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/**
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* @file dead.cpp
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*
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* Implementation of functions for placing dead monsters.
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*/
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#include "dead.h"
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#include "gendung.h"
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#include "lighting.h"
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#include "misdat.h"
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#include "monster.h"
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namespace devilution {
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Corpse Corpses[MaxCorpses];
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int8_t stonendx;
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namespace {
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void InitDeadAnimationFromMonster(Corpse &corpse, const CMonster &mon)
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{
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int i = 0;
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const auto &animData = mon.GetAnimData(MonsterGraphic::Death);
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for (const auto &celSprite : animData.CelSpritesForDirections)
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corpse.data[i++] = celSprite->Data();
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corpse.frame = animData.Frames;
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corpse.width = animData.CelSpritesForDirections[0]->Width();
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}
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} // namespace
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void InitCorpses()
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{
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int8_t mtypes[MAXMONSTERS] = {};
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int8_t nd = 0;
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for (int i = 0; i < LevelMonsterTypeCount; i++) {
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if (mtypes[LevelMonsterTypes[i].mtype] != 0)
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continue;
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InitDeadAnimationFromMonster(Corpses[nd], LevelMonsterTypes[i]);
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Corpses[nd].translationPaletteIndex = 0;
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nd++;
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LevelMonsterTypes[i].mdeadval = nd;
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mtypes[LevelMonsterTypes[i].mtype] = nd;
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}
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nd++; // Unused blood spatter
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for (auto &corpse : Corpses[nd].data)
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corpse = MissileSpriteData[MFILE_SHATTER1].animData[0].get();
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Corpses[nd].frame = 12;
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Corpses[nd].width = 128;
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Corpses[nd].translationPaletteIndex = 0;
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nd++;
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stonendx = nd;
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for (int i = 0; i < ActiveMonsterCount; i++) {
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auto &monster = Monsters[ActiveMonsters[i]];
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if (monster._uniqtype != 0) {
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InitDeadAnimationFromMonster(Corpses[nd], *monster.MType);
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Corpses[nd].translationPaletteIndex = monster._uniqtrans + 4;
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nd++;
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monster._udeadval = nd;
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}
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}
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assert(static_cast<unsigned>(nd) <= MaxCorpses);
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}
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void AddCorpse(Point tilePosition, int8_t dv, Direction ddir)
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{
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dCorpse[tilePosition.x][tilePosition.y] = (dv & 0x1F) + (ddir << 5);
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}
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void SyncUniqDead()
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{
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for (int i = 0; i < ActiveMonsterCount; i++) {
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auto &monster = Monsters[ActiveMonsters[i]];
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if (monster._uniqtype == 0)
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continue;
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for (int dx = 0; dx < MAXDUNX; dx++) {
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for (int dy = 0; dy < MAXDUNY; dy++) {
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if ((dCorpse[dx][dy] & 0x1F) == monster._udeadval)
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ChangeLightXY(monster.mlid, { dx, dy });
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}
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}
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}
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}
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} // namespace devilution
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