/** * @file setmaps.cpp * * Implementation of functionality the special quest dungeons. */ #include "setmaps.h" #include "drlg_l1.h" #include "drlg_l2.h" #include "drlg_l3.h" #include "objdat.h" #include "objects.h" #include "palette.h" #include "quests.h" #include "trigs.h" namespace devilution { // BUGFIX: constant data should be const BYTE SkelKingTrans1[] = { 19, 47, 26, 55, 26, 49, 30, 53 }; BYTE SkelKingTrans2[] = { 33, 19, 47, 29, 37, 29, 43, 39 }; BYTE SkelKingTrans3[] = { 27, 53, 35, 61, 27, 35, 34, 42, 45, 35, 53, 43, 45, 53, 53, 61, 31, 39, 49, 57 }; BYTE SkelKingTrans4[] = { 49, 45, 58, 51, 57, 31, 62, 37, 63, 31, 69, 40, 59, 41, 73, 55, 63, 55, 69, 65, 73, 45, 78, 51, 79, 43, 89, 53 }; BYTE SkelChamTrans1[] = { 43, 19, 50, 26, 51, 19, 59, 26, 35, 27, 42, 34, 43, 27, 49, 34, 50, 27, 59, 34 }; BYTE SkelChamTrans2[] = { 19, 31, 34, 47, 34, 35, 42, 42 }; BYTE SkelChamTrans3[] = { 43, 35, 50, 42, 51, 35, 62, 42, 63, 31, 66, 46, 67, 31, 78, 34, 67, 35, 78, 42, 67, 43, 78, 46, 35, 43, 42, 51, 43, 43, 49, 51, 50, 43, 59, 51 }; /** Maps from quest level to quest level names. */ const char *const quest_level_names[] = { "", "Skeleton King's Lair", "Chamber of Bone", "Maze", "Poisoned Water Supply", "Archbishop Lazarus' Lair", }; int ObjIndex(int x, int y) { int i; int oi; for (i = 0; i < nobjects; i++) { oi = objectactive[i]; if (object[oi].position.x == x && object[oi].position.y == y) return oi; } app_fatal("ObjIndex: Active object not found at (%d,%d)", x, y); } void AddSKingObjs() { SetObjMapRange(ObjIndex(64, 34), 20, 7, 23, 10, 1); SetObjMapRange(ObjIndex(64, 59), 20, 14, 21, 16, 2); SetObjMapRange(ObjIndex(27, 37), 8, 1, 15, 11, 3); SetObjMapRange(ObjIndex(46, 35), 8, 1, 15, 11, 3); SetObjMapRange(ObjIndex(49, 53), 8, 1, 15, 11, 3); SetObjMapRange(ObjIndex(27, 53), 8, 1, 15, 11, 3); } void AddSChamObjs() { SetObjMapRange(ObjIndex(37, 30), 17, 0, 21, 5, 1); SetObjMapRange(ObjIndex(37, 46), 13, 0, 16, 5, 2); } void AddVileObjs() { SetObjMapRange(ObjIndex(26, 45), 1, 1, 9, 10, 1); SetObjMapRange(ObjIndex(45, 46), 11, 1, 20, 10, 2); SetObjMapRange(ObjIndex(35, 36), 7, 11, 13, 18, 3); } void DRLG_SetMapTrans(const char *sFileName) { int x, y; int i, j; BYTE *pLevelMap; BYTE *d; DWORD dwOffset; pLevelMap = LoadFileInMem(sFileName, nullptr); d = pLevelMap + 2; x = pLevelMap[0]; y = *d; dwOffset = (x * y + 1) * 2; x *= 2; y *= 2; dwOffset += 3 * x * y * 2; d += dwOffset; for (j = 0; j < y; j++) { for (i = 0; i < x; i++) { dTransVal[16 + i][16 + j] = *d; d += 2; } } mem_free_dbg(pLevelMap); } /** * @brief Load a quest map, the given map is specified via the global setlvlnum */ 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); LoadPalette("Levels\\L1Data\\L1_2.pal"); DRLG_AreaTrans(sizeof(SkelKingTrans1) / 4, &SkelKingTrans1[0]); DRLG_ListTrans(sizeof(SkelKingTrans2) / 4, &SkelKingTrans2[0]); DRLG_AreaTrans(sizeof(SkelKingTrans3) / 4, &SkelKingTrans3[0]); DRLG_ListTrans(sizeof(SkelKingTrans4) / 4, &SkelKingTrans4[0]); AddL1Objs(0, 0, MAXDUNX, MAXDUNY); AddSKingObjs(); InitSKingTriggers(); break; case SL_BONECHAMB: LoadPreL2Dungeon("Levels\\L2Data\\Bonecha2.DUN"); LoadL2Dungeon("Levels\\L2Data\\Bonecha1.DUN", 69, 39); LoadPalette("Levels\\L2Data\\L2_2.pal"); DRLG_ListTrans(sizeof(SkelChamTrans1) / 4, &SkelChamTrans1[0]); DRLG_AreaTrans(sizeof(SkelChamTrans2) / 4, &SkelChamTrans2[0]); DRLG_ListTrans(sizeof(SkelChamTrans3) / 4, &SkelChamTrans3[0]); AddL2Objs(0, 0, MAXDUNX, MAXDUNY); AddSChamObjs(); InitSChambTriggers(); break; case SL_MAZE: LoadPreL1Dungeon("Levels\\L1Data\\Lv1MazeA.DUN"); LoadL1Dungeon("Levels\\L1Data\\Lv1MazeB.DUN", 20, 50); LoadPalette("Levels\\L1Data\\L1_5.pal"); AddL1Objs(0, 0, MAXDUNX, MAXDUNY); DRLG_SetMapTrans("Levels\\L1Data\\Lv1MazeA.DUN"); break; case SL_POISONWATER: if (quests[Q_PWATER]._qactive == QUEST_INIT) quests[Q_PWATER]._qactive = QUEST_ACTIVE; LoadPreL3Dungeon("Levels\\L3Data\\Foulwatr.DUN"); 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); LoadPalette("Levels\\L1Data\\L1_2.pal"); AddL1Objs(0, 0, MAXDUNX, MAXDUNY); AddVileObjs(); DRLG_SetMapTrans("Levels\\L1Data\\Vile1.DUN"); InitNoTriggers(); break; case SL_NONE: break; } } } // namespace devilution