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147 lines
4.0 KiB
147 lines
4.0 KiB
/** |
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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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