#include "levels/setmaps.h" #ifdef _DEBUG #include "debug.h" #endif #include "engine/load_file.hpp" #include "engine/palette.h" #include "levels/drlg_l1.h" #include "levels/drlg_l2.h" #include "levels/drlg_l3.h" #include "levels/drlg_l4.h" #include "levels/gendung.h" #include "levels/trigs.h" #include "objdat.h" #include "objects.h" #include "quests.h" #include "utils/language.h" namespace devilution { /** Maps from quest level to quest level names. */ const char *const QuestLevelNames[] = { "", N_("Skeleton King's Lair"), N_("Chamber of Bone"), N_("Maze"), N_("Poisoned Water Supply"), N_("Archbishop Lazarus' Lair"), }; namespace { void AddSKingObjs() { constexpr Rectangle SmallSecretRoom { { 20, 7 }, { 3, 3 } }; ObjectAtPosition({ 64, 34 }).InitializeLoadedObject(SmallSecretRoom, 1); constexpr Rectangle Gate { { 20, 14 }, { 1, 2 } }; ObjectAtPosition({ 64, 59 }).InitializeLoadedObject(Gate, 2); constexpr Rectangle LargeSecretRoom { { 8, 1 }, { 7, 10 } }; ObjectAtPosition({ 27, 37 }).InitializeLoadedObject(LargeSecretRoom, 3); ObjectAtPosition({ 46, 35 }).InitializeLoadedObject(LargeSecretRoom, 3); ObjectAtPosition({ 49, 53 }).InitializeLoadedObject(LargeSecretRoom, 3); ObjectAtPosition({ 27, 53 }).InitializeLoadedObject(LargeSecretRoom, 3); } void AddSChamObjs() { ObjectAtPosition({ 37, 30 }).InitializeLoadedObject({ { 17, 0 }, { 4, 5 } }, 1); ObjectAtPosition({ 37, 46 }).InitializeLoadedObject({ { 13, 0 }, { 3, 5 } }, 2); } void AddVileObjs() { ObjectAtPosition({ 26, 45 }).InitializeLoadedObject({ { 1, 1 }, { 8, 9 } }, 1); ObjectAtPosition({ 45, 46 }).InitializeLoadedObject({ { 11, 1 }, { 9, 9 } }, 2); ObjectAtPosition({ 35, 36 }).InitializeLoadedObject({ { 7, 11 }, { 6, 7 } }, 3); } void SetMapTransparency(const char *path) { auto dunData = LoadFileInMem(path); LoadTransparency(dunData.get()); } } // namespace void LoadSetMap() { switch (setlvlnum) { case SL_SKELKING: if (Quests[Q_SKELKING]._qactive == QUEST_INIT) { Quests[Q_SKELKING]._qactive = QUEST_ACTIVE; Quests[Q_SKELKING]._qvar1 = 1; } LoadPreL1Dungeon("levels\\l1data\\sklkng1.dun"); LoadL1Dungeon("levels\\l1data\\sklkng2.dun", { 83, 45 }); SetMapTransparency("levels\\l1data\\sklkngt.dun"); LoadPalette("levels\\l1data\\l1_2.pal"); AddSKingObjs(); InitSKingTriggers(); break; case SL_BONECHAMB: LoadPreL2Dungeon("levels\\l2data\\bonecha2.dun"); LoadL2Dungeon("levels\\l2data\\bonecha1.dun", { 69, 39 }); SetMapTransparency("levels\\l2data\\bonechat.dun"); LoadPalette("levels\\l2data\\l2_2.pal"); AddSChamObjs(); InitSChambTriggers(); break; case SL_MAZE: break; case SL_POISONWATER: if (Quests[Q_PWATER]._qactive == QUEST_INIT) Quests[Q_PWATER]._qactive = QUEST_ACTIVE; LoadL3Dungeon("levels\\l3data\\foulwatr.dun", { 31, 83 }); LoadPalette("levels\\l3data\\l3pfoul.pal"); InitPWaterTriggers(); break; case SL_VILEBETRAYER: if (Quests[Q_BETRAYER]._qactive == QUEST_DONE) { Quests[Q_BETRAYER]._qvar2 = 4; } else if (Quests[Q_BETRAYER]._qactive == QUEST_ACTIVE) { Quests[Q_BETRAYER]._qvar2 = 3; } LoadPreL1Dungeon("levels\\l1data\\vile1.dun"); LoadL1Dungeon("levels\\l1data\\vile2.dun", { 35, 36 }); SetMapTransparency("levels\\l1data\\vile1.dun"); LoadPalette("levels\\l1data\\l1_2.pal"); AddVileObjs(); InitNoTriggers(); break; case SL_NONE: #ifdef _DEBUG switch (setlvltype) { case DTYPE_CATHEDRAL: case DTYPE_CRYPT: LoadL1Dungeon(TestMapPath.c_str(), ViewPosition); break; case DTYPE_CATACOMBS: LoadL2Dungeon(TestMapPath.c_str(), ViewPosition); break; case DTYPE_CAVES: case DTYPE_NEST: LoadL3Dungeon(TestMapPath.c_str(), ViewPosition); break; case DTYPE_HELL: LoadL4Dungeon(TestMapPath.c_str(), ViewPosition); break; case DTYPE_TOWN: case DTYPE_NONE: break; } LoadRndLvlPal(setlvltype); InitNoTriggers(); #endif break; } } } // namespace devilution