#include "diablo.h" unsigned char SkelKingTrans1[8] = { 19, 47, 26, 55, 26, 49, 30, 53 }; unsigned char SkelKingTrans2[8] = { 33, 19, 47, 29, 37, 29, 43, 39 }; unsigned char SkelKingTrans3[20] = { 27, 53, 35, 61, 27, 35, 34, 42, 45, 35, 53, 43, 45, 53, 53, 61, 31, 39, 49, 57 }; unsigned char SkelKingTrans4[28] = { 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 }; unsigned char SkelChamTrans1[20] = { 43, 19, 50, 26, 51, 19, 59, 26, 35, 27, 42, 34, 43, 27, 49, 34, 50, 27, 59, 34 }; unsigned char SkelChamTrans2[8] = { 19, 31, 34, 47, 34, 35, 42, 42 }; unsigned char SkelChamTrans3[36] = { 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 }; char *quest_level_names[] = { "", "Skeleton King's Lair", "Bone Chamber", "Maze", "Poisoned Water Supply", "Archbishop Lazarus' Lair" }; int ObjIndex(int x, int y) { int i, oi; for(i = 0; i < nobjects; i++) { oi = objectactive[i]; if(object[oi]._ox == x && object[oi]._oy == y) { return oi; } } app_fatal("ObjIndex: Active object not found at (%d,%d)", x, y); return -1; } 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(char *sFileName) { int i, j, rw, rh; long mapoff; BYTE *pLevelMap, *lm; pLevelMap = DiabLoad(sFileName, NULL, 'LMPt'); lm = pLevelMap; rw = *lm; lm += 2; rh = *lm; mapoff = 2 * rw * rh + 2; rw <<= 1; rh <<= 1; mapoff += 6 * rw * rh; lm += mapoff; for(j = 0; j < rh; j++) { for(i = 0; i < rw; i++) { dTransVal[i + 16][j + 16] = *lm; lm += 2; } } MemFreeDbg(pLevelMap); } void LoadSetMap() { switch(setlvlnum) { case SL_SKELKING: if(quests[Q_SKELKING]._qactive == 1) { quests[Q_SKELKING]._qactive = 2; quests[Q_SKELKING]._qvar1 = 1; } LoadPreL1Dungeon("Levels\\L1Data\\SklKng1.DUN", 83, 45); LoadL1Dungeon("Levels\\L1Data\\SklKng2.DUN", 83, 45); LoadPalette("Levels\\L1Data\\L1_2.pal"); DRLG_AreaTrans(2, SkelKingTrans1); DRLG_ListTrans(2, SkelKingTrans2); DRLG_AreaTrans(5, SkelKingTrans3); DRLG_ListTrans(7, SkelKingTrans4); AddL1Objs(0, 0, 112, 112); AddSKingObjs(); InitSKingTriggers(); break; case SL_BONECHAMB: LoadPreL2Dungeon("Levels\\L2Data\\Bonecha2.DUN", 69, 39); LoadL2Dungeon("Levels\\L2Data\\Bonecha1.DUN", 69, 39); LoadPalette("Levels\\L2Data\\L2_2.pal"); DRLG_ListTrans(5, SkelChamTrans1); DRLG_AreaTrans(2, SkelChamTrans2); DRLG_ListTrans(9, SkelChamTrans3); AddL2Objs(0, 0, 112, 112); AddSChamObjs(); InitSChambTriggers(); break; case SL_MAZE: LoadPreL1Dungeon("Levels\\L1Data\\Lv1MazeA.DUN", 20, 50); LoadL1Dungeon("Levels\\L1Data\\Lv1MazeB.DUN", 20, 50); LoadPalette("Levels\\L1Data\\L1_5.pal"); AddL1Objs(0, 0, 112, 112); DRLG_SetMapTrans("Levels\\L1Data\\Lv1MazeA.DUN"); break; case SL_POISONWATER: if(quests[Q_PWATER]._qactive == 1) { quests[Q_PWATER]._qactive = 2; } LoadPreL3Dungeon("Levels\\L3Data\\Foulwatr.DUN", 19, 50); LoadL3Dungeon("Levels\\L3Data\\Foulwatr.DUN", 20, 50); LoadPalette("Levels\\L3Data\\L3pfoul.pal"); InitPWaterTriggers(); break; case SL_VILEBETRAYER: if(quests[Q_BETRAYER]._qactive == 3) { quests[Q_BETRAYER]._qvar2 = 4; } else if(quests[Q_BETRAYER]._qactive == 2) { quests[Q_BETRAYER]._qvar2 = 3; } LoadPreL1Dungeon("Levels\\L1Data\\Vile1.DUN", 35, 36); LoadL1Dungeon("Levels\\L1Data\\Vile2.DUN", 35, 36); LoadPalette("Levels\\L1Data\\L1_2.pal"); AddL1Objs(0, 0, 112, 112); AddVileObjs(); DRLG_SetMapTrans("Levels\\L1Data\\Vile1.DUN"); InitNoTriggers(); break; } }