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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 "diablo.h"
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#include "levels/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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const AnimStruct &animData = mon.getAnimData(MonsterGraphic::Death);
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if (animData.sprites) {
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corpse.sprites.emplace(*animData.sprites);
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} else {
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corpse.sprites = std::nullopt;
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}
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corpse.frame = animData.frames - 1;
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corpse.width = animData.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 (size_t i = 0; i < LevelMonsterTypeCount; i++) {
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CMonster &monsterType = LevelMonsterTypes[i];
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if (mtypes[monsterType.type] != 0)
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continue;
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InitDeadAnimationFromMonster(Corpses[nd], monsterType);
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Corpses[nd].translationPaletteIndex = 0;
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nd++;
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monsterType.corpseId = nd;
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mtypes[monsterType.type] = nd;
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}
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nd++; // Unused blood spatter
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if (!HeadlessMode)
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Corpses[nd].sprites.emplace(*GetMissileSpriteData(MissileGraphicID::StoneCurseShatter).sprites);
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Corpses[nd].frame = 11;
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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 (size_t i = 0; i < ActiveMonsterCount; i++) {
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auto &monster = Monsters[ActiveMonsters[i]];
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if (monster.isUnique()) {
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InitDeadAnimationFromMonster(Corpses[nd], monster.type());
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Corpses[nd].translationPaletteIndex = ActiveMonsters[i] + 1;
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nd++;
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monster.corpseId = 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) + (static_cast<int>(ddir) << 5);
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}
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void SyncUniqDead()
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{
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for (size_t i = 0; i < ActiveMonsterCount; i++) {
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auto &monster = Monsters[ActiveMonsters[i]];
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if (!monster.isUnique())
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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.corpseId)
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ChangeLightXY(monster.lightId, { 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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