 } };
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ObjectAtPosition({ 64, 34 })->InitializeLoadedObject(SmallSecretRoom, 1);
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constexpr Rectangle Gate { { 20, 14 }, { 1, 2 } };
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ObjectAtPosition({ 64, 59 })->InitializeLoadedObject(Gate, 2);
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constexpr Rectangle LargeSecretRoom { { 8, 1 }, { 7, 10 } };
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ObjectAtPosition({ 27, 37 })->InitializeLoadedObject(LargeSecretRoom, 3);
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ObjectAtPosition({ 46, 35 })->InitializeLoadedObject(LargeSecretRoom, 3);
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ObjectAtPosition({ 49, 53 })->InitializeLoadedObject(LargeSecretRoom, 3);
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ObjectAtPosition({ 27, 53 })->InitializeLoadedObject(LargeSecretRoom, 3);
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}
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void AddSChamObjs()
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{
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ObjectAtPosition({ 37, 30 })->InitializeLoadedObject({ { 17, 0 }, { 4, 5 } }, 1);
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ObjectAtPosition({ 37, 46 })->InitializeLoadedObject({ { 13, 0 }, { 3, 5 } }, 2);
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}
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void AddVileObjs()
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{
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ObjectAtPosition({ 26, 45 })->InitializeLoadedObject({ { 1, 1 }, { 8, 9 } }, 1);
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ObjectAtPosition({ 45, 46 })->InitializeLoadedObject({ { 11, 1 }, { 9, 9 } }, 2);
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ObjectAtPosition({ 35, 36 })->InitializeLoadedObject({ { 7, 11 }, { 6, 7 } }, 3);
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}
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void SetMapTransparency(const char *path)
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{
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auto dunData = LoadFileInMem<uint16_t>(path);
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LoadTransparency(dunData.get());
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}
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} // namespace
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void LoadSetMap()
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{
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switch (setlvlnum) {
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case SL_SKELKING:
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if (Quests[Q_SKELKING]._qactive == QUEST_INIT) {
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Quests[Q_SKELKING]._qactive = QUEST_ACTIVE;
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Quests[Q_SKELKING]._qvar1 = 1;
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}
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LoadPreL1Dungeon("Levels\\L1Data\\SklKng1.DUN");
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LoadL1Dungeon("Levels\\L1Data\\SklKng2.DUN", { 83, 45 });
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SetMapTransparency("Levels\\L1Data\\SklKngT.dun");
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LoadPalette("Levels\\L1Data\\L1_2.pal");
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AddSKingObjs();
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InitSKingTriggers();
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break;
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case SL_BONECHAMB:
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LoadPreL2Dungeon("Levels\\L2Data\\Bonecha2.DUN");
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LoadL2Dungeon("Levels\\L2Data\\Bonecha1.DUN", { 69, 39 });
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SetMapTransparency("Levels\\L2Data\\BonechaT.dun");
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LoadPalette("Levels\\L2Data\\L2_2.pal");
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AddSChamObjs();
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InitSChambTriggers();
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break;
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case SL_MAZE:
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break;
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case SL_POISONWATER:
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if (Quests[Q_PWATER]._qactive == QUEST_INIT)
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Quests[Q_PWATER]._qactive = QUEST_ACTIVE;
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LoadL3Dungeon("Levels\\L3Data\\Foulwatr.DUN", { 31, 83 });
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LoadPalette("Levels\\L3Data\\L3pfoul.pal");
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InitPWaterTriggers();
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break;
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case SL_VILEBETRAYER:
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if (Quests[Q_BETRAYER]._qactive == QUEST_DONE) {
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Quests[Q_BETRAYER]._qvar2 = 4;
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} else if (Quests[Q_BETRAYER]._qactive == QUEST_ACTIVE) {
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Quests[Q_BETRAYER]._qvar2 = 3;
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}
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LoadPreL1Dungeon("Levels\\L1Data\\Vile1.DUN");
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LoadL1Dungeon("Levels\\L1Data\\Vile2.DUN", { 35, 36 });
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SetMapTransparency("Levels\\L1Data\\Vile1.DUN");
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LoadPalette("Levels\\L1Data\\L1_2.pal");
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AddVileObjs();
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InitNoTriggers();
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break;
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case SL_NONE:
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#ifdef _DEBUG
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switch (setlvltype) {
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case DTYPE_CATHEDRAL:
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case DTYPE_CRYPT:
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LoadL1Dungeon(TestMapPath.c_str(), ViewPosition);
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break;
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case DTYPE_CATACOMBS:
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LoadL2Dungeon(TestMapPath.c_str(), ViewPosition);
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break;
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case DTYPE_CAVES:
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case DTYPE_NEST:
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LoadL3Dungeon(TestMapPath.c_str(), ViewPosition);
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break;
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case DTYPE_HELL:
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LoadL4Dungeon(TestMapPath.c_str(), ViewPosition);
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break;
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case DTYPE_TOWN:
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case DTYPE_NONE:
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break;
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}
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LoadRndLvlPal(setlvltype);
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InitNoTriggers();
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#endif
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break;
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}
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}
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} // namespace devilution
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