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/**
* @file monster.h
*
* Interface of monster functionality, AI, actions, spawning, loading, etc.
*/
#pragma once
#include <cstdint>
#include <array>
#include "engine.h"
#include "engine/actor_position.hpp"
#include "engine/animationinfo.h"
#include "engine/cel_sprite.hpp"
#include "engine/point.hpp"
#include "miniwin/miniwin.h"
#include "utils/stdcompat/optional.hpp"
#include "monstdat.h"
#include "spelldat.h"
#include "textdat.h"
#ifndef NOSOUND
#include "sound.h"
#endif
namespace devilution {
#define MAXMONSTERS 200
#define MAX_LVLMTYPES 24
enum monster_flag : uint16_t {
// clang-format off
MFLAG_HIDDEN = 1 << 0,
MFLAG_LOCK_ANIMATION = 1 << 1,
MFLAG_ALLOW_SPECIAL = 1 << 2,
MFLAG_NOHEAL = 1 << 3,
MFLAG_TARGETS_MONSTER = 1 << 4,
MFLAG_GOLEM = 1 << 5,
MFLAG_QUEST_COMPLETE = 1 << 6,
MFLAG_KNOCKBACK = 1 << 7,
MFLAG_SEARCH = 1 << 8,
MFLAG_CAN_OPEN_DOOR = 1 << 9,
MFLAG_NO_ENEMY = 1 << 10,
MFLAG_BERSERK = 1 << 11,
MFLAG_NOLIFESTEAL = 1 << 12,
// clang-format on
};
/** this enum contains indexes from UniqMonst array for special unique monsters (usually quest related) */
enum : uint8_t {
UMT_GARBUD,
UMT_SKELKING,
UMT_ZHAR,
UMT_SNOTSPIL,
UMT_LAZURUS,
UMT_RED_VEX,
UMT_BLACKJADE,
UMT_LACHDAN,
UMT_WARLORD,
UMT_BUTCHER,
UMT_HORKDMN,
UMT_DEFILER,
UMT_NAKRUL,
};
enum MON_MODE : uint8_t {
MM_STAND,
/** Movement towards N, NW, or NE */
MM_WALK,
/** Movement towards S, SW, or SE */
MM_WALK2,
/** Movement towards W or E */
MM_WALK3,
MM_ATTACK,
MM_GOTHIT,
MM_DEATH,
MM_SATTACK,
MM_FADEIN,
MM_FADEOUT,
MM_RATTACK,
MM_SPSTAND,
MM_RSPATTACK,
MM_DELAY,
MM_CHARGE,
MM_STONE,
MM_HEAL,
MM_TALK,
};
enum {
MA_STAND,
MA_WALK,
MA_ATTACK,
MA_GOTHIT,
MA_DEATH,
MA_SPECIAL,
};
enum monster_goal : uint8_t {
MGOAL_NONE,
MGOAL_NORMAL,
MGOAL_RETREAT,
MGOAL_HEALING,
MGOAL_MOVE,
MGOAL_ATTACK2,
MGOAL_INQUIRING,
MGOAL_TALKING,
};
enum placeflag : uint8_t {
// clang-format off
PLACE_SCATTER = 1 << 0,
PLACE_SPECIAL = 1 << 1,
PLACE_UNIQUE = 1 << 2,
// clang-format on
};
struct AnimStruct {
std::unique_ptr<byte[]> CMem;
std::array<std::optional<CelSprite>, 8> CelSpritesForDirections;
int Frames;
int Rate;
};
struct CMonster {
_monster_id mtype;
/** placeflag enum as a flags*/
uint8_t mPlaceFlags;
AnimStruct Anims[6];
/**
* @brief Returns AnimStruct for specified graphic
*/
AnimStruct& GetAnimData(int graphic)
{
return Anims[graphic];
}
#ifndef NOSOUND
std::unique_ptr<TSnd> Snds[4][2];
#endif
uint16_t mMinHP;
uint16_t mMaxHP;
uint8_t mAFNum;
int8_t mdeadval;
const MonsterDataStruct *MData;
};
struct MonsterStruct { // note: missing field _mAFNum
int _mMTidx;
MON_MODE _mmode;
monster_goal _mgoal;
int _mgoalvar1;
int _mgoalvar2;
int _mgoalvar3;
uint8_t _pathcount;
ActorPosition position;
/** Direction faced by monster (direction enum) */
Direction _mdir;
/** The current target of the mosnter. An index in to either the plr or monster array based on the _meflag value. */
int _menemy;
/** Usually correspond's to the enemy's future position */
Point enemyPosition;
/**
* @brief Contains Information for current Animation
*/
AnimationInfo AnimInfo;
bool _mDelFlag;
int _mVar1;
int _mVar2;
int _mVar3;
int _mmaxhp;
int _mhitpoints;
_mai_id _mAi;
uint8_t _mint;
uint32_t _mFlags;
uint8_t _msquelch;
/** Seed used to determine item drops on death */
uint32_t _mRndSeed;
/** Seed used to determine AI behaviour/sync sounds in multiplayer games? */
uint32_t _mAISeed;
uint8_t _uniqtype;
uint8_t _uniqtrans;
int8_t _udeadval;
int8_t mWhoHit;
int8_t mLevel;
uint16_t mExp;
uint16_t mHit;
uint8_t mMinDamage;
uint8_t mMaxDamage;
uint16_t mHit2;
uint8_t mMinDamage2;
uint8_t mMaxDamage2;
uint8_t mArmorClass;
uint16_t mMagicRes;
_speech_id mtalkmsg;
uint8_t leader;
uint8_t leaderflag;
uint8_t packsize;
int8_t mlid; // BUGFIX -1 is used when not emitting light this should be signed (fixed)
const char *mName;
CMonster *MType;
const MonsterDataStruct *MData;
/**
* @brief Check thats the correct stand Animation is loaded. This is needed if direction is changed (monster stands and looks to player).
