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/**
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* @file monster.h
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*
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* Interface of monster functionality, AI, actions, spawning, loading, etc.
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*/
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#pragma once
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#include <cstdint>
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#include <array>
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#include "engine.h"
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#include "engine/actor_position.hpp"
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#include "engine/animationinfo.h"
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#include "engine/cel_sprite.hpp"
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#include "engine/point.hpp"
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#include "miniwin/miniwin.h"
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#include "utils/stdcompat/optional.hpp"
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#include "monstdat.h"
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#include "sound.h"
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#include "spelldat.h"
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#include "textdat.h"
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namespace devilution {
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struct MissileStruct;
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#define MAXMONSTERS 200
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#define MAX_LVLMTYPES 24
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enum monster_flag : uint16_t {
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// clang-format off
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MFLAG_HIDDEN = 1 << 0,
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MFLAG_LOCK_ANIMATION = 1 << 1,
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MFLAG_ALLOW_SPECIAL = 1 << 2,
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MFLAG_NOHEAL = 1 << 3,
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MFLAG_TARGETS_MONSTER = 1 << 4,
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MFLAG_GOLEM = 1 << 5,
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MFLAG_QUEST_COMPLETE = 1 << 6,
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MFLAG_KNOCKBACK = 1 << 7,
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MFLAG_SEARCH = 1 << 8,
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MFLAG_CAN_OPEN_DOOR = 1 << 9,
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MFLAG_NO_ENEMY = 1 << 10,
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MFLAG_BERSERK = 1 << 11,
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MFLAG_NOLIFESTEAL = 1 << 12,
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// clang-format on
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};
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/** this enum contains indexes from UniqMonst array for special unique monsters (usually quest related) */
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enum : uint8_t {
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UMT_GARBUD,
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UMT_SKELKING,
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UMT_ZHAR,
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UMT_SNOTSPIL,
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UMT_LAZARUS,
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UMT_RED_VEX,
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UMT_BLACKJADE,
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UMT_LACHDAN,
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UMT_WARLORD,
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UMT_BUTCHER,
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UMT_HORKDMN,
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UMT_DEFILER,
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UMT_NAKRUL,
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};
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enum class MonsterMode {
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MM_STAND,
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/** Movement towards N, NW, or NE */
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MM_WALK,
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/** Movement towards S, SW, or SE */
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MM_WALK2,
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/** Movement towards W or E */
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MM_WALK3,
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MM_ATTACK,
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MM_GOTHIT,
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MM_DEATH,
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MM_SATTACK,
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MM_FADEIN,
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MM_FADEOUT,
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MM_RATTACK,
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MM_SPSTAND,
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MM_RSPATTACK,
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MM_DELAY,
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MM_CHARGE,
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MM_STONE,
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MM_HEAL,
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MM_TALK,
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};
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enum class MonsterGraphic {
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Stand,
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Walk,
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Attack,
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GotHit,
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Death,
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Special,
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};
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enum monster_goal : uint8_t {
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MGOAL_NONE,
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MGOAL_NORMAL,
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MGOAL_RETREAT,
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MGOAL_HEALING,
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MGOAL_MOVE,
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MGOAL_ATTACK2,
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MGOAL_INQUIRING,
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MGOAL_TALKING,
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};
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enum placeflag : uint8_t {
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// clang-format off
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PLACE_SCATTER = 1 << 0,
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PLACE_SPECIAL = 1 << 1,
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PLACE_UNIQUE = 1 << 2,
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// clang-format on
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};
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/**
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* @brief Defines the relation of the monster to a monster pack.
