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/**
* @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 "engine/load_file.hpp"
#include "objdat.h"
#include "objects.h"
#include "palette.h"
#include "quests.h"
#include "trigs.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 {
// 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
};
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 SetmapTransparancy(const char *path)
{
auto dunData = LoadFileInMem<uint16_t>(path);
int width = SDL_SwapLE16(dunData[0]);
int height = SDL_SwapLE16(dunData[1]);
int layer2Offset = 2 + width * height;
// The rest of the layers are at dPiece scale
width *= 2;
height *= 2;
const uint16_t *transparantLayer = &dunData[layer2Offset + width * height * 3];
for (int j = 0; j < height; j++) {
for (int i = 0; i < width; i++) {
dTransVal[16 + i][16 + j] = SDL_SwapLE16(*transparantLayer);
transparantLayer++;
}
}
}
} // 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);
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);
SetmapTransparancy("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();
SetmapTransparancy("Levels\\L1Data\\Vile1.DUN");
InitNoTriggers();
break;
case SL_NONE:
break;
}
}
} // namespace devilution