* @param mdir direction of the monster
*/
void CheckStandAnimationIsLoaded(Direction mdir);
/**
* @brief Sets _mmode to MM_STONE
*/
void Petrify();
/**
* @brief Is the monster currently walking?
*/
bool IsWalking() const;
};
extern CMonster LevelMonsterTypes[MAX_LVLMTYPES];
extern int LevelMonsterTypeCount;
extern MonsterStruct Monsters[MAXMONSTERS];
extern int ActiveMonsters[MAXMONSTERS];
extern int ActiveMonsterCount;
extern int MonsterKillCounts[MAXMONSTERS];
extern bool sgbSaveSoundOn;
void InitLevelMonsters();
void GetLevelMTypes();
void InitMonsterGFX(int monst);
void InitMonster(int i, Direction rd, int mtype, Point position);
void ClrAllMonsters();
void monster_some_crypt();
void PlaceGroup(int mtype, int num, int leaderf, int leader);
void InitMonsters();
void SetMapMonsters(const uint16_t *dunData, Point startPosition);
void DeleteMonster(int i);
int AddMonster(Point position, Direction dir, int mtype, bool InMap);
void AddDoppelganger(MonsterStruct &monster);
bool M_Talker(int i);
void M_StartStand(int i, Direction md);
void M_ClearSquares(int i);
void M_GetKnockback(int i);
void M_StartHit(int i, int pnum, int dam);
void M_StartKill(int i, int pnum);
void M_SyncStartKill(int i, Point position, int pnum);
void M_Teleport(int i);
void M_UpdateLeader(int i);
void DoEnding();
void PrepDoEnding();
void M_WalkDir(int i, Direction md);
void MAI_Zombie(int i);
void MAI_SkelSd(int i);
void MAI_Snake(int i);
void MAI_Bat(int i);
void MAI_SkelBow(int i);
void MAI_Fat(int i);
void MAI_Sneak(int i);
void MAI_Fireman(int i);
void MAI_Fallen(int i);
void MAI_Cleaver(int i);
void MAI_Round(int i, bool special);
void MAI_GoatMc(int i);
void MAI_Ranged(int i, missile_id missileType, bool special);
void MAI_GoatBow(int i);
void MAI_Succ(int i);
void MAI_Lich(int i);
void MAI_ArchLich(int i);
void MAI_Psychorb(int i);
void MAI_Necromorb(int i);
void MAI_AcidUniq(int i);
void MAI_Firebat(int i);
void MAI_Torchant(int i);
void MAI_Scav(int i);
void MAI_Garg(int i);
void MAI_RoundRanged(int i, missile_id missileType, bool checkdoors, int dam, int lessmissiles);
void MAI_Magma(int i);
void MAI_Storm(int i);
void MAI_BoneDemon(int i);
void MAI_Acid(int i);
void MAI_Diablo(int i);
void MAI_Mega(int i);
void MAI_Golum(int i);
void MAI_SkelKing(int i);
void MAI_Rhino(int i);
void MAI_HorkDemon(int i);
void MAI_Counselor(int i);
void MAI_Garbud(int i);
void MAI_Zhar(int i);
void MAI_SnotSpil(int i);
void MAI_Lazurus(int i);
void MAI_Lazhelp(int i);
void MAI_Lachdanan(int i);
void MAI_Warlord(int i);
void DeleteMonsterList();
void ProcessMonsters();
void FreeMonsters();
bool DirOK(int i, Direction mdir);
bool PosOkMissile(int entity, Point position);
bool LineClearSolid(Point startPoint, Point endPoint);
bool LineClearMissile(Point startPoint, Point endPoint);
bool LineClear(bool (*Clear)(int, Point), int entity, Point startPoint, Point endPoint);
void SyncMonsterAnim(int i);
void M_FallenFear(Point position);
void PrintMonstHistory(int mt);
void PrintUniqueHistory();
void MissToMonst(int i, Point position);
bool PosOkMonst(int i, Point position);
bool monster_posok(int i, Point position);
bool PosOkMonst2(int i, Point position);
bool PosOkMonst3(int i, Point position);
bool IsSkel(int mt);
bool IsGoat(int mt);
int M_SpawnSkel(Point position, Direction dir);
bool SpawnSkeleton(int ii, Point position);
int PreSpawnSkeleton();
void TalktoMonster(int i);
void SpawnGolum(int i, Point position, int mi);
bool CanTalkToMonst(int m);
bool CheckMonsterHit(int m, bool *ret);
int encode_enemy(int m);
void decode_enemy(int m, int enemy);
/* data */
extern Direction left[8];
extern Direction right[8];
extern Direction opposite[8];
} // namespace devilution