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* If value is differnt from Individual MonsterStruct.leader must also be set
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*/
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enum class LeaderRelation : uint8_t {
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None,
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/**
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* @brief Minion that sticks with the leader
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*/
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Leashed,
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/**
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* @brief Minion that was separated from leader and acts individual until it reaches the leader again
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*/
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Separated,
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};
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struct AnimStruct {
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std::unique_ptr<byte[]> CMem;
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std::array<std::optional<CelSprite>, 8> CelSpritesForDirections;
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int Frames;
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int Rate;
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};
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struct CMonster {
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_monster_id mtype;
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/** placeflag enum as a flags*/
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uint8_t mPlaceFlags;
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AnimStruct Anims[6];
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/**
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* @brief Returns AnimStruct for specified graphic
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*/
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const AnimStruct &GetAnimData(MonsterGraphic graphic) const
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{
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return Anims[static_cast<int>(graphic)];
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}
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std::unique_ptr<TSnd> Snds[4][2];
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uint16_t mMinHP;
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uint16_t mMaxHP;
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uint8_t mAFNum;
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int8_t mdeadval;
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const MonsterDataStruct *MData;
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};
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struct MonsterStruct { // note: missing field _mAFNum
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int _mMTidx;
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MonsterMode _mmode;
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monster_goal _mgoal;
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int _mgoalvar1;
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int _mgoalvar2;
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int _mgoalvar3;
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uint8_t _pathcount;
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ActorPosition position;
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/** Direction faced by monster (direction enum) */
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Direction _mdir;
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/** The current target of the mosnter. An index in to either the plr or monster array based on the _meflag value. */
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int _menemy;
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/** Usually correspond's to the enemy's future position */
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Point enemyPosition;
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/**
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* @brief Contains Information for current Animation
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*/
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AnimationInfo AnimInfo;
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bool _mDelFlag;
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int _mVar1;
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int _mVar2;
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int _mVar3;
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int _mmaxhp;
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int _mhitpoints;
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_mai_id _mAi;
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uint8_t _mint;
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uint32_t _mFlags;
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uint8_t _msquelch;
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/** Seed used to determine item drops on death */
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uint32_t _mRndSeed;
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/** Seed used to determine AI behaviour/sync sounds in multiplayer games? */
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uint32_t _mAISeed;
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uint8_t _uniqtype;
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uint8_t _uniqtrans;
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int8_t _udeadval;
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int8_t mWhoHit;
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int8_t mLevel;
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uint16_t mExp;
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uint16_t mHit;
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uint8_t mMinDamage;
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uint8_t mMaxDamage;
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uint16_t mHit2;
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uint8_t mMinDamage2;
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uint8_t mMaxDamage2;
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uint8_t mArmorClass;
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uint16_t mMagicRes;
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_speech_id mtalkmsg;
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uint8_t leader;
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LeaderRelation leaderRelation;
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uint8_t packsize;
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int8_t mlid; // BUGFIX -1 is used when not emitting light this should be signed (fixed)
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const char *mName;
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CMonster *MType;
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const MonsterDataStruct *MData;
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/**
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* @brief Check thats the correct stand Animation is loaded. This is needed if direction is changed (monster stands and looks to player).
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* @param mdir direction of the monster
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*/
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void CheckStandAnimationIsLoaded(Direction mdir);
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/**
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* @brief Sets _mmode to MonsterMode::MM_STONE
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*/
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void Petrify();
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/**
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* @brief Is the monster currently walking?
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*/
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bool IsWalking() const;
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};
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extern CMonster LevelMonsterTypes[MAX_LVLMTYPES];
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extern int LevelMonsterTypeCount;
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extern MonsterStruct Monsters[MAXMONSTERS];
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extern int ActiveMonsters[MAXMONSTERS];
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extern int ActiveMonsterCount;
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extern int MonsterKillCounts[MAXMONSTERS];
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extern bool sgbSaveSoundOn;
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void InitLevelMonsters();
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void GetLevelMTypes();
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void InitMonsterGFX(int monst);
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void monster_some_crypt();
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void InitMonsters();
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void SetMapMonsters(const uint16_t *dunData, Point startPosition);
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int AddMonster(Point position, Direction dir, int mtype, bool inMap);
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void AddDoppelganger(MonsterStruct &monster);
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bool M_Talker(MonsterStruct &monster);
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void M_StartStand(MonsterStruct &monster, Direction md);
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void M_ClearSquares(int i);
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void M_GetKnockback(int i);
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void M_StartHit(int i, int pnum, int dam);
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void M_StartKill(int i, int pnum);
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void M_SyncStartKill(int i, Point position, int pnum);
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void M_UpdateLeader(int i);
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void DoEnding();
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void PrepDoEnding();
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void M_WalkDir(int i, Direction md);
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void GolumAi(int i);
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void DeleteMonsterList();
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void ProcessMonsters();
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void FreeMonsters();
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bool DirOK(int i, Direction mdir);
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bool PosOkMissile(Point position);
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bool LineClearMissile(Point startPoint, Point endPoint);
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bool LineClear(const std::function<bool(Point)> &clear, Point startPoint, Point endPoint);
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void SyncMonsterAnim(MonsterStruct &monster);
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void M_FallenFear(Point position);
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void PrintMonstHistory(int mt);
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void PrintUniqueHistory();
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void PlayEffect(MonsterStruct &monster, int mode);
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void MissToMonst(MissileStruct &missile, Point position);
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bool IsTileAvailable(const MonsterStruct &monster, Point position);
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bool IsSkel(int mt);
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bool IsGoat(int mt);
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bool SpawnSkeleton(int ii, Point position);
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int PreSpawnSkeleton();
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void TalktoMonster(MonsterStruct &monster);
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void SpawnGolem(int i, Point position, MissileStruct &missile);
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bool CanTalkToMonst(const MonsterStruct &monster);
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bool CheckMonsterHit(MonsterStruct &monster, bool *ret);
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int encode_enemy(MonsterStruct &monster);
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void decode_enemy(MonsterStruct &monster, int enemy);
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extern Direction left[8];
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extern Direction right[8];
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extern Direction opposite[8];
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} // namespace devilution